babylon.module.d.ts 5.7 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /**
  41. * Type modifier to make object properties readonly.
  42. */
  43. export type DeepImmutableObject<T> = {
  44. readonly [K in keyof T]: DeepImmutable<T[K]>;
  45. };
  46. /** @hidden */
  47. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  48. }
  49. }
  50. declare module "babylonjs/Misc/observable" {
  51. import { Nullable } from "babylonjs/types";
  52. /**
  53. * A class serves as a medium between the observable and its observers
  54. */
  55. export class EventState {
  56. /**
  57. * Create a new EventState
  58. * @param mask defines the mask associated with this state
  59. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  60. * @param target defines the original target of the state
  61. * @param currentTarget defines the current target of the state
  62. */
  63. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64. /**
  65. * Initialize the current event state
  66. * @param mask defines the mask associated with this state
  67. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68. * @param target defines the original target of the state
  69. * @param currentTarget defines the current target of the state
  70. * @returns the current event state
  71. */
  72. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  73. /**
  74. * An Observer can set this property to true to prevent subsequent observers of being notified
  75. */
  76. skipNextObservers: boolean;
  77. /**
  78. * Get the mask value that were used to trigger the event corresponding to this EventState object
  79. */
  80. mask: number;
  81. /**
  82. * The object that originally notified the event
  83. */
  84. target?: any;
  85. /**
  86. * The current object in the bubbling phase
  87. */
  88. currentTarget?: any;
  89. /**
  90. * This will be populated with the return value of the last function that was executed.
  91. * If it is the first function in the callback chain it will be the event data.
  92. */
  93. lastReturnValue?: any;
  94. }
  95. /**
  96. * Represent an Observer registered to a given Observable object.
  97. */
  98. export class Observer<T> {
  99. /**
  100. * Defines the callback to call when the observer is notified
  101. */
  102. callback: (eventData: T, eventState: EventState) => void;
  103. /**
  104. * Defines the mask of the observer (used to filter notifications)
  105. */
  106. mask: number;
  107. /**
  108. * Defines the current scope used to restore the JS context
  109. */
  110. scope: any;
  111. /** @hidden */
  112. _willBeUnregistered: boolean;
  113. /**
  114. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  115. */
  116. unregisterOnNextCall: boolean;
  117. /**
  118. * Creates a new observer
  119. * @param callback defines the callback to call when the observer is notified
  120. * @param mask defines the mask of the observer (used to filter notifications)
  121. * @param scope defines the current scope used to restore the JS context
  122. */
  123. constructor(
  124. /**
  125. * Defines the callback to call when the observer is notified
  126. */
  127. callback: (eventData: T, eventState: EventState) => void,
  128. /**
  129. * Defines the mask of the observer (used to filter notifications)
  130. */
  131. mask: number,
  132. /**
  133. * Defines the current scope used to restore the JS context
  134. */
  135. scope?: any);
  136. }
  137. /**
  138. * Represent a list of observers registered to multiple Observables object.
  139. */
  140. export class MultiObserver<T> {
  141. private _observers;
  142. private _observables;
  143. /**
  144. * Release associated resources
  145. */
  146. dispose(): void;
  147. /**
  148. * Raise a callback when one of the observable will notify
  149. * @param observables defines a list of observables to watch
  150. * @param callback defines the callback to call on notification
  151. * @param mask defines the mask used to filter notifications
  152. * @param scope defines the current scope used to restore the JS context
  153. * @returns the new MultiObserver
  154. */
  155. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  156. }
  157. /**
  158. * The Observable class is a simple implementation of the Observable pattern.
  159. *
  160. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  161. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  162. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  163. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  164. */
  165. export class Observable<T> {
  166. private _observers;
  167. private _eventState;
  168. private _onObserverAdded;
  169. /**
  170. * Gets the list of observers
  171. */
  172. readonly observers: Array<Observer<T>>;
  173. /**
  174. * Creates a new observable
  175. * @param onObserverAdded defines a callback to call when a new observer is added
  176. */
  177. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  178. /**
  179. * Create a new Observer with the specified callback
  180. * @param callback the callback that will be executed for that Observer
  181. * @param mask the mask used to filter observers
  182. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  183. * @param scope optional scope for the callback to be called from
  184. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  185. * @returns the new observer created for the callback
  186. */
  187. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  188. /**
  189. * Create a new Observer with the specified callback and unregisters after the next notification
  190. * @param callback the callback that will be executed for that Observer
  191. * @returns the new observer created for the callback
  192. */
  193. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  194. /**
  195. * Remove an Observer from the Observable object
  196. * @param observer the instance of the Observer to remove
  197. * @returns false if it doesn't belong to this Observable
  198. */
  199. remove(observer: Nullable<Observer<T>>): boolean;
  200. /**
  201. * Remove a callback from the Observable object
  202. * @param callback the callback to remove
  203. * @param scope optional scope. If used only the callbacks with this scope will be removed
  204. * @returns false if it doesn't belong to this Observable
  205. */
  206. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  207. private _deferUnregister;
  208. private _remove;
  209. /**
  210. * Moves the observable to the top of the observer list making it get called first when notified
  211. * @param observer the observer to move
  212. */
  213. makeObserverTopPriority(observer: Observer<T>): void;
  214. /**
  215. * Moves the observable to the bottom of the observer list making it get called last when notified
  216. * @param observer the observer to move
  217. */
  218. makeObserverBottomPriority(observer: Observer<T>): void;
  219. /**
  220. * Notify all Observers by calling their respective callback with the given data
  221. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  222. * @param eventData defines the data to send to all observers
  223. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  224. * @param target defines the original target of the state
  225. * @param currentTarget defines the current target of the state
  226. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  227. */
  228. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  229. /**
  230. * Calling this will execute each callback, expecting it to be a promise or return a value.
  231. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  232. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  233. * and it is crucial that all callbacks will be executed.
  234. * The order of the callbacks is kept, callbacks are not executed parallel.
  235. *
  236. * @param eventData The data to be sent to each callback
  237. * @param mask is used to filter observers defaults to -1
  238. * @param target defines the callback target (see EventState)
  239. * @param currentTarget defines he current object in the bubbling phase
  240. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  241. */
  242. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  243. /**
  244. * Notify a specific observer
  245. * @param observer defines the observer to notify
  246. * @param eventData defines the data to be sent to each callback
  247. * @param mask is used to filter observers defaults to -1
  248. */
  249. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  250. /**
  251. * Gets a boolean indicating if the observable has at least one observer
  252. * @returns true is the Observable has at least one Observer registered
  253. */
  254. hasObservers(): boolean;
  255. /**
  256. * Clear the list of observers
  257. */
  258. clear(): void;
  259. /**
  260. * Clone the current observable
  261. * @returns a new observable
  262. */
  263. clone(): Observable<T>;
  264. /**
  265. * Does this observable handles observer registered with a given mask
  266. * @param mask defines the mask to be tested
  267. * @return whether or not one observer registered with the given mask is handeled
  268. **/
  269. hasSpecificMask(mask?: number): boolean;
  270. }
  271. }
  272. declare module "babylonjs/Misc/domManagement" {
  273. /**
  274. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  275. * Babylon.js
  276. */
  277. export class DomManagement {
  278. /**
  279. * Checks if the window object exists
  280. * @returns true if the window object exists
  281. */
  282. static IsWindowObjectExist(): boolean;
  283. /**
  284. * Checks if the navigator object exists
  285. * @returns true if the navigator object exists
  286. */
  287. static IsNavigatorAvailable(): boolean;
  288. /**
  289. * Extracts text content from a DOM element hierarchy
  290. * @param element defines the root element
  291. * @returns a string
  292. */
  293. static GetDOMTextContent(element: HTMLElement): string;
  294. }
  295. }
  296. declare module "babylonjs/Misc/logger" {
  297. /**
  298. * Logger used througouht the application to allow configuration of
  299. * the log level required for the messages.
  300. */
  301. export class Logger {
  302. /**
  303. * No log
  304. */
  305. static readonly NoneLogLevel: number;
  306. /**
  307. * Only message logs
  308. */
  309. static readonly MessageLogLevel: number;
  310. /**
  311. * Only warning logs
  312. */
  313. static readonly WarningLogLevel: number;
  314. /**
  315. * Only error logs
  316. */
  317. static readonly ErrorLogLevel: number;
  318. /**
  319. * All logs
  320. */
  321. static readonly AllLogLevel: number;
  322. private static _LogCache;
  323. /**
  324. * Gets a value indicating the number of loading errors
  325. * @ignorenaming
  326. */
  327. static errorsCount: number;
  328. /**
  329. * Callback called when a new log is added
  330. */
  331. static OnNewCacheEntry: (entry: string) => void;
  332. private static _AddLogEntry;
  333. private static _FormatMessage;
  334. private static _LogDisabled;
  335. private static _LogEnabled;
  336. private static _WarnDisabled;
  337. private static _WarnEnabled;
  338. private static _ErrorDisabled;
  339. private static _ErrorEnabled;
  340. /**
  341. * Log a message to the console
  342. */
  343. static Log: (message: string) => void;
  344. /**
  345. * Write a warning message to the console
  346. */
  347. static Warn: (message: string) => void;
  348. /**
  349. * Write an error message to the console
  350. */
  351. static Error: (message: string) => void;
  352. /**
  353. * Gets current log cache (list of logs)
  354. */
  355. static readonly LogCache: string;
  356. /**
  357. * Clears the log cache
  358. */
  359. static ClearLogCache(): void;
  360. /**
  361. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  362. */
  363. static LogLevels: number;
  364. }
  365. }
  366. declare module "babylonjs/Misc/typeStore" {
  367. /** @hidden */
  368. export class _TypeStore {
  369. /** @hidden */
  370. static RegisteredTypes: {
  371. [key: string]: Object;
  372. };
  373. /** @hidden */
  374. static GetClass(fqdn: string): any;
  375. }
  376. }
  377. declare module "babylonjs/Misc/stringTools" {
  378. /**
  379. * Helper to manipulate strings
  380. */
  381. export class StringTools {
  382. /**
  383. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  384. * @param str Source string
  385. * @param suffix Suffix to search for in the source string
  386. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  387. */
  388. static EndsWith(str: string, suffix: string): boolean;
  389. /**
  390. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  391. * @param str Source string
  392. * @param suffix Suffix to search for in the source string
  393. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  394. */
  395. static StartsWith(str: string, suffix: string): boolean;
  396. /**
  397. * Decodes a buffer into a string
  398. * @param buffer The buffer to decode
  399. * @returns The decoded string
  400. */
  401. static Decode(buffer: Uint8Array | Uint16Array): string;
  402. /**
  403. * Encode a buffer to a base64 string
  404. * @param buffer defines the buffer to encode
  405. * @returns the encoded string
  406. */
  407. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  408. }
  409. }
  410. declare module "babylonjs/Misc/deepCopier" {
  411. /**
  412. * Class containing a set of static utilities functions for deep copy.
  413. */
  414. export class DeepCopier {
  415. /**
  416. * Tries to copy an object by duplicating every property
  417. * @param source defines the source object
  418. * @param destination defines the target object
  419. * @param doNotCopyList defines a list of properties to avoid
  420. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  421. */
  422. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  423. }
  424. }
  425. declare module "babylonjs/Misc/precisionDate" {
  426. /**
  427. * Class containing a set of static utilities functions for precision date
  428. */
  429. export class PrecisionDate {
  430. /**
  431. * Gets either window.performance.now() if supported or Date.now() else
  432. */
  433. static readonly Now: number;
  434. }
  435. }
  436. declare module "babylonjs/Misc/devTools" {
  437. /** @hidden */
  438. export class _DevTools {
  439. static WarnImport(name: string): string;
  440. }
  441. }
  442. declare module "babylonjs/Misc/interfaces/iWebRequest" {
  443. /**
  444. * Interface used to define the mechanism to get data from the network
  445. */
  446. export interface IWebRequest {
  447. /**
  448. * Returns client's response url
  449. */
  450. responseURL: string;
  451. /**
  452. * Returns client's status
  453. */
  454. status: number;
  455. /**
  456. * Returns client's status as a text
  457. */
  458. statusText: string;
  459. }
  460. }
  461. declare module "babylonjs/Misc/webRequest" {
  462. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  463. import { Nullable } from "babylonjs/types";
  464. /**
  465. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  466. */
  467. export class WebRequest implements IWebRequest {
  468. private _xhr;
  469. /**
  470. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  471. * i.e. when loading files, where the server/service expects an Authorization header
  472. */
  473. static CustomRequestHeaders: {
  474. [key: string]: string;
  475. };
  476. /**
  477. * Add callback functions in this array to update all the requests before they get sent to the network
  478. */
  479. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  480. private _injectCustomRequestHeaders;
  481. /**
  482. * Gets or sets a function to be called when loading progress changes
  483. */
  484. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  485. /**
  486. * Returns client's state
  487. */
  488. readonly readyState: number;
  489. /**
  490. * Returns client's status
  491. */
  492. readonly status: number;
  493. /**
  494. * Returns client's status as a text
  495. */
  496. readonly statusText: string;
  497. /**
  498. * Returns client's response
  499. */
  500. readonly response: any;
  501. /**
  502. * Returns client's response url
  503. */
  504. readonly responseURL: string;
  505. /**
  506. * Returns client's response as text
  507. */
  508. readonly responseText: string;
  509. /**
  510. * Gets or sets the expected response type
  511. */
  512. responseType: XMLHttpRequestResponseType;
  513. /** @hidden */
  514. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  515. /** @hidden */
  516. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  517. /**
  518. * Cancels any network activity
  519. */
  520. abort(): void;
  521. /**
  522. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  523. * @param body defines an optional request body
  524. */
  525. send(body?: Document | BodyInit | null): void;
  526. /**
  527. * Sets the request method, request URL
  528. * @param method defines the method to use (GET, POST, etc..)
  529. * @param url defines the url to connect with
  530. */
  531. open(method: string, url: string): void;
  532. /**
  533. * Sets the value of a request header.
  534. * @param name The name of the header whose value is to be set
  535. * @param value The value to set as the body of the header
  536. */
  537. setRequestHeader(name: string, value: string): void;
  538. /**
  539. * Get the string containing the text of a particular header's value.
  540. * @param name The name of the header
  541. * @returns The string containing the text of the given header name
  542. */
  543. getResponseHeader(name: string): Nullable<string>;
  544. }
  545. }
  546. declare module "babylonjs/Misc/fileRequest" {
  547. import { Observable } from "babylonjs/Misc/observable";
  548. /**
  549. * File request interface
  550. */
  551. export interface IFileRequest {
  552. /**
  553. * Raised when the request is complete (success or error).
  554. */
  555. onCompleteObservable: Observable<IFileRequest>;
  556. /**
  557. * Aborts the request for a file.
  558. */
  559. abort: () => void;
  560. }
  561. }
  562. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  563. /**
  564. * Define options used to create a render target texture
  565. */
  566. export class RenderTargetCreationOptions {
  567. /**
  568. * Specifies is mipmaps must be generated
  569. */
  570. generateMipMaps?: boolean;
  571. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  572. generateDepthBuffer?: boolean;
  573. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  574. generateStencilBuffer?: boolean;
  575. /** Defines texture type (int by default) */
  576. type?: number;
  577. /** Defines sampling mode (trilinear by default) */
  578. samplingMode?: number;
  579. /** Defines format (RGBA by default) */
  580. format?: number;
  581. }
  582. }
  583. declare module "babylonjs/Instrumentation/timeToken" {
  584. import { Nullable } from "babylonjs/types";
  585. /**
  586. * @hidden
  587. **/
  588. export class _TimeToken {
  589. _startTimeQuery: Nullable<WebGLQuery>;
  590. _endTimeQuery: Nullable<WebGLQuery>;
  591. _timeElapsedQuery: Nullable<WebGLQuery>;
  592. _timeElapsedQueryEnded: boolean;
  593. }
  594. }
  595. declare module "babylonjs/Engines/constants" {
  596. /** Defines the cross module used constants to avoid circular dependncies */
  597. export class Constants {
  598. /** Defines that alpha blending is disabled */
  599. static readonly ALPHA_DISABLE: number;
  600. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  601. static readonly ALPHA_ADD: number;
  602. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  603. static readonly ALPHA_COMBINE: number;
  604. /** Defines that alpha blending to DEST - SRC * DEST */
  605. static readonly ALPHA_SUBTRACT: number;
  606. /** Defines that alpha blending to SRC * DEST */
  607. static readonly ALPHA_MULTIPLY: number;
  608. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  609. static readonly ALPHA_MAXIMIZED: number;
  610. /** Defines that alpha blending to SRC + DEST */
  611. static readonly ALPHA_ONEONE: number;
  612. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  613. static readonly ALPHA_PREMULTIPLIED: number;
  614. /**
  615. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  616. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  617. */
  618. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  619. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  620. static readonly ALPHA_INTERPOLATE: number;
  621. /**
  622. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  623. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  624. */
  625. static readonly ALPHA_SCREENMODE: number;
  626. /**
  627. * Defines that alpha blending to SRC + DST
  628. * Alpha will be set to SRC ALPHA + DST ALPHA
  629. */
  630. static readonly ALPHA_ONEONE_ONEONE: number;
  631. /**
  632. * Defines that alpha blending to SRC * DST ALPHA + DST
  633. * Alpha will be set to 0
  634. */
  635. static readonly ALPHA_ALPHATOCOLOR: number;
  636. /**
  637. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  638. */
  639. static readonly ALPHA_REVERSEONEMINUS: number;
  640. /**
  641. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  642. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  643. */
  644. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  645. /**
  646. * Defines that alpha blending to SRC + DST
  647. * Alpha will be set to SRC ALPHA
  648. */
  649. static readonly ALPHA_ONEONE_ONEZERO: number;
  650. /** Defines that alpha blending equation a SUM */
  651. static readonly ALPHA_EQUATION_ADD: number;
  652. /** Defines that alpha blending equation a SUBSTRACTION */
  653. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  654. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  655. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  656. /** Defines that alpha blending equation a MAX operation */
  657. static readonly ALPHA_EQUATION_MAX: number;
  658. /** Defines that alpha blending equation a MIN operation */
  659. static readonly ALPHA_EQUATION_MIN: number;
  660. /**
  661. * Defines that alpha blending equation a DARKEN operation:
  662. * It takes the min of the src and sums the alpha channels.
  663. */
  664. static readonly ALPHA_EQUATION_DARKEN: number;
  665. /** Defines that the ressource is not delayed*/
  666. static readonly DELAYLOADSTATE_NONE: number;
  667. /** Defines that the ressource was successfully delay loaded */
  668. static readonly DELAYLOADSTATE_LOADED: number;
  669. /** Defines that the ressource is currently delay loading */
  670. static readonly DELAYLOADSTATE_LOADING: number;
  671. /** Defines that the ressource is delayed and has not started loading */
  672. static readonly DELAYLOADSTATE_NOTLOADED: number;
  673. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  674. static readonly NEVER: number;
  675. /** 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 */
  676. static readonly ALWAYS: number;
  677. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  678. static readonly LESS: number;
  679. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  680. static readonly EQUAL: number;
  681. /** 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 */
  682. static readonly LEQUAL: number;
  683. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  684. static readonly GREATER: number;
  685. /** 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 */
  686. static readonly GEQUAL: number;
  687. /** 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 */
  688. static readonly NOTEQUAL: number;
  689. /** Passed to stencilOperation to specify that stencil value must be kept */
  690. static readonly KEEP: number;
  691. /** Passed to stencilOperation to specify that stencil value must be replaced */
  692. static readonly REPLACE: number;
  693. /** Passed to stencilOperation to specify that stencil value must be incremented */
  694. static readonly INCR: number;
  695. /** Passed to stencilOperation to specify that stencil value must be decremented */
  696. static readonly DECR: number;
  697. /** Passed to stencilOperation to specify that stencil value must be inverted */
  698. static readonly INVERT: number;
  699. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  700. static readonly INCR_WRAP: number;
  701. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  702. static readonly DECR_WRAP: number;
  703. /** Texture is not repeating outside of 0..1 UVs */
  704. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  705. /** Texture is repeating outside of 0..1 UVs */
  706. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  707. /** Texture is repeating and mirrored */
  708. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  709. /** ALPHA */
  710. static readonly TEXTUREFORMAT_ALPHA: number;
  711. /** LUMINANCE */
  712. static readonly TEXTUREFORMAT_LUMINANCE: number;
  713. /** LUMINANCE_ALPHA */
  714. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  715. /** RGB */
  716. static readonly TEXTUREFORMAT_RGB: number;
  717. /** RGBA */
  718. static readonly TEXTUREFORMAT_RGBA: number;
  719. /** RED */
  720. static readonly TEXTUREFORMAT_RED: number;
  721. /** RED (2nd reference) */
  722. static readonly TEXTUREFORMAT_R: number;
  723. /** RG */
  724. static readonly TEXTUREFORMAT_RG: number;
  725. /** RED_INTEGER */
  726. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  727. /** RED_INTEGER (2nd reference) */
  728. static readonly TEXTUREFORMAT_R_INTEGER: number;
  729. /** RG_INTEGER */
  730. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  731. /** RGB_INTEGER */
  732. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  733. /** RGBA_INTEGER */
  734. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  735. /** UNSIGNED_BYTE */
  736. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  737. /** UNSIGNED_BYTE (2nd reference) */
  738. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  739. /** FLOAT */
  740. static readonly TEXTURETYPE_FLOAT: number;
  741. /** HALF_FLOAT */
  742. static readonly TEXTURETYPE_HALF_FLOAT: number;
  743. /** BYTE */
  744. static readonly TEXTURETYPE_BYTE: number;
  745. /** SHORT */
  746. static readonly TEXTURETYPE_SHORT: number;
  747. /** UNSIGNED_SHORT */
  748. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  749. /** INT */
  750. static readonly TEXTURETYPE_INT: number;
  751. /** UNSIGNED_INT */
  752. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  753. /** UNSIGNED_SHORT_4_4_4_4 */
  754. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  755. /** UNSIGNED_SHORT_5_5_5_1 */
  756. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  757. /** UNSIGNED_SHORT_5_6_5 */
  758. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  759. /** UNSIGNED_INT_2_10_10_10_REV */
  760. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  761. /** UNSIGNED_INT_24_8 */
  762. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  763. /** UNSIGNED_INT_10F_11F_11F_REV */
  764. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  765. /** UNSIGNED_INT_5_9_9_9_REV */
  766. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  767. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  768. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  769. /** nearest is mag = nearest and min = nearest and mip = nearest */
  770. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  771. /** Bilinear is mag = linear and min = linear and mip = nearest */
  772. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  773. /** Trilinear is mag = linear and min = linear and mip = linear */
  774. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  775. /** nearest is mag = nearest and min = nearest and mip = linear */
  776. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  777. /** Bilinear is mag = linear and min = linear and mip = nearest */
  778. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  779. /** Trilinear is mag = linear and min = linear and mip = linear */
  780. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  781. /** mag = nearest and min = nearest and mip = nearest */
  782. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  783. /** mag = nearest and min = linear and mip = nearest */
  784. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  785. /** mag = nearest and min = linear and mip = linear */
  786. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  787. /** mag = nearest and min = linear and mip = none */
  788. static readonly TEXTURE_NEAREST_LINEAR: number;
  789. /** mag = nearest and min = nearest and mip = none */
  790. static readonly TEXTURE_NEAREST_NEAREST: number;
  791. /** mag = linear and min = nearest and mip = nearest */
  792. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  793. /** mag = linear and min = nearest and mip = linear */
  794. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  795. /** mag = linear and min = linear and mip = none */
  796. static readonly TEXTURE_LINEAR_LINEAR: number;
  797. /** mag = linear and min = nearest and mip = none */
  798. static readonly TEXTURE_LINEAR_NEAREST: number;
  799. /** Explicit coordinates mode */
  800. static readonly TEXTURE_EXPLICIT_MODE: number;
  801. /** Spherical coordinates mode */
  802. static readonly TEXTURE_SPHERICAL_MODE: number;
  803. /** Planar coordinates mode */
  804. static readonly TEXTURE_PLANAR_MODE: number;
  805. /** Cubic coordinates mode */
  806. static readonly TEXTURE_CUBIC_MODE: number;
  807. /** Projection coordinates mode */
  808. static readonly TEXTURE_PROJECTION_MODE: number;
  809. /** Skybox coordinates mode */
  810. static readonly TEXTURE_SKYBOX_MODE: number;
  811. /** Inverse Cubic coordinates mode */
  812. static readonly TEXTURE_INVCUBIC_MODE: number;
  813. /** Equirectangular coordinates mode */
  814. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  815. /** Equirectangular Fixed coordinates mode */
  816. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  817. /** Equirectangular Fixed Mirrored coordinates mode */
  818. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  819. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  820. static readonly SCALEMODE_FLOOR: number;
  821. /** Defines that texture rescaling will look for the nearest power of 2 size */
  822. static readonly SCALEMODE_NEAREST: number;
  823. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  824. static readonly SCALEMODE_CEILING: number;
  825. /**
  826. * The dirty texture flag value
  827. */
  828. static readonly MATERIAL_TextureDirtyFlag: number;
  829. /**
  830. * The dirty light flag value
  831. */
  832. static readonly MATERIAL_LightDirtyFlag: number;
  833. /**
  834. * The dirty fresnel flag value
  835. */
  836. static readonly MATERIAL_FresnelDirtyFlag: number;
  837. /**
  838. * The dirty attribute flag value
  839. */
  840. static readonly MATERIAL_AttributesDirtyFlag: number;
  841. /**
  842. * The dirty misc flag value
  843. */
  844. static readonly MATERIAL_MiscDirtyFlag: number;
  845. /**
  846. * The all dirty flag value
  847. */
  848. static readonly MATERIAL_AllDirtyFlag: number;
  849. /**
  850. * Returns the triangle fill mode
  851. */
  852. static readonly MATERIAL_TriangleFillMode: number;
  853. /**
  854. * Returns the wireframe mode
  855. */
  856. static readonly MATERIAL_WireFrameFillMode: number;
  857. /**
  858. * Returns the point fill mode
  859. */
  860. static readonly MATERIAL_PointFillMode: number;
  861. /**
  862. * Returns the point list draw mode
  863. */
  864. static readonly MATERIAL_PointListDrawMode: number;
  865. /**
  866. * Returns the line list draw mode
  867. */
  868. static readonly MATERIAL_LineListDrawMode: number;
  869. /**
  870. * Returns the line loop draw mode
  871. */
  872. static readonly MATERIAL_LineLoopDrawMode: number;
  873. /**
  874. * Returns the line strip draw mode
  875. */
  876. static readonly MATERIAL_LineStripDrawMode: number;
  877. /**
  878. * Returns the triangle strip draw mode
  879. */
  880. static readonly MATERIAL_TriangleStripDrawMode: number;
  881. /**
  882. * Returns the triangle fan draw mode
  883. */
  884. static readonly MATERIAL_TriangleFanDrawMode: number;
  885. /**
  886. * Stores the clock-wise side orientation
  887. */
  888. static readonly MATERIAL_ClockWiseSideOrientation: number;
  889. /**
  890. * Stores the counter clock-wise side orientation
  891. */
  892. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  893. /**
  894. * Nothing
  895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  896. */
  897. static readonly ACTION_NothingTrigger: number;
  898. /**
  899. * On pick
  900. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  901. */
  902. static readonly ACTION_OnPickTrigger: number;
  903. /**
  904. * On left pick
  905. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  906. */
  907. static readonly ACTION_OnLeftPickTrigger: number;
  908. /**
  909. * On right pick
  910. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  911. */
  912. static readonly ACTION_OnRightPickTrigger: number;
  913. /**
  914. * On center pick
  915. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  916. */
  917. static readonly ACTION_OnCenterPickTrigger: number;
  918. /**
  919. * On pick down
  920. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  921. */
  922. static readonly ACTION_OnPickDownTrigger: number;
  923. /**
  924. * On double pick
  925. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  926. */
  927. static readonly ACTION_OnDoublePickTrigger: number;
  928. /**
  929. * On pick up
  930. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  931. */
  932. static readonly ACTION_OnPickUpTrigger: number;
  933. /**
  934. * On pick out.
  935. * This trigger will only be raised if you also declared a OnPickDown
  936. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  937. */
  938. static readonly ACTION_OnPickOutTrigger: number;
  939. /**
  940. * On long press
  941. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  942. */
  943. static readonly ACTION_OnLongPressTrigger: number;
  944. /**
  945. * On pointer over
  946. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  947. */
  948. static readonly ACTION_OnPointerOverTrigger: number;
  949. /**
  950. * On pointer out
  951. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  952. */
  953. static readonly ACTION_OnPointerOutTrigger: number;
  954. /**
  955. * On every frame
  956. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  957. */
  958. static readonly ACTION_OnEveryFrameTrigger: number;
  959. /**
  960. * On intersection enter
  961. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  962. */
  963. static readonly ACTION_OnIntersectionEnterTrigger: number;
  964. /**
  965. * On intersection exit
  966. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  967. */
  968. static readonly ACTION_OnIntersectionExitTrigger: number;
  969. /**
  970. * On key down
  971. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  972. */
  973. static readonly ACTION_OnKeyDownTrigger: number;
  974. /**
  975. * On key up
  976. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  977. */
  978. static readonly ACTION_OnKeyUpTrigger: number;
  979. /**
  980. * Billboard mode will only apply to Y axis
  981. */
  982. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  983. /**
  984. * Billboard mode will apply to all axes
  985. */
  986. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  987. /**
  988. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  989. */
  990. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  991. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  992. * Test order :
  993. * Is the bounding sphere outside the frustum ?
  994. * If not, are the bounding box vertices outside the frustum ?
  995. * It not, then the cullable object is in the frustum.
  996. */
  997. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  998. /** Culling strategy : Bounding Sphere Only.
  999. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  1000. * It's also less accurate than the standard because some not visible objects can still be selected.
  1001. * Test : is the bounding sphere outside the frustum ?
  1002. * If not, then the cullable object is in the frustum.
  1003. */
  1004. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  1005. /** Culling strategy : Optimistic Inclusion.
  1006. * This in an inclusion test first, then the standard exclusion test.
  1007. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  1008. * 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.
  1009. * Anyway, it's as accurate as the standard strategy.
  1010. * Test :
  1011. * Is the cullable object bounding sphere center in the frustum ?
  1012. * If not, apply the default culling strategy.
  1013. */
  1014. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  1015. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  1016. * This in an inclusion test first, then the bounding sphere only exclusion test.
  1017. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  1018. * 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.
  1019. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  1020. * Test :
  1021. * Is the cullable object bounding sphere center in the frustum ?
  1022. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  1023. */
  1024. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  1025. /**
  1026. * No logging while loading
  1027. */
  1028. static readonly SCENELOADER_NO_LOGGING: number;
  1029. /**
  1030. * Minimal logging while loading
  1031. */
  1032. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  1033. /**
  1034. * Summary logging while loading
  1035. */
  1036. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  1037. /**
  1038. * Detailled logging while loading
  1039. */
  1040. static readonly SCENELOADER_DETAILED_LOGGING: number;
  1041. }
  1042. }
  1043. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  1044. import { Nullable } from "babylonjs/types";
  1045. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  1046. /**
  1047. * This represents the required contract to create a new type of texture loader.
  1048. */
  1049. export interface IInternalTextureLoader {
  1050. /**
  1051. * Defines wether the loader supports cascade loading the different faces.
  1052. */
  1053. supportCascades: boolean;
  1054. /**
  1055. * This returns if the loader support the current file information.
  1056. * @param extension defines the file extension of the file being loaded
  1057. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1058. * @param fallback defines the fallback internal texture if any
  1059. * @param isBase64 defines whether the texture is encoded as a base64
  1060. * @param isBuffer defines whether the texture data are stored as a buffer
  1061. * @returns true if the loader can load the specified file
  1062. */
  1063. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  1064. /**
  1065. * Transform the url before loading if required.
  1066. * @param rootUrl the url of the texture
  1067. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1068. * @returns the transformed texture
  1069. */
  1070. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  1071. /**
  1072. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  1073. * @param rootUrl the url of the texture
  1074. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1075. * @returns the fallback texture
  1076. */
  1077. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  1078. /**
  1079. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  1080. * @param data contains the texture data
  1081. * @param texture defines the BabylonJS internal texture
  1082. * @param createPolynomials will be true if polynomials have been requested
  1083. * @param onLoad defines the callback to trigger once the texture is ready
  1084. * @param onError defines the callback to trigger in case of error
  1085. */
  1086. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  1087. /**
  1088. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  1089. * @param data contains the texture data
  1090. * @param texture defines the BabylonJS internal texture
  1091. * @param callback defines the method to call once ready to upload
  1092. */
  1093. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  1094. }
  1095. }
  1096. declare module "babylonjs/Engines/IPipelineContext" {
  1097. /**
  1098. * Class used to store and describe the pipeline context associated with an effect
  1099. */
  1100. export interface IPipelineContext {
  1101. /**
  1102. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  1103. */
  1104. isAsync: boolean;
  1105. /**
  1106. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  1107. */
  1108. isReady: boolean;
  1109. /** @hidden */
  1110. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  1111. }
  1112. }
  1113. declare module "babylonjs/Meshes/dataBuffer" {
  1114. /**
  1115. * Class used to store gfx data (like WebGLBuffer)
  1116. */
  1117. export class DataBuffer {
  1118. /**
  1119. * Gets or sets the number of objects referencing this buffer
  1120. */
  1121. references: number;
  1122. /** Gets or sets the size of the underlying buffer */
  1123. capacity: number;
  1124. /**
  1125. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  1126. */
  1127. is32Bits: boolean;
  1128. /**
  1129. * Gets the underlying buffer
  1130. */
  1131. readonly underlyingResource: any;
  1132. }
  1133. }
  1134. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  1135. /** @hidden */
  1136. export interface IShaderProcessor {
  1137. attributeProcessor?: (attribute: string) => string;
  1138. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  1139. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  1140. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  1141. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  1142. lineProcessor?: (line: string, isFragment: boolean) => string;
  1143. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1144. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1145. }
  1146. }
  1147. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  1148. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  1149. /** @hidden */
  1150. export interface ProcessingOptions {
  1151. defines: string[];
  1152. indexParameters: any;
  1153. isFragment: boolean;
  1154. shouldUseHighPrecisionShader: boolean;
  1155. supportsUniformBuffers: boolean;
  1156. shadersRepository: string;
  1157. includesShadersStore: {
  1158. [key: string]: string;
  1159. };
  1160. processor?: IShaderProcessor;
  1161. version: string;
  1162. platformName: string;
  1163. lookForClosingBracketForUniformBuffer?: boolean;
  1164. }
  1165. }
  1166. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  1167. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1168. /** @hidden */
  1169. export class ShaderCodeNode {
  1170. line: string;
  1171. children: ShaderCodeNode[];
  1172. additionalDefineKey?: string;
  1173. additionalDefineValue?: string;
  1174. isValid(preprocessors: {
  1175. [key: string]: string;
  1176. }): boolean;
  1177. process(preprocessors: {
  1178. [key: string]: string;
  1179. }, options: ProcessingOptions): string;
  1180. }
  1181. }
  1182. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  1183. /** @hidden */
  1184. export class ShaderCodeCursor {
  1185. private _lines;
  1186. lineIndex: number;
  1187. readonly currentLine: string;
  1188. readonly canRead: boolean;
  1189. lines: string[];
  1190. }
  1191. }
  1192. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  1193. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1194. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1195. /** @hidden */
  1196. export class ShaderCodeConditionNode extends ShaderCodeNode {
  1197. process(preprocessors: {
  1198. [key: string]: string;
  1199. }, options: ProcessingOptions): string;
  1200. }
  1201. }
  1202. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  1203. /** @hidden */
  1204. export class ShaderDefineExpression {
  1205. isTrue(preprocessors: {
  1206. [key: string]: string;
  1207. }): boolean;
  1208. }
  1209. }
  1210. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  1211. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1212. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1213. /** @hidden */
  1214. export class ShaderCodeTestNode extends ShaderCodeNode {
  1215. testExpression: ShaderDefineExpression;
  1216. isValid(preprocessors: {
  1217. [key: string]: string;
  1218. }): boolean;
  1219. }
  1220. }
  1221. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  1222. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1223. /** @hidden */
  1224. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  1225. define: string;
  1226. not: boolean;
  1227. constructor(define: string, not?: boolean);
  1228. isTrue(preprocessors: {
  1229. [key: string]: string;
  1230. }): boolean;
  1231. }
  1232. }
  1233. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  1234. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1235. /** @hidden */
  1236. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  1237. leftOperand: ShaderDefineExpression;
  1238. rightOperand: ShaderDefineExpression;
  1239. isTrue(preprocessors: {
  1240. [key: string]: string;
  1241. }): boolean;
  1242. }
  1243. }
  1244. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  1245. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1246. /** @hidden */
  1247. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  1248. leftOperand: ShaderDefineExpression;
  1249. rightOperand: ShaderDefineExpression;
  1250. isTrue(preprocessors: {
  1251. [key: string]: string;
  1252. }): boolean;
  1253. }
  1254. }
  1255. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  1256. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1257. /** @hidden */
  1258. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  1259. define: string;
  1260. operand: string;
  1261. testValue: string;
  1262. constructor(define: string, operand: string, testValue: string);
  1263. isTrue(preprocessors: {
  1264. [key: string]: string;
  1265. }): boolean;
  1266. }
  1267. }
  1268. declare module "babylonjs/Offline/IOfflineProvider" {
  1269. /**
  1270. * Class used to enable access to offline support
  1271. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  1272. */
  1273. export interface IOfflineProvider {
  1274. /**
  1275. * Gets a boolean indicating if scene must be saved in the database
  1276. */
  1277. enableSceneOffline: boolean;
  1278. /**
  1279. * Gets a boolean indicating if textures must be saved in the database
  1280. */
  1281. enableTexturesOffline: boolean;
  1282. /**
  1283. * Open the offline support and make it available
  1284. * @param successCallback defines the callback to call on success
  1285. * @param errorCallback defines the callback to call on error
  1286. */
  1287. open(successCallback: () => void, errorCallback: () => void): void;
  1288. /**
  1289. * Loads an image from the offline support
  1290. * @param url defines the url to load from
  1291. * @param image defines the target DOM image
  1292. */
  1293. loadImage(url: string, image: HTMLImageElement): void;
  1294. /**
  1295. * Loads a file from offline support
  1296. * @param url defines the URL to load from
  1297. * @param sceneLoaded defines a callback to call on success
  1298. * @param progressCallBack defines a callback to call when progress changed
  1299. * @param errorCallback defines a callback to call on error
  1300. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  1301. */
  1302. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/filesInputStore" {
  1306. /**
  1307. * Class used to help managing file picking and drag'n'drop
  1308. * File Storage
  1309. */
  1310. export class FilesInputStore {
  1311. /**
  1312. * List of files ready to be loaded
  1313. */
  1314. static FilesToLoad: {
  1315. [key: string]: File;
  1316. };
  1317. }
  1318. }
  1319. declare module "babylonjs/Misc/retryStrategy" {
  1320. import { WebRequest } from "babylonjs/Misc/webRequest";
  1321. /**
  1322. * Class used to define a retry strategy when error happens while loading assets
  1323. */
  1324. export class RetryStrategy {
  1325. /**
  1326. * Function used to defines an exponential back off strategy
  1327. * @param maxRetries defines the maximum number of retries (3 by default)
  1328. * @param baseInterval defines the interval between retries
  1329. * @returns the strategy function to use
  1330. */
  1331. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  1332. }
  1333. }
  1334. declare module "babylonjs/Misc/baseError" {
  1335. /**
  1336. * @ignore
  1337. * Application error to support additional information when loading a file
  1338. */
  1339. export abstract class BaseError extends Error {
  1340. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  1341. }
  1342. }
  1343. declare module "babylonjs/Misc/fileTools" {
  1344. import { WebRequest } from "babylonjs/Misc/webRequest";
  1345. import { Nullable } from "babylonjs/types";
  1346. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  1347. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  1348. import { BaseError } from "babylonjs/Misc/baseError";
  1349. /** @ignore */
  1350. export class LoadFileError extends BaseError {
  1351. request?: WebRequest;
  1352. file?: File;
  1353. /**
  1354. * Creates a new LoadFileError
  1355. * @param message defines the message of the error
  1356. * @param request defines the optional web request
  1357. * @param file defines the optional file
  1358. */
  1359. constructor(message: string, object?: WebRequest | File);
  1360. }
  1361. /** @ignore */
  1362. export class RequestFileError extends BaseError {
  1363. request: WebRequest;
  1364. /**
  1365. * Creates a new LoadFileError
  1366. * @param message defines the message of the error
  1367. * @param request defines the optional web request
  1368. */
  1369. constructor(message: string, request: WebRequest);
  1370. }
  1371. /** @ignore */
  1372. export class ReadFileError extends BaseError {
  1373. file: File;
  1374. /**
  1375. * Creates a new ReadFileError
  1376. * @param message defines the message of the error
  1377. * @param file defines the optional file
  1378. */
  1379. constructor(message: string, file: File);
  1380. }
  1381. /**
  1382. * @hidden
  1383. */
  1384. export class FileTools {
  1385. /**
  1386. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  1387. */
  1388. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  1389. /**
  1390. * Gets or sets the base URL to use to load assets
  1391. */
  1392. static BaseUrl: string;
  1393. /**
  1394. * Default behaviour for cors in the application.
  1395. * It can be a string if the expected behavior is identical in the entire app.
  1396. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  1397. */
  1398. static CorsBehavior: string | ((url: string | string[]) => string);
  1399. /**
  1400. * Gets or sets a function used to pre-process url before using them to load assets
  1401. */
  1402. static PreprocessUrl: (url: string) => string;
  1403. /**
  1404. * Removes unwanted characters from an url
  1405. * @param url defines the url to clean
  1406. * @returns the cleaned url
  1407. */
  1408. private static _CleanUrl;
  1409. /**
  1410. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1411. * @param url define the url we are trying
  1412. * @param element define the dom element where to configure the cors policy
  1413. */
  1414. static SetCorsBehavior(url: string | string[], element: {
  1415. crossOrigin: string | null;
  1416. }): void;
  1417. /**
  1418. * Loads an image as an HTMLImageElement.
  1419. * @param input url string, ArrayBuffer, or Blob to load
  1420. * @param onLoad callback called when the image successfully loads
  1421. * @param onError callback called when the image fails to load
  1422. * @param offlineProvider offline provider for caching
  1423. * @param mimeType optional mime type
  1424. * @returns the HTMLImageElement of the loaded image
  1425. */
  1426. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  1427. /**
  1428. * Reads a file from a File object
  1429. * @param file defines the file to load
  1430. * @param onSuccess defines the callback to call when data is loaded
  1431. * @param onProgress defines the callback to call during loading process
  1432. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  1433. * @param onError defines the callback to call when an error occurs
  1434. * @returns a file request object
  1435. */
  1436. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  1437. /**
  1438. * Loads a file from a url
  1439. * @param url url to load
  1440. * @param onSuccess callback called when the file successfully loads
  1441. * @param onProgress callback called while file is loading (if the server supports this mode)
  1442. * @param offlineProvider defines the offline provider for caching
  1443. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1444. * @param onError callback called when the file fails to load
  1445. * @returns a file request object
  1446. */
  1447. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  1448. /**
  1449. * Loads a file
  1450. * @param url url to load
  1451. * @param onSuccess callback called when the file successfully loads
  1452. * @param onProgress callback called while file is loading (if the server supports this mode)
  1453. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1454. * @param onError callback called when the file fails to load
  1455. * @param onOpened callback called when the web request is opened
  1456. * @returns a file request object
  1457. */
  1458. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  1459. /**
  1460. * Checks if the loaded document was accessed via `file:`-Protocol.
  1461. * @returns boolean
  1462. */
  1463. static IsFileURL(): boolean;
  1464. }
  1465. }
  1466. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  1467. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1468. /** @hidden */
  1469. export class ShaderProcessor {
  1470. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  1471. private static _ProcessPrecision;
  1472. private static _ExtractOperation;
  1473. private static _BuildSubExpression;
  1474. private static _BuildExpression;
  1475. private static _MoveCursorWithinIf;
  1476. private static _MoveCursor;
  1477. private static _EvaluatePreProcessors;
  1478. private static _PreparePreProcessors;
  1479. private static _ProcessShaderConversion;
  1480. private static _ProcessIncludes;
  1481. }
  1482. }
  1483. declare module "babylonjs/Maths/math.like" {
  1484. import { float, int, DeepImmutable } from "babylonjs/types";
  1485. /**
  1486. * @hidden
  1487. */
  1488. export interface IColor4Like {
  1489. r: float;
  1490. g: float;
  1491. b: float;
  1492. a: float;
  1493. }
  1494. /**
  1495. * @hidden
  1496. */
  1497. export interface IColor3Like {
  1498. r: float;
  1499. g: float;
  1500. b: float;
  1501. }
  1502. /**
  1503. * @hidden
  1504. */
  1505. export interface IVector4Like {
  1506. x: float;
  1507. y: float;
  1508. z: float;
  1509. w: float;
  1510. }
  1511. /**
  1512. * @hidden
  1513. */
  1514. export interface IVector3Like {
  1515. x: float;
  1516. y: float;
  1517. z: float;
  1518. }
  1519. /**
  1520. * @hidden
  1521. */
  1522. export interface IVector2Like {
  1523. x: float;
  1524. y: float;
  1525. }
  1526. /**
  1527. * @hidden
  1528. */
  1529. export interface IMatrixLike {
  1530. toArray(): DeepImmutable<Float32Array>;
  1531. updateFlag: int;
  1532. }
  1533. /**
  1534. * @hidden
  1535. */
  1536. export interface IViewportLike {
  1537. x: float;
  1538. y: float;
  1539. width: float;
  1540. height: float;
  1541. }
  1542. /**
  1543. * @hidden
  1544. */
  1545. export interface IPlaneLike {
  1546. normal: IVector3Like;
  1547. d: float;
  1548. normalize(): void;
  1549. }
  1550. }
  1551. declare module "babylonjs/Materials/iEffectFallbacks" {
  1552. import { Effect } from "babylonjs/Materials/effect";
  1553. /**
  1554. * Interface used to define common properties for effect fallbacks
  1555. */
  1556. export interface IEffectFallbacks {
  1557. /**
  1558. * Removes the defines that should be removed when falling back.
  1559. * @param currentDefines defines the current define statements for the shader.
  1560. * @param effect defines the current effect we try to compile
  1561. * @returns The resulting defines with defines of the current rank removed.
  1562. */
  1563. reduce(currentDefines: string, effect: Effect): string;
  1564. /**
  1565. * Removes the fallback from the bound mesh.
  1566. */
  1567. unBindMesh(): void;
  1568. /**
  1569. * Checks to see if more fallbacks are still availible.
  1570. */
  1571. hasMoreFallbacks: boolean;
  1572. }
  1573. }
  1574. declare module "babylonjs/Misc/andOrNotEvaluator" {
  1575. /**
  1576. * Class used to evalaute queries containing `and` and `or` operators
  1577. */
  1578. export class AndOrNotEvaluator {
  1579. /**
  1580. * Evaluate a query
  1581. * @param query defines the query to evaluate
  1582. * @param evaluateCallback defines the callback used to filter result
  1583. * @returns true if the query matches
  1584. */
  1585. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  1586. private static _HandleParenthesisContent;
  1587. private static _SimplifyNegation;
  1588. }
  1589. }
  1590. declare module "babylonjs/Misc/tags" {
  1591. /**
  1592. * Class used to store custom tags
  1593. */
  1594. export class Tags {
  1595. /**
  1596. * Adds support for tags on the given object
  1597. * @param obj defines the object to use
  1598. */
  1599. static EnableFor(obj: any): void;
  1600. /**
  1601. * Removes tags support
  1602. * @param obj defines the object to use
  1603. */
  1604. static DisableFor(obj: any): void;
  1605. /**
  1606. * Gets a boolean indicating if the given object has tags
  1607. * @param obj defines the object to use
  1608. * @returns a boolean
  1609. */
  1610. static HasTags(obj: any): boolean;
  1611. /**
  1612. * Gets the tags available on a given object
  1613. * @param obj defines the object to use
  1614. * @param asString defines if the tags must be returned as a string instead of an array of strings
  1615. * @returns the tags
  1616. */
  1617. static GetTags(obj: any, asString?: boolean): any;
  1618. /**
  1619. * Adds tags to an object
  1620. * @param obj defines the object to use
  1621. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  1622. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  1623. */
  1624. static AddTagsTo(obj: any, tagsString: string): void;
  1625. /**
  1626. * @hidden
  1627. */
  1628. static _AddTagTo(obj: any, tag: string): void;
  1629. /**
  1630. * Removes specific tags from a specific object
  1631. * @param obj defines the object to use
  1632. * @param tagsString defines the tags to remove
  1633. */
  1634. static RemoveTagsFrom(obj: any, tagsString: string): void;
  1635. /**
  1636. * @hidden
  1637. */
  1638. static _RemoveTagFrom(obj: any, tag: string): void;
  1639. /**
  1640. * Defines if tags hosted on an object match a given query
  1641. * @param obj defines the object to use
  1642. * @param tagsQuery defines the tag query
  1643. * @returns a boolean
  1644. */
  1645. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  1646. }
  1647. }
  1648. declare module "babylonjs/Maths/math.scalar" {
  1649. /**
  1650. * Scalar computation library
  1651. */
  1652. export class Scalar {
  1653. /**
  1654. * Two pi constants convenient for computation.
  1655. */
  1656. static TwoPi: number;
  1657. /**
  1658. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1659. * @param a number
  1660. * @param b number
  1661. * @param epsilon (default = 1.401298E-45)
  1662. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1663. */
  1664. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1665. /**
  1666. * Returns a string : the upper case translation of the number i to hexadecimal.
  1667. * @param i number
  1668. * @returns the upper case translation of the number i to hexadecimal.
  1669. */
  1670. static ToHex(i: number): string;
  1671. /**
  1672. * Returns -1 if value is negative and +1 is value is positive.
  1673. * @param value the value
  1674. * @returns the value itself if it's equal to zero.
  1675. */
  1676. static Sign(value: number): number;
  1677. /**
  1678. * Returns the value itself if it's between min and max.
  1679. * Returns min if the value is lower than min.
  1680. * Returns max if the value is greater than max.
  1681. * @param value the value to clmap
  1682. * @param min the min value to clamp to (default: 0)
  1683. * @param max the max value to clamp to (default: 1)
  1684. * @returns the clamped value
  1685. */
  1686. static Clamp(value: number, min?: number, max?: number): number;
  1687. /**
  1688. * the log2 of value.
  1689. * @param value the value to compute log2 of
  1690. * @returns the log2 of value.
  1691. */
  1692. static Log2(value: number): number;
  1693. /**
  1694. * Loops the value, so that it is never larger than length and never smaller than 0.
  1695. *
  1696. * This is similar to the modulo operator but it works with floating point numbers.
  1697. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1698. * With t = 5 and length = 2.5, the result would be 0.0.
  1699. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1700. * @param value the value
  1701. * @param length the length
  1702. * @returns the looped value
  1703. */
  1704. static Repeat(value: number, length: number): number;
  1705. /**
  1706. * Normalize the value between 0.0 and 1.0 using min and max values
  1707. * @param value value to normalize
  1708. * @param min max to normalize between
  1709. * @param max min to normalize between
  1710. * @returns the normalized value
  1711. */
  1712. static Normalize(value: number, min: number, max: number): number;
  1713. /**
  1714. * Denormalize the value from 0.0 and 1.0 using min and max values
  1715. * @param normalized value to denormalize
  1716. * @param min max to denormalize between
  1717. * @param max min to denormalize between
  1718. * @returns the denormalized value
  1719. */
  1720. static Denormalize(normalized: number, min: number, max: number): number;
  1721. /**
  1722. * Calculates the shortest difference between two given angles given in degrees.
  1723. * @param current current angle in degrees
  1724. * @param target target angle in degrees
  1725. * @returns the delta
  1726. */
  1727. static DeltaAngle(current: number, target: number): number;
  1728. /**
  1729. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1730. * @param tx value
  1731. * @param length length
  1732. * @returns The returned value will move back and forth between 0 and length
  1733. */
  1734. static PingPong(tx: number, length: number): number;
  1735. /**
  1736. * Interpolates between min and max with smoothing at the limits.
  1737. *
  1738. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1739. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1740. * @param from from
  1741. * @param to to
  1742. * @param tx value
  1743. * @returns the smooth stepped value
  1744. */
  1745. static SmoothStep(from: number, to: number, tx: number): number;
  1746. /**
  1747. * Moves a value current towards target.
  1748. *
  1749. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1750. * Negative values of maxDelta pushes the value away from target.
  1751. * @param current current value
  1752. * @param target target value
  1753. * @param maxDelta max distance to move
  1754. * @returns resulting value
  1755. */
  1756. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1757. /**
  1758. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1759. *
  1760. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1761. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1762. * @param current current value
  1763. * @param target target value
  1764. * @param maxDelta max distance to move
  1765. * @returns resulting angle
  1766. */
  1767. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1768. /**
  1769. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1770. * @param start start value
  1771. * @param end target value
  1772. * @param amount amount to lerp between
  1773. * @returns the lerped value
  1774. */
  1775. static Lerp(start: number, end: number, amount: number): number;
  1776. /**
  1777. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1778. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1779. * @param start start value
  1780. * @param end target value
  1781. * @param amount amount to lerp between
  1782. * @returns the lerped value
  1783. */
  1784. static LerpAngle(start: number, end: number, amount: number): number;
  1785. /**
  1786. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1787. * @param a start value
  1788. * @param b target value
  1789. * @param value value between a and b
  1790. * @returns the inverseLerp value
  1791. */
  1792. static InverseLerp(a: number, b: number, value: number): number;
  1793. /**
  1794. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1795. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1796. * @param value1 spline value
  1797. * @param tangent1 spline value
  1798. * @param value2 spline value
  1799. * @param tangent2 spline value
  1800. * @param amount input value
  1801. * @returns hermite result
  1802. */
  1803. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1804. /**
  1805. * Returns a random float number between and min and max values
  1806. * @param min min value of random
  1807. * @param max max value of random
  1808. * @returns random value
  1809. */
  1810. static RandomRange(min: number, max: number): number;
  1811. /**
  1812. * This function returns percentage of a number in a given range.
  1813. *
  1814. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1815. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1816. * @param number to convert to percentage
  1817. * @param min min range
  1818. * @param max max range
  1819. * @returns the percentage
  1820. */
  1821. static RangeToPercent(number: number, min: number, max: number): number;
  1822. /**
  1823. * This function returns number that corresponds to the percentage in a given range.
  1824. *
  1825. * PercentToRange(0.34,0,100) will return 34.
  1826. * @param percent to convert to number
  1827. * @param min min range
  1828. * @param max max range
  1829. * @returns the number
  1830. */
  1831. static PercentToRange(percent: number, min: number, max: number): number;
  1832. /**
  1833. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1834. * @param angle The angle to normalize in radian.
  1835. * @return The converted angle.
  1836. */
  1837. static NormalizeRadians(angle: number): number;
  1838. }
  1839. }
  1840. declare module "babylonjs/Maths/math.constants" {
  1841. /**
  1842. * Constant used to convert a value to gamma space
  1843. * @ignorenaming
  1844. */
  1845. export const ToGammaSpace: number;
  1846. /**
  1847. * Constant used to convert a value to linear space
  1848. * @ignorenaming
  1849. */
  1850. export const ToLinearSpace = 2.2;
  1851. /**
  1852. * Constant used to define the minimal number value in Babylon.js
  1853. * @ignorenaming
  1854. */
  1855. let Epsilon: number;
  1856. export { Epsilon };
  1857. }
  1858. declare module "babylonjs/Maths/math.viewport" {
  1859. /**
  1860. * Class used to represent a viewport on screen
  1861. */
  1862. export class Viewport {
  1863. /** viewport left coordinate */
  1864. x: number;
  1865. /** viewport top coordinate */
  1866. y: number;
  1867. /**viewport width */
  1868. width: number;
  1869. /** viewport height */
  1870. height: number;
  1871. /**
  1872. * Creates a Viewport object located at (x, y) and sized (width, height)
  1873. * @param x defines viewport left coordinate
  1874. * @param y defines viewport top coordinate
  1875. * @param width defines the viewport width
  1876. * @param height defines the viewport height
  1877. */
  1878. constructor(
  1879. /** viewport left coordinate */
  1880. x: number,
  1881. /** viewport top coordinate */
  1882. y: number,
  1883. /**viewport width */
  1884. width: number,
  1885. /** viewport height */
  1886. height: number);
  1887. /**
  1888. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1889. * @param renderWidth defines the rendering width
  1890. * @param renderHeight defines the rendering height
  1891. * @returns a new Viewport
  1892. */
  1893. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1894. /**
  1895. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1896. * @param renderWidth defines the rendering width
  1897. * @param renderHeight defines the rendering height
  1898. * @param ref defines the target viewport
  1899. * @returns the current viewport
  1900. */
  1901. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1902. /**
  1903. * Returns a new Viewport copied from the current one
  1904. * @returns a new Viewport
  1905. */
  1906. clone(): Viewport;
  1907. }
  1908. }
  1909. declare module "babylonjs/Misc/arrayTools" {
  1910. /**
  1911. * Class containing a set of static utilities functions for arrays.
  1912. */
  1913. export class ArrayTools {
  1914. /**
  1915. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1916. * @param size the number of element to construct and put in the array
  1917. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1918. * @returns a new array filled with new objects
  1919. */
  1920. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1921. }
  1922. }
  1923. declare module "babylonjs/Maths/math.vector" {
  1924. import { Viewport } from "babylonjs/Maths/math.viewport";
  1925. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1926. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1927. /**
  1928. * Class representing a vector containing 2 coordinates
  1929. */
  1930. export class Vector2 {
  1931. /** defines the first coordinate */
  1932. x: number;
  1933. /** defines the second coordinate */
  1934. y: number;
  1935. /**
  1936. * Creates a new Vector2 from the given x and y coordinates
  1937. * @param x defines the first coordinate
  1938. * @param y defines the second coordinate
  1939. */
  1940. constructor(
  1941. /** defines the first coordinate */
  1942. x?: number,
  1943. /** defines the second coordinate */
  1944. y?: number);
  1945. /**
  1946. * Gets a string with the Vector2 coordinates
  1947. * @returns a string with the Vector2 coordinates
  1948. */
  1949. toString(): string;
  1950. /**
  1951. * Gets class name
  1952. * @returns the string "Vector2"
  1953. */
  1954. getClassName(): string;
  1955. /**
  1956. * Gets current vector hash code
  1957. * @returns the Vector2 hash code as a number
  1958. */
  1959. getHashCode(): number;
  1960. /**
  1961. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1962. * @param array defines the source array
  1963. * @param index defines the offset in source array
  1964. * @returns the current Vector2
  1965. */
  1966. toArray(array: FloatArray, index?: number): Vector2;
  1967. /**
  1968. * Copy the current vector to an array
  1969. * @returns a new array with 2 elements: the Vector2 coordinates.
  1970. */
  1971. asArray(): number[];
  1972. /**
  1973. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1974. * @param source defines the source Vector2
  1975. * @returns the current updated Vector2
  1976. */
  1977. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1978. /**
  1979. * Sets the Vector2 coordinates with the given floats
  1980. * @param x defines the first coordinate
  1981. * @param y defines the second coordinate
  1982. * @returns the current updated Vector2
  1983. */
  1984. copyFromFloats(x: number, y: number): Vector2;
  1985. /**
  1986. * Sets the Vector2 coordinates with the given floats
  1987. * @param x defines the first coordinate
  1988. * @param y defines the second coordinate
  1989. * @returns the current updated Vector2
  1990. */
  1991. set(x: number, y: number): Vector2;
  1992. /**
  1993. * Add another vector with the current one
  1994. * @param otherVector defines the other vector
  1995. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1996. */
  1997. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1998. /**
  1999. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  2000. * @param otherVector defines the other vector
  2001. * @param result defines the target vector
  2002. * @returns the unmodified current Vector2
  2003. */
  2004. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2005. /**
  2006. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  2007. * @param otherVector defines the other vector
  2008. * @returns the current updated Vector2
  2009. */
  2010. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2011. /**
  2012. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  2013. * @param otherVector defines the other vector
  2014. * @returns a new Vector2
  2015. */
  2016. addVector3(otherVector: Vector3): Vector2;
  2017. /**
  2018. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  2019. * @param otherVector defines the other vector
  2020. * @returns a new Vector2
  2021. */
  2022. subtract(otherVector: Vector2): Vector2;
  2023. /**
  2024. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  2025. * @param otherVector defines the other vector
  2026. * @param result defines the target vector
  2027. * @returns the unmodified current Vector2
  2028. */
  2029. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2030. /**
  2031. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  2032. * @param otherVector defines the other vector
  2033. * @returns the current updated Vector2
  2034. */
  2035. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2036. /**
  2037. * Multiplies in place the current Vector2 coordinates by the given ones
  2038. * @param otherVector defines the other vector
  2039. * @returns the current updated Vector2
  2040. */
  2041. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2042. /**
  2043. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  2044. * @param otherVector defines the other vector
  2045. * @returns a new Vector2
  2046. */
  2047. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  2048. /**
  2049. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  2050. * @param otherVector defines the other vector
  2051. * @param result defines the target vector
  2052. * @returns the unmodified current Vector2
  2053. */
  2054. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2055. /**
  2056. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  2057. * @param x defines the first coordinate
  2058. * @param y defines the second coordinate
  2059. * @returns a new Vector2
  2060. */
  2061. multiplyByFloats(x: number, y: number): Vector2;
  2062. /**
  2063. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  2064. * @param otherVector defines the other vector
  2065. * @returns a new Vector2
  2066. */
  2067. divide(otherVector: Vector2): Vector2;
  2068. /**
  2069. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  2070. * @param otherVector defines the other vector
  2071. * @param result defines the target vector
  2072. * @returns the unmodified current Vector2
  2073. */
  2074. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2075. /**
  2076. * Divides the current Vector2 coordinates by the given ones
  2077. * @param otherVector defines the other vector
  2078. * @returns the current updated Vector2
  2079. */
  2080. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2081. /**
  2082. * Gets a new Vector2 with current Vector2 negated coordinates
  2083. * @returns a new Vector2
  2084. */
  2085. negate(): Vector2;
  2086. /**
  2087. * Multiply the Vector2 coordinates by scale
  2088. * @param scale defines the scaling factor
  2089. * @returns the current updated Vector2
  2090. */
  2091. scaleInPlace(scale: number): Vector2;
  2092. /**
  2093. * Returns a new Vector2 scaled by "scale" from the current Vector2
  2094. * @param scale defines the scaling factor
  2095. * @returns a new Vector2
  2096. */
  2097. scale(scale: number): Vector2;
  2098. /**
  2099. * Scale the current Vector2 values by a factor to a given Vector2
  2100. * @param scale defines the scale factor
  2101. * @param result defines the Vector2 object where to store the result
  2102. * @returns the unmodified current Vector2
  2103. */
  2104. scaleToRef(scale: number, result: Vector2): Vector2;
  2105. /**
  2106. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  2107. * @param scale defines the scale factor
  2108. * @param result defines the Vector2 object where to store the result
  2109. * @returns the unmodified current Vector2
  2110. */
  2111. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  2112. /**
  2113. * Gets a boolean if two vectors are equals
  2114. * @param otherVector defines the other vector
  2115. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  2116. */
  2117. equals(otherVector: DeepImmutable<Vector2>): boolean;
  2118. /**
  2119. * Gets a boolean if two vectors are equals (using an epsilon value)
  2120. * @param otherVector defines the other vector
  2121. * @param epsilon defines the minimal distance to consider equality
  2122. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  2123. */
  2124. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  2125. /**
  2126. * Gets a new Vector2 from current Vector2 floored values
  2127. * @returns a new Vector2
  2128. */
  2129. floor(): Vector2;
  2130. /**
  2131. * Gets a new Vector2 from current Vector2 floored values
  2132. * @returns a new Vector2
  2133. */
  2134. fract(): Vector2;
  2135. /**
  2136. * Gets the length of the vector
  2137. * @returns the vector length (float)
  2138. */
  2139. length(): number;
  2140. /**
  2141. * Gets the vector squared length
  2142. * @returns the vector squared length (float)
  2143. */
  2144. lengthSquared(): number;
  2145. /**
  2146. * Normalize the vector
  2147. * @returns the current updated Vector2
  2148. */
  2149. normalize(): Vector2;
  2150. /**
  2151. * Gets a new Vector2 copied from the Vector2
  2152. * @returns a new Vector2
  2153. */
  2154. clone(): Vector2;
  2155. /**
  2156. * Gets a new Vector2(0, 0)
  2157. * @returns a new Vector2
  2158. */
  2159. static Zero(): Vector2;
  2160. /**
  2161. * Gets a new Vector2(1, 1)
  2162. * @returns a new Vector2
  2163. */
  2164. static One(): Vector2;
  2165. /**
  2166. * Gets a new Vector2 set from the given index element of the given array
  2167. * @param array defines the data source
  2168. * @param offset defines the offset in the data source
  2169. * @returns a new Vector2
  2170. */
  2171. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  2172. /**
  2173. * Sets "result" from the given index element of the given array
  2174. * @param array defines the data source
  2175. * @param offset defines the offset in the data source
  2176. * @param result defines the target vector
  2177. */
  2178. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  2179. /**
  2180. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  2181. * @param value1 defines 1st point of control
  2182. * @param value2 defines 2nd point of control
  2183. * @param value3 defines 3rd point of control
  2184. * @param value4 defines 4th point of control
  2185. * @param amount defines the interpolation factor
  2186. * @returns a new Vector2
  2187. */
  2188. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  2189. /**
  2190. * 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".
  2191. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  2192. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  2193. * @param value defines the value to clamp
  2194. * @param min defines the lower limit
  2195. * @param max defines the upper limit
  2196. * @returns a new Vector2
  2197. */
  2198. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  2199. /**
  2200. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  2201. * @param value1 defines the 1st control point
  2202. * @param tangent1 defines the outgoing tangent
  2203. * @param value2 defines the 2nd control point
  2204. * @param tangent2 defines the incoming tangent
  2205. * @param amount defines the interpolation factor
  2206. * @returns a new Vector2
  2207. */
  2208. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  2209. /**
  2210. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  2211. * @param start defines the start vector
  2212. * @param end defines the end vector
  2213. * @param amount defines the interpolation factor
  2214. * @returns a new Vector2
  2215. */
  2216. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  2217. /**
  2218. * Gets the dot product of the vector "left" and the vector "right"
  2219. * @param left defines first vector
  2220. * @param right defines second vector
  2221. * @returns the dot product (float)
  2222. */
  2223. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  2224. /**
  2225. * Returns a new Vector2 equal to the normalized given vector
  2226. * @param vector defines the vector to normalize
  2227. * @returns a new Vector2
  2228. */
  2229. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  2230. /**
  2231. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  2232. * @param left defines 1st vector
  2233. * @param right defines 2nd vector
  2234. * @returns a new Vector2
  2235. */
  2236. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2237. /**
  2238. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  2239. * @param left defines 1st vector
  2240. * @param right defines 2nd vector
  2241. * @returns a new Vector2
  2242. */
  2243. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2244. /**
  2245. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  2246. * @param vector defines the vector to transform
  2247. * @param transformation defines the matrix to apply
  2248. * @returns a new Vector2
  2249. */
  2250. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  2251. /**
  2252. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  2253. * @param vector defines the vector to transform
  2254. * @param transformation defines the matrix to apply
  2255. * @param result defines the target vector
  2256. */
  2257. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  2258. /**
  2259. * Determines if a given vector is included in a triangle
  2260. * @param p defines the vector to test
  2261. * @param p0 defines 1st triangle point
  2262. * @param p1 defines 2nd triangle point
  2263. * @param p2 defines 3rd triangle point
  2264. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  2265. */
  2266. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  2267. /**
  2268. * Gets the distance between the vectors "value1" and "value2"
  2269. * @param value1 defines first vector
  2270. * @param value2 defines second vector
  2271. * @returns the distance between vectors
  2272. */
  2273. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2274. /**
  2275. * Returns the squared distance between the vectors "value1" and "value2"
  2276. * @param value1 defines first vector
  2277. * @param value2 defines second vector
  2278. * @returns the squared distance between vectors
  2279. */
  2280. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2281. /**
  2282. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  2283. * @param value1 defines first vector
  2284. * @param value2 defines second vector
  2285. * @returns a new Vector2
  2286. */
  2287. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  2288. /**
  2289. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  2290. * @param p defines the middle point
  2291. * @param segA defines one point of the segment
  2292. * @param segB defines the other point of the segment
  2293. * @returns the shortest distance
  2294. */
  2295. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  2296. }
  2297. /**
  2298. * Classed used to store (x,y,z) vector representation
  2299. * A Vector3 is the main object used in 3D geometry
  2300. * It can represent etiher the coordinates of a point the space, either a direction
  2301. * Reminder: js uses a left handed forward facing system
  2302. */
  2303. export class Vector3 {
  2304. /**
  2305. * Defines the first coordinates (on X axis)
  2306. */
  2307. x: number;
  2308. /**
  2309. * Defines the second coordinates (on Y axis)
  2310. */
  2311. y: number;
  2312. /**
  2313. * Defines the third coordinates (on Z axis)
  2314. */
  2315. z: number;
  2316. private static _UpReadOnly;
  2317. private static _ZeroReadOnly;
  2318. /**
  2319. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  2320. * @param x defines the first coordinates (on X axis)
  2321. * @param y defines the second coordinates (on Y axis)
  2322. * @param z defines the third coordinates (on Z axis)
  2323. */
  2324. constructor(
  2325. /**
  2326. * Defines the first coordinates (on X axis)
  2327. */
  2328. x?: number,
  2329. /**
  2330. * Defines the second coordinates (on Y axis)
  2331. */
  2332. y?: number,
  2333. /**
  2334. * Defines the third coordinates (on Z axis)
  2335. */
  2336. z?: number);
  2337. /**
  2338. * Creates a string representation of the Vector3
  2339. * @returns a string with the Vector3 coordinates.
  2340. */
  2341. toString(): string;
  2342. /**
  2343. * Gets the class name
  2344. * @returns the string "Vector3"
  2345. */
  2346. getClassName(): string;
  2347. /**
  2348. * Creates the Vector3 hash code
  2349. * @returns a number which tends to be unique between Vector3 instances
  2350. */
  2351. getHashCode(): number;
  2352. /**
  2353. * Creates an array containing three elements : the coordinates of the Vector3
  2354. * @returns a new array of numbers
  2355. */
  2356. asArray(): number[];
  2357. /**
  2358. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  2359. * @param array defines the destination array
  2360. * @param index defines the offset in the destination array
  2361. * @returns the current Vector3
  2362. */
  2363. toArray(array: FloatArray, index?: number): Vector3;
  2364. /**
  2365. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  2366. * @returns a new Quaternion object, computed from the Vector3 coordinates
  2367. */
  2368. toQuaternion(): Quaternion;
  2369. /**
  2370. * Adds the given vector to the current Vector3
  2371. * @param otherVector defines the second operand
  2372. * @returns the current updated Vector3
  2373. */
  2374. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2375. /**
  2376. * Adds the given coordinates to the current Vector3
  2377. * @param x defines the x coordinate of the operand
  2378. * @param y defines the y coordinate of the operand
  2379. * @param z defines the z coordinate of the operand
  2380. * @returns the current updated Vector3
  2381. */
  2382. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2383. /**
  2384. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  2385. * @param otherVector defines the second operand
  2386. * @returns the resulting Vector3
  2387. */
  2388. add(otherVector: DeepImmutable<Vector3>): Vector3;
  2389. /**
  2390. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  2391. * @param otherVector defines the second operand
  2392. * @param result defines the Vector3 object where to store the result
  2393. * @returns the current Vector3
  2394. */
  2395. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2396. /**
  2397. * Subtract the given vector from the current Vector3
  2398. * @param otherVector defines the second operand
  2399. * @returns the current updated Vector3
  2400. */
  2401. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2402. /**
  2403. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  2404. * @param otherVector defines the second operand
  2405. * @returns the resulting Vector3
  2406. */
  2407. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  2408. /**
  2409. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  2410. * @param otherVector defines the second operand
  2411. * @param result defines the Vector3 object where to store the result
  2412. * @returns the current Vector3
  2413. */
  2414. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2415. /**
  2416. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  2417. * @param x defines the x coordinate of the operand
  2418. * @param y defines the y coordinate of the operand
  2419. * @param z defines the z coordinate of the operand
  2420. * @returns the resulting Vector3
  2421. */
  2422. subtractFromFloats(x: number, y: number, z: number): Vector3;
  2423. /**
  2424. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  2425. * @param x defines the x coordinate of the operand
  2426. * @param y defines the y coordinate of the operand
  2427. * @param z defines the z coordinate of the operand
  2428. * @param result defines the Vector3 object where to store the result
  2429. * @returns the current Vector3
  2430. */
  2431. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  2432. /**
  2433. * Gets a new Vector3 set with the current Vector3 negated coordinates
  2434. * @returns a new Vector3
  2435. */
  2436. negate(): Vector3;
  2437. /**
  2438. * Multiplies the Vector3 coordinates by the float "scale"
  2439. * @param scale defines the multiplier factor
  2440. * @returns the current updated Vector3
  2441. */
  2442. scaleInPlace(scale: number): Vector3;
  2443. /**
  2444. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  2445. * @param scale defines the multiplier factor
  2446. * @returns a new Vector3
  2447. */
  2448. scale(scale: number): Vector3;
  2449. /**
  2450. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  2451. * @param scale defines the multiplier factor
  2452. * @param result defines the Vector3 object where to store the result
  2453. * @returns the current Vector3
  2454. */
  2455. scaleToRef(scale: number, result: Vector3): Vector3;
  2456. /**
  2457. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  2458. * @param scale defines the scale factor
  2459. * @param result defines the Vector3 object where to store the result
  2460. * @returns the unmodified current Vector3
  2461. */
  2462. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  2463. /**
  2464. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  2465. * @param otherVector defines the second operand
  2466. * @returns true if both vectors are equals
  2467. */
  2468. equals(otherVector: DeepImmutable<Vector3>): boolean;
  2469. /**
  2470. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  2471. * @param otherVector defines the second operand
  2472. * @param epsilon defines the minimal distance to define values as equals
  2473. * @returns true if both vectors are distant less than epsilon
  2474. */
  2475. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  2476. /**
  2477. * Returns true if the current Vector3 coordinates equals the given floats
  2478. * @param x defines the x coordinate of the operand
  2479. * @param y defines the y coordinate of the operand
  2480. * @param z defines the z coordinate of the operand
  2481. * @returns true if both vectors are equals
  2482. */
  2483. equalsToFloats(x: number, y: number, z: number): boolean;
  2484. /**
  2485. * Multiplies the current Vector3 coordinates by the given ones
  2486. * @param otherVector defines the second operand
  2487. * @returns the current updated Vector3
  2488. */
  2489. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2490. /**
  2491. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  2492. * @param otherVector defines the second operand
  2493. * @returns the new Vector3
  2494. */
  2495. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  2496. /**
  2497. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  2498. * @param otherVector defines the second operand
  2499. * @param result defines the Vector3 object where to store the result
  2500. * @returns the current Vector3
  2501. */
  2502. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2503. /**
  2504. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  2505. * @param x defines the x coordinate of the operand
  2506. * @param y defines the y coordinate of the operand
  2507. * @param z defines the z coordinate of the operand
  2508. * @returns the new Vector3
  2509. */
  2510. multiplyByFloats(x: number, y: number, z: number): Vector3;
  2511. /**
  2512. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  2513. * @param otherVector defines the second operand
  2514. * @returns the new Vector3
  2515. */
  2516. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  2517. /**
  2518. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  2519. * @param otherVector defines the second operand
  2520. * @param result defines the Vector3 object where to store the result
  2521. * @returns the current Vector3
  2522. */
  2523. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2524. /**
  2525. * Divides the current Vector3 coordinates by the given ones.
  2526. * @param otherVector defines the second operand
  2527. * @returns the current updated Vector3
  2528. */
  2529. divideInPlace(otherVector: Vector3): Vector3;
  2530. /**
  2531. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  2532. * @param other defines the second operand
  2533. * @returns the current updated Vector3
  2534. */
  2535. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2536. /**
  2537. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2538. * @param other defines the second operand
  2539. * @returns the current updated Vector3
  2540. */
  2541. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2542. /**
  2543. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2544. * @param x defines the x coordinate of the operand
  2545. * @param y defines the y coordinate of the operand
  2546. * @param z defines the z coordinate of the operand
  2547. * @returns the current updated Vector3
  2548. */
  2549. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2550. /**
  2551. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2552. * @param x defines the x coordinate of the operand
  2553. * @param y defines the y coordinate of the operand
  2554. * @param z defines the z coordinate of the operand
  2555. * @returns the current updated Vector3
  2556. */
  2557. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2558. /**
  2559. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2560. * Check if is non uniform within a certain amount of decimal places to account for this
  2561. * @param epsilon the amount the values can differ
  2562. * @returns if the the vector is non uniform to a certain number of decimal places
  2563. */
  2564. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2565. /**
  2566. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2567. */
  2568. readonly isNonUniform: boolean;
  2569. /**
  2570. * Gets a new Vector3 from current Vector3 floored values
  2571. * @returns a new Vector3
  2572. */
  2573. floor(): Vector3;
  2574. /**
  2575. * Gets a new Vector3 from current Vector3 floored values
  2576. * @returns a new Vector3
  2577. */
  2578. fract(): Vector3;
  2579. /**
  2580. * Gets the length of the Vector3
  2581. * @returns the length of the Vector3
  2582. */
  2583. length(): number;
  2584. /**
  2585. * Gets the squared length of the Vector3
  2586. * @returns squared length of the Vector3
  2587. */
  2588. lengthSquared(): number;
  2589. /**
  2590. * Normalize the current Vector3.
  2591. * Please note that this is an in place operation.
  2592. * @returns the current updated Vector3
  2593. */
  2594. normalize(): Vector3;
  2595. /**
  2596. * Reorders the x y z properties of the vector in place
  2597. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2598. * @returns the current updated vector
  2599. */
  2600. reorderInPlace(order: string): this;
  2601. /**
  2602. * Rotates the vector around 0,0,0 by a quaternion
  2603. * @param quaternion the rotation quaternion
  2604. * @param result vector to store the result
  2605. * @returns the resulting vector
  2606. */
  2607. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2608. /**
  2609. * Rotates a vector around a given point
  2610. * @param quaternion the rotation quaternion
  2611. * @param point the point to rotate around
  2612. * @param result vector to store the result
  2613. * @returns the resulting vector
  2614. */
  2615. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2616. /**
  2617. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  2618. * The cross product is then orthogonal to both current and "other"
  2619. * @param other defines the right operand
  2620. * @returns the cross product
  2621. */
  2622. cross(other: Vector3): Vector3;
  2623. /**
  2624. * Normalize the current Vector3 with the given input length.
  2625. * Please note that this is an in place operation.
  2626. * @param len the length of the vector
  2627. * @returns the current updated Vector3
  2628. */
  2629. normalizeFromLength(len: number): Vector3;
  2630. /**
  2631. * Normalize the current Vector3 to a new vector
  2632. * @returns the new Vector3
  2633. */
  2634. normalizeToNew(): Vector3;
  2635. /**
  2636. * Normalize the current Vector3 to the reference
  2637. * @param reference define the Vector3 to update
  2638. * @returns the updated Vector3
  2639. */
  2640. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2641. /**
  2642. * Creates a new Vector3 copied from the current Vector3
  2643. * @returns the new Vector3
  2644. */
  2645. clone(): Vector3;
  2646. /**
  2647. * Copies the given vector coordinates to the current Vector3 ones
  2648. * @param source defines the source Vector3
  2649. * @returns the current updated Vector3
  2650. */
  2651. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2652. /**
  2653. * Copies the given floats to the current Vector3 coordinates
  2654. * @param x defines the x coordinate of the operand
  2655. * @param y defines the y coordinate of the operand
  2656. * @param z defines the z coordinate of the operand
  2657. * @returns the current updated Vector3
  2658. */
  2659. copyFromFloats(x: number, y: number, z: number): Vector3;
  2660. /**
  2661. * Copies the given floats to the current Vector3 coordinates
  2662. * @param x defines the x coordinate of the operand
  2663. * @param y defines the y coordinate of the operand
  2664. * @param z defines the z coordinate of the operand
  2665. * @returns the current updated Vector3
  2666. */
  2667. set(x: number, y: number, z: number): Vector3;
  2668. /**
  2669. * Copies the given float to the current Vector3 coordinates
  2670. * @param v defines the x, y and z coordinates of the operand
  2671. * @returns the current updated Vector3
  2672. */
  2673. setAll(v: number): Vector3;
  2674. /**
  2675. * Get the clip factor between two vectors
  2676. * @param vector0 defines the first operand
  2677. * @param vector1 defines the second operand
  2678. * @param axis defines the axis to use
  2679. * @param size defines the size along the axis
  2680. * @returns the clip factor
  2681. */
  2682. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2683. /**
  2684. * Get angle between two vectors
  2685. * @param vector0 angle between vector0 and vector1
  2686. * @param vector1 angle between vector0 and vector1
  2687. * @param normal direction of the normal
  2688. * @return the angle between vector0 and vector1
  2689. */
  2690. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2691. /**
  2692. * Returns a new Vector3 set from the index "offset" of the given array
  2693. * @param array defines the source array
  2694. * @param offset defines the offset in the source array
  2695. * @returns the new Vector3
  2696. */
  2697. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2698. /**
  2699. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2700. * This function is deprecated. Use FromArray instead
  2701. * @param array defines the source array
  2702. * @param offset defines the offset in the source array
  2703. * @returns the new Vector3
  2704. */
  2705. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2706. /**
  2707. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2708. * @param array defines the source array
  2709. * @param offset defines the offset in the source array
  2710. * @param result defines the Vector3 where to store the result
  2711. */
  2712. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2713. /**
  2714. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2715. * This function is deprecated. Use FromArrayToRef instead.
  2716. * @param array defines the source array
  2717. * @param offset defines the offset in the source array
  2718. * @param result defines the Vector3 where to store the result
  2719. */
  2720. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2721. /**
  2722. * Sets the given vector "result" with the given floats.
  2723. * @param x defines the x coordinate of the source
  2724. * @param y defines the y coordinate of the source
  2725. * @param z defines the z coordinate of the source
  2726. * @param result defines the Vector3 where to store the result
  2727. */
  2728. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2729. /**
  2730. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2731. * @returns a new empty Vector3
  2732. */
  2733. static Zero(): Vector3;
  2734. /**
  2735. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2736. * @returns a new unit Vector3
  2737. */
  2738. static One(): Vector3;
  2739. /**
  2740. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2741. * @returns a new up Vector3
  2742. */
  2743. static Up(): Vector3;
  2744. /**
  2745. * Gets a up Vector3 that must not be updated
  2746. */
  2747. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2748. /**
  2749. * Gets a zero Vector3 that must not be updated
  2750. */
  2751. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2752. /**
  2753. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2754. * @returns a new down Vector3
  2755. */
  2756. static Down(): Vector3;
  2757. /**
  2758. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2759. * @returns a new forward Vector3
  2760. */
  2761. static Forward(): Vector3;
  2762. /**
  2763. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2764. * @returns a new forward Vector3
  2765. */
  2766. static Backward(): Vector3;
  2767. /**
  2768. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2769. * @returns a new right Vector3
  2770. */
  2771. static Right(): Vector3;
  2772. /**
  2773. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2774. * @returns a new left Vector3
  2775. */
  2776. static Left(): Vector3;
  2777. /**
  2778. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2779. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2780. * @param vector defines the Vector3 to transform
  2781. * @param transformation defines the transformation matrix
  2782. * @returns the transformed Vector3
  2783. */
  2784. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2785. /**
  2786. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2787. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2788. * @param vector defines the Vector3 to transform
  2789. * @param transformation defines the transformation matrix
  2790. * @param result defines the Vector3 where to store the result
  2791. */
  2792. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2793. /**
  2794. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2795. * This method computes tranformed coordinates only, not transformed direction vectors
  2796. * @param x define the x coordinate of the source vector
  2797. * @param y define the y coordinate of the source vector
  2798. * @param z define the z coordinate of the source vector
  2799. * @param transformation defines the transformation matrix
  2800. * @param result defines the Vector3 where to store the result
  2801. */
  2802. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2803. /**
  2804. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2805. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2806. * @param vector defines the Vector3 to transform
  2807. * @param transformation defines the transformation matrix
  2808. * @returns the new Vector3
  2809. */
  2810. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2811. /**
  2812. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2813. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2814. * @param vector defines the Vector3 to transform
  2815. * @param transformation defines the transformation matrix
  2816. * @param result defines the Vector3 where to store the result
  2817. */
  2818. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2819. /**
  2820. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2821. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2822. * @param x define the x coordinate of the source vector
  2823. * @param y define the y coordinate of the source vector
  2824. * @param z define the z coordinate of the source vector
  2825. * @param transformation defines the transformation matrix
  2826. * @param result defines the Vector3 where to store the result
  2827. */
  2828. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2829. /**
  2830. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2831. * @param value1 defines the first control point
  2832. * @param value2 defines the second control point
  2833. * @param value3 defines the third control point
  2834. * @param value4 defines the fourth control point
  2835. * @param amount defines the amount on the spline to use
  2836. * @returns the new Vector3
  2837. */
  2838. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2839. /**
  2840. * 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"
  2841. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2842. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2843. * @param value defines the current value
  2844. * @param min defines the lower range value
  2845. * @param max defines the upper range value
  2846. * @returns the new Vector3
  2847. */
  2848. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2849. /**
  2850. * 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"
  2851. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2852. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2853. * @param value defines the current value
  2854. * @param min defines the lower range value
  2855. * @param max defines the upper range value
  2856. * @param result defines the Vector3 where to store the result
  2857. */
  2858. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2859. /**
  2860. * Checks if a given vector is inside a specific range
  2861. * @param v defines the vector to test
  2862. * @param min defines the minimum range
  2863. * @param max defines the maximum range
  2864. */
  2865. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2866. /**
  2867. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2868. * @param value1 defines the first control point
  2869. * @param tangent1 defines the first tangent vector
  2870. * @param value2 defines the second control point
  2871. * @param tangent2 defines the second tangent vector
  2872. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2873. * @returns the new Vector3
  2874. */
  2875. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2876. /**
  2877. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2878. * @param start defines the start value
  2879. * @param end defines the end value
  2880. * @param amount max defines amount between both (between 0 and 1)
  2881. * @returns the new Vector3
  2882. */
  2883. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2884. /**
  2885. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2886. * @param start defines the start value
  2887. * @param end defines the end value
  2888. * @param amount max defines amount between both (between 0 and 1)
  2889. * @param result defines the Vector3 where to store the result
  2890. */
  2891. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2892. /**
  2893. * Returns the dot product (float) between the vectors "left" and "right"
  2894. * @param left defines the left operand
  2895. * @param right defines the right operand
  2896. * @returns the dot product
  2897. */
  2898. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2899. /**
  2900. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2901. * The cross product is then orthogonal to both "left" and "right"
  2902. * @param left defines the left operand
  2903. * @param right defines the right operand
  2904. * @returns the cross product
  2905. */
  2906. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2907. /**
  2908. * Sets the given vector "result" with the cross product of "left" and "right"
  2909. * The cross product is then orthogonal to both "left" and "right"
  2910. * @param left defines the left operand
  2911. * @param right defines the right operand
  2912. * @param result defines the Vector3 where to store the result
  2913. */
  2914. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2915. /**
  2916. * Returns a new Vector3 as the normalization of the given vector
  2917. * @param vector defines the Vector3 to normalize
  2918. * @returns the new Vector3
  2919. */
  2920. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2921. /**
  2922. * Sets the given vector "result" with the normalization of the given first vector
  2923. * @param vector defines the Vector3 to normalize
  2924. * @param result defines the Vector3 where to store the result
  2925. */
  2926. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2927. /**
  2928. * Project a Vector3 onto screen space
  2929. * @param vector defines the Vector3 to project
  2930. * @param world defines the world matrix to use
  2931. * @param transform defines the transform (view x projection) matrix to use
  2932. * @param viewport defines the screen viewport to use
  2933. * @returns the new Vector3
  2934. */
  2935. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2936. /** @hidden */
  2937. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2938. /**
  2939. * Unproject from screen space to object space
  2940. * @param source defines the screen space Vector3 to use
  2941. * @param viewportWidth defines the current width of the viewport
  2942. * @param viewportHeight defines the current height of the viewport
  2943. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2944. * @param transform defines the transform (view x projection) matrix to use
  2945. * @returns the new Vector3
  2946. */
  2947. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2948. /**
  2949. * Unproject from screen space to object space
  2950. * @param source defines the screen space Vector3 to use
  2951. * @param viewportWidth defines the current width of the viewport
  2952. * @param viewportHeight defines the current height of the viewport
  2953. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2954. * @param view defines the view matrix to use
  2955. * @param projection defines the projection matrix to use
  2956. * @returns the new Vector3
  2957. */
  2958. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2959. /**
  2960. * Unproject from screen space to object space
  2961. * @param source defines the screen space Vector3 to use
  2962. * @param viewportWidth defines the current width of the viewport
  2963. * @param viewportHeight defines the current height of the viewport
  2964. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2965. * @param view defines the view matrix to use
  2966. * @param projection defines the projection matrix to use
  2967. * @param result defines the Vector3 where to store the result
  2968. */
  2969. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2970. /**
  2971. * Unproject from screen space to object space
  2972. * @param sourceX defines the screen space x coordinate to use
  2973. * @param sourceY defines the screen space y coordinate to use
  2974. * @param sourceZ defines the screen space z coordinate to use
  2975. * @param viewportWidth defines the current width of the viewport
  2976. * @param viewportHeight defines the current height of the viewport
  2977. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2978. * @param view defines the view matrix to use
  2979. * @param projection defines the projection matrix to use
  2980. * @param result defines the Vector3 where to store the result
  2981. */
  2982. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2983. /**
  2984. * Gets the minimal coordinate values between two Vector3
  2985. * @param left defines the first operand
  2986. * @param right defines the second operand
  2987. * @returns the new Vector3
  2988. */
  2989. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2990. /**
  2991. * Gets the maximal coordinate values between two Vector3
  2992. * @param left defines the first operand
  2993. * @param right defines the second operand
  2994. * @returns the new Vector3
  2995. */
  2996. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2997. /**
  2998. * Returns the distance between the vectors "value1" and "value2"
  2999. * @param value1 defines the first operand
  3000. * @param value2 defines the second operand
  3001. * @returns the distance
  3002. */
  3003. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3004. /**
  3005. * Returns the squared distance between the vectors "value1" and "value2"
  3006. * @param value1 defines the first operand
  3007. * @param value2 defines the second operand
  3008. * @returns the squared distance
  3009. */
  3010. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3011. /**
  3012. * Returns a new Vector3 located at the center between "value1" and "value2"
  3013. * @param value1 defines the first operand
  3014. * @param value2 defines the second operand
  3015. * @returns the new Vector3
  3016. */
  3017. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  3018. /**
  3019. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  3020. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  3021. * to something in order to rotate it from its local system to the given target system
  3022. * Note: axis1, axis2 and axis3 are normalized during this operation
  3023. * @param axis1 defines the first axis
  3024. * @param axis2 defines the second axis
  3025. * @param axis3 defines the third axis
  3026. * @returns a new Vector3
  3027. */
  3028. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  3029. /**
  3030. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  3031. * @param axis1 defines the first axis
  3032. * @param axis2 defines the second axis
  3033. * @param axis3 defines the third axis
  3034. * @param ref defines the Vector3 where to store the result
  3035. */
  3036. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  3037. }
  3038. /**
  3039. * Vector4 class created for EulerAngle class conversion to Quaternion
  3040. */
  3041. export class Vector4 {
  3042. /** x value of the vector */
  3043. x: number;
  3044. /** y value of the vector */
  3045. y: number;
  3046. /** z value of the vector */
  3047. z: number;
  3048. /** w value of the vector */
  3049. w: number;
  3050. /**
  3051. * Creates a Vector4 object from the given floats.
  3052. * @param x x value of the vector
  3053. * @param y y value of the vector
  3054. * @param z z value of the vector
  3055. * @param w w value of the vector
  3056. */
  3057. constructor(
  3058. /** x value of the vector */
  3059. x: number,
  3060. /** y value of the vector */
  3061. y: number,
  3062. /** z value of the vector */
  3063. z: number,
  3064. /** w value of the vector */
  3065. w: number);
  3066. /**
  3067. * Returns the string with the Vector4 coordinates.
  3068. * @returns a string containing all the vector values
  3069. */
  3070. toString(): string;
  3071. /**
  3072. * Returns the string "Vector4".
  3073. * @returns "Vector4"
  3074. */
  3075. getClassName(): string;
  3076. /**
  3077. * Returns the Vector4 hash code.
  3078. * @returns a unique hash code
  3079. */
  3080. getHashCode(): number;
  3081. /**
  3082. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  3083. * @returns the resulting array
  3084. */
  3085. asArray(): number[];
  3086. /**
  3087. * Populates the given array from the given index with the Vector4 coordinates.
  3088. * @param array array to populate
  3089. * @param index index of the array to start at (default: 0)
  3090. * @returns the Vector4.
  3091. */
  3092. toArray(array: FloatArray, index?: number): Vector4;
  3093. /**
  3094. * Adds the given vector to the current Vector4.
  3095. * @param otherVector the vector to add
  3096. * @returns the updated Vector4.
  3097. */
  3098. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3099. /**
  3100. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  3101. * @param otherVector the vector to add
  3102. * @returns the resulting vector
  3103. */
  3104. add(otherVector: DeepImmutable<Vector4>): Vector4;
  3105. /**
  3106. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  3107. * @param otherVector the vector to add
  3108. * @param result the vector to store the result
  3109. * @returns the current Vector4.
  3110. */
  3111. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3112. /**
  3113. * Subtract in place the given vector from the current Vector4.
  3114. * @param otherVector the vector to subtract
  3115. * @returns the updated Vector4.
  3116. */
  3117. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3118. /**
  3119. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  3120. * @param otherVector the vector to add
  3121. * @returns the new vector with the result
  3122. */
  3123. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  3124. /**
  3125. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  3126. * @param otherVector the vector to subtract
  3127. * @param result the vector to store the result
  3128. * @returns the current Vector4.
  3129. */
  3130. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3131. /**
  3132. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3133. */
  3134. /**
  3135. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3136. * @param x value to subtract
  3137. * @param y value to subtract
  3138. * @param z value to subtract
  3139. * @param w value to subtract
  3140. * @returns new vector containing the result
  3141. */
  3142. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3143. /**
  3144. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3145. * @param x value to subtract
  3146. * @param y value to subtract
  3147. * @param z value to subtract
  3148. * @param w value to subtract
  3149. * @param result the vector to store the result in
  3150. * @returns the current Vector4.
  3151. */
  3152. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  3153. /**
  3154. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  3155. * @returns a new vector with the negated values
  3156. */
  3157. negate(): Vector4;
  3158. /**
  3159. * Multiplies the current Vector4 coordinates by scale (float).
  3160. * @param scale the number to scale with
  3161. * @returns the updated Vector4.
  3162. */
  3163. scaleInPlace(scale: number): Vector4;
  3164. /**
  3165. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  3166. * @param scale the number to scale with
  3167. * @returns a new vector with the result
  3168. */
  3169. scale(scale: number): Vector4;
  3170. /**
  3171. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  3172. * @param scale the number to scale with
  3173. * @param result a vector to store the result in
  3174. * @returns the current Vector4.
  3175. */
  3176. scaleToRef(scale: number, result: Vector4): Vector4;
  3177. /**
  3178. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  3179. * @param scale defines the scale factor
  3180. * @param result defines the Vector4 object where to store the result
  3181. * @returns the unmodified current Vector4
  3182. */
  3183. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  3184. /**
  3185. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  3186. * @param otherVector the vector to compare against
  3187. * @returns true if they are equal
  3188. */
  3189. equals(otherVector: DeepImmutable<Vector4>): boolean;
  3190. /**
  3191. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  3192. * @param otherVector vector to compare against
  3193. * @param epsilon (Default: very small number)
  3194. * @returns true if they are equal
  3195. */
  3196. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  3197. /**
  3198. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  3199. * @param x x value to compare against
  3200. * @param y y value to compare against
  3201. * @param z z value to compare against
  3202. * @param w w value to compare against
  3203. * @returns true if equal
  3204. */
  3205. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  3206. /**
  3207. * Multiplies in place the current Vector4 by the given one.
  3208. * @param otherVector vector to multiple with
  3209. * @returns the updated Vector4.
  3210. */
  3211. multiplyInPlace(otherVector: Vector4): Vector4;
  3212. /**
  3213. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  3214. * @param otherVector vector to multiple with
  3215. * @returns resulting new vector
  3216. */
  3217. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  3218. /**
  3219. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  3220. * @param otherVector vector to multiple with
  3221. * @param result vector to store the result
  3222. * @returns the current Vector4.
  3223. */
  3224. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3225. /**
  3226. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  3227. * @param x x value multiply with
  3228. * @param y y value multiply with
  3229. * @param z z value multiply with
  3230. * @param w w value multiply with
  3231. * @returns resulting new vector
  3232. */
  3233. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  3234. /**
  3235. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  3236. * @param otherVector vector to devide with
  3237. * @returns resulting new vector
  3238. */
  3239. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  3240. /**
  3241. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  3242. * @param otherVector vector to devide with
  3243. * @param result vector to store the result
  3244. * @returns the current Vector4.
  3245. */
  3246. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3247. /**
  3248. * Divides the current Vector3 coordinates by the given ones.
  3249. * @param otherVector vector to devide with
  3250. * @returns the updated Vector3.
  3251. */
  3252. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3253. /**
  3254. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  3255. * @param other defines the second operand
  3256. * @returns the current updated Vector4
  3257. */
  3258. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3259. /**
  3260. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  3261. * @param other defines the second operand
  3262. * @returns the current updated Vector4
  3263. */
  3264. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3265. /**
  3266. * Gets a new Vector4 from current Vector4 floored values
  3267. * @returns a new Vector4
  3268. */
  3269. floor(): Vector4;
  3270. /**
  3271. * Gets a new Vector4 from current Vector3 floored values
  3272. * @returns a new Vector4
  3273. */
  3274. fract(): Vector4;
  3275. /**
  3276. * Returns the Vector4 length (float).
  3277. * @returns the length
  3278. */
  3279. length(): number;
  3280. /**
  3281. * Returns the Vector4 squared length (float).
  3282. * @returns the length squared
  3283. */
  3284. lengthSquared(): number;
  3285. /**
  3286. * Normalizes in place the Vector4.
  3287. * @returns the updated Vector4.
  3288. */
  3289. normalize(): Vector4;
  3290. /**
  3291. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  3292. * @returns this converted to a new vector3
  3293. */
  3294. toVector3(): Vector3;
  3295. /**
  3296. * Returns a new Vector4 copied from the current one.
  3297. * @returns the new cloned vector
  3298. */
  3299. clone(): Vector4;
  3300. /**
  3301. * Updates the current Vector4 with the given one coordinates.
  3302. * @param source the source vector to copy from
  3303. * @returns the updated Vector4.
  3304. */
  3305. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  3306. /**
  3307. * Updates the current Vector4 coordinates with the given floats.
  3308. * @param x float to copy from
  3309. * @param y float to copy from
  3310. * @param z float to copy from
  3311. * @param w float to copy from
  3312. * @returns the updated Vector4.
  3313. */
  3314. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3315. /**
  3316. * Updates the current Vector4 coordinates with the given floats.
  3317. * @param x float to set from
  3318. * @param y float to set from
  3319. * @param z float to set from
  3320. * @param w float to set from
  3321. * @returns the updated Vector4.
  3322. */
  3323. set(x: number, y: number, z: number, w: number): Vector4;
  3324. /**
  3325. * Copies the given float to the current Vector3 coordinates
  3326. * @param v defines the x, y, z and w coordinates of the operand
  3327. * @returns the current updated Vector3
  3328. */
  3329. setAll(v: number): Vector4;
  3330. /**
  3331. * Returns a new Vector4 set from the starting index of the given array.
  3332. * @param array the array to pull values from
  3333. * @param offset the offset into the array to start at
  3334. * @returns the new vector
  3335. */
  3336. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  3337. /**
  3338. * Updates the given vector "result" from the starting index of the given array.
  3339. * @param array the array to pull values from
  3340. * @param offset the offset into the array to start at
  3341. * @param result the vector to store the result in
  3342. */
  3343. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  3344. /**
  3345. * Updates the given vector "result" from the starting index of the given Float32Array.
  3346. * @param array the array to pull values from
  3347. * @param offset the offset into the array to start at
  3348. * @param result the vector to store the result in
  3349. */
  3350. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  3351. /**
  3352. * Updates the given vector "result" coordinates from the given floats.
  3353. * @param x float to set from
  3354. * @param y float to set from
  3355. * @param z float to set from
  3356. * @param w float to set from
  3357. * @param result the vector to the floats in
  3358. */
  3359. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  3360. /**
  3361. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  3362. * @returns the new vector
  3363. */
  3364. static Zero(): Vector4;
  3365. /**
  3366. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  3367. * @returns the new vector
  3368. */
  3369. static One(): Vector4;
  3370. /**
  3371. * Returns a new normalized Vector4 from the given one.
  3372. * @param vector the vector to normalize
  3373. * @returns the vector
  3374. */
  3375. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  3376. /**
  3377. * Updates the given vector "result" from the normalization of the given one.
  3378. * @param vector the vector to normalize
  3379. * @param result the vector to store the result in
  3380. */
  3381. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  3382. /**
  3383. * Returns a vector with the minimum values from the left and right vectors
  3384. * @param left left vector to minimize
  3385. * @param right right vector to minimize
  3386. * @returns a new vector with the minimum of the left and right vector values
  3387. */
  3388. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3389. /**
  3390. * Returns a vector with the maximum values from the left and right vectors
  3391. * @param left left vector to maximize
  3392. * @param right right vector to maximize
  3393. * @returns a new vector with the maximum of the left and right vector values
  3394. */
  3395. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3396. /**
  3397. * Returns the distance (float) between the vectors "value1" and "value2".
  3398. * @param value1 value to calulate the distance between
  3399. * @param value2 value to calulate the distance between
  3400. * @return the distance between the two vectors
  3401. */
  3402. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3403. /**
  3404. * Returns the squared distance (float) between the vectors "value1" and "value2".
  3405. * @param value1 value to calulate the distance between
  3406. * @param value2 value to calulate the distance between
  3407. * @return the distance between the two vectors squared
  3408. */
  3409. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3410. /**
  3411. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  3412. * @param value1 value to calulate the center between
  3413. * @param value2 value to calulate the center between
  3414. * @return the center between the two vectors
  3415. */
  3416. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  3417. /**
  3418. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  3419. * This methods computes transformed normalized direction vectors only.
  3420. * @param vector the vector to transform
  3421. * @param transformation the transformation matrix to apply
  3422. * @returns the new vector
  3423. */
  3424. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  3425. /**
  3426. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  3427. * This methods computes transformed normalized direction vectors only.
  3428. * @param vector the vector to transform
  3429. * @param transformation the transformation matrix to apply
  3430. * @param result the vector to store the result in
  3431. */
  3432. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3433. /**
  3434. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  3435. * This methods computes transformed normalized direction vectors only.
  3436. * @param x value to transform
  3437. * @param y value to transform
  3438. * @param z value to transform
  3439. * @param w value to transform
  3440. * @param transformation the transformation matrix to apply
  3441. * @param result the vector to store the results in
  3442. */
  3443. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3444. /**
  3445. * Creates a new Vector4 from a Vector3
  3446. * @param source defines the source data
  3447. * @param w defines the 4th component (default is 0)
  3448. * @returns a new Vector4
  3449. */
  3450. static FromVector3(source: Vector3, w?: number): Vector4;
  3451. }
  3452. /**
  3453. * Class used to store quaternion data
  3454. * @see https://en.wikipedia.org/wiki/Quaternion
  3455. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  3456. */
  3457. export class Quaternion {
  3458. /** defines the first component (0 by default) */
  3459. x: number;
  3460. /** defines the second component (0 by default) */
  3461. y: number;
  3462. /** defines the third component (0 by default) */
  3463. z: number;
  3464. /** defines the fourth component (1.0 by default) */
  3465. w: number;
  3466. /**
  3467. * Creates a new Quaternion from the given floats
  3468. * @param x defines the first component (0 by default)
  3469. * @param y defines the second component (0 by default)
  3470. * @param z defines the third component (0 by default)
  3471. * @param w defines the fourth component (1.0 by default)
  3472. */
  3473. constructor(
  3474. /** defines the first component (0 by default) */
  3475. x?: number,
  3476. /** defines the second component (0 by default) */
  3477. y?: number,
  3478. /** defines the third component (0 by default) */
  3479. z?: number,
  3480. /** defines the fourth component (1.0 by default) */
  3481. w?: number);
  3482. /**
  3483. * Gets a string representation for the current quaternion
  3484. * @returns a string with the Quaternion coordinates
  3485. */
  3486. toString(): string;
  3487. /**
  3488. * Gets the class name of the quaternion
  3489. * @returns the string "Quaternion"
  3490. */
  3491. getClassName(): string;
  3492. /**
  3493. * Gets a hash code for this quaternion
  3494. * @returns the quaternion hash code
  3495. */
  3496. getHashCode(): number;
  3497. /**
  3498. * Copy the quaternion to an array
  3499. * @returns a new array populated with 4 elements from the quaternion coordinates
  3500. */
  3501. asArray(): number[];
  3502. /**
  3503. * Check if two quaternions are equals
  3504. * @param otherQuaternion defines the second operand
  3505. * @return true if the current quaternion and the given one coordinates are strictly equals
  3506. */
  3507. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  3508. /**
  3509. * Clone the current quaternion
  3510. * @returns a new quaternion copied from the current one
  3511. */
  3512. clone(): Quaternion;
  3513. /**
  3514. * Copy a quaternion to the current one
  3515. * @param other defines the other quaternion
  3516. * @returns the updated current quaternion
  3517. */
  3518. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  3519. /**
  3520. * Updates the current quaternion with the given float coordinates
  3521. * @param x defines the x coordinate
  3522. * @param y defines the y coordinate
  3523. * @param z defines the z coordinate
  3524. * @param w defines the w coordinate
  3525. * @returns the updated current quaternion
  3526. */
  3527. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  3528. /**
  3529. * Updates the current quaternion from the given float coordinates
  3530. * @param x defines the x coordinate
  3531. * @param y defines the y coordinate
  3532. * @param z defines the z coordinate
  3533. * @param w defines the w coordinate
  3534. * @returns the updated current quaternion
  3535. */
  3536. set(x: number, y: number, z: number, w: number): Quaternion;
  3537. /**
  3538. * Adds two quaternions
  3539. * @param other defines the second operand
  3540. * @returns a new quaternion as the addition result of the given one and the current quaternion
  3541. */
  3542. add(other: DeepImmutable<Quaternion>): Quaternion;
  3543. /**
  3544. * Add a quaternion to the current one
  3545. * @param other defines the quaternion to add
  3546. * @returns the current quaternion
  3547. */
  3548. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3549. /**
  3550. * Subtract two quaternions
  3551. * @param other defines the second operand
  3552. * @returns a new quaternion as the subtraction result of the given one from the current one
  3553. */
  3554. subtract(other: Quaternion): Quaternion;
  3555. /**
  3556. * Multiplies the current quaternion by a scale factor
  3557. * @param value defines the scale factor
  3558. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3559. */
  3560. scale(value: number): Quaternion;
  3561. /**
  3562. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3563. * @param scale defines the scale factor
  3564. * @param result defines the Quaternion object where to store the result
  3565. * @returns the unmodified current quaternion
  3566. */
  3567. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3568. /**
  3569. * Multiplies in place the current quaternion by a scale factor
  3570. * @param value defines the scale factor
  3571. * @returns the current modified quaternion
  3572. */
  3573. scaleInPlace(value: number): Quaternion;
  3574. /**
  3575. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3576. * @param scale defines the scale factor
  3577. * @param result defines the Quaternion object where to store the result
  3578. * @returns the unmodified current quaternion
  3579. */
  3580. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3581. /**
  3582. * Multiplies two quaternions
  3583. * @param q1 defines the second operand
  3584. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3585. */
  3586. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3587. /**
  3588. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3589. * @param q1 defines the second operand
  3590. * @param result defines the target quaternion
  3591. * @returns the current quaternion
  3592. */
  3593. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3594. /**
  3595. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3596. * @param q1 defines the second operand
  3597. * @returns the currentupdated quaternion
  3598. */
  3599. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3600. /**
  3601. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3602. * @param ref defines the target quaternion
  3603. * @returns the current quaternion
  3604. */
  3605. conjugateToRef(ref: Quaternion): Quaternion;
  3606. /**
  3607. * Conjugates in place (1-q) the current quaternion
  3608. * @returns the current updated quaternion
  3609. */
  3610. conjugateInPlace(): Quaternion;
  3611. /**
  3612. * Conjugates in place (1-q) the current quaternion
  3613. * @returns a new quaternion
  3614. */
  3615. conjugate(): Quaternion;
  3616. /**
  3617. * Gets length of current quaternion
  3618. * @returns the quaternion length (float)
  3619. */
  3620. length(): number;
  3621. /**
  3622. * Normalize in place the current quaternion
  3623. * @returns the current updated quaternion
  3624. */
  3625. normalize(): Quaternion;
  3626. /**
  3627. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3628. * @param order is a reserved parameter and is ignore for now
  3629. * @returns a new Vector3 containing the Euler angles
  3630. */
  3631. toEulerAngles(order?: string): Vector3;
  3632. /**
  3633. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3634. * @param result defines the vector which will be filled with the Euler angles
  3635. * @param order is a reserved parameter and is ignore for now
  3636. * @returns the current unchanged quaternion
  3637. */
  3638. toEulerAnglesToRef(result: Vector3): Quaternion;
  3639. /**
  3640. * Updates the given rotation matrix with the current quaternion values
  3641. * @param result defines the target matrix
  3642. * @returns the current unchanged quaternion
  3643. */
  3644. toRotationMatrix(result: Matrix): Quaternion;
  3645. /**
  3646. * Updates the current quaternion from the given rotation matrix values
  3647. * @param matrix defines the source matrix
  3648. * @returns the current updated quaternion
  3649. */
  3650. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3651. /**
  3652. * Creates a new quaternion from a rotation matrix
  3653. * @param matrix defines the source matrix
  3654. * @returns a new quaternion created from the given rotation matrix values
  3655. */
  3656. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3657. /**
  3658. * Updates the given quaternion with the given rotation matrix values
  3659. * @param matrix defines the source matrix
  3660. * @param result defines the target quaternion
  3661. */
  3662. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3663. /**
  3664. * Returns the dot product (float) between the quaternions "left" and "right"
  3665. * @param left defines the left operand
  3666. * @param right defines the right operand
  3667. * @returns the dot product
  3668. */
  3669. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3670. /**
  3671. * Checks if the two quaternions are close to each other
  3672. * @param quat0 defines the first quaternion to check
  3673. * @param quat1 defines the second quaternion to check
  3674. * @returns true if the two quaternions are close to each other
  3675. */
  3676. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3677. /**
  3678. * Creates an empty quaternion
  3679. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3680. */
  3681. static Zero(): Quaternion;
  3682. /**
  3683. * Inverse a given quaternion
  3684. * @param q defines the source quaternion
  3685. * @returns a new quaternion as the inverted current quaternion
  3686. */
  3687. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3688. /**
  3689. * Inverse a given quaternion
  3690. * @param q defines the source quaternion
  3691. * @param result the quaternion the result will be stored in
  3692. * @returns the result quaternion
  3693. */
  3694. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3695. /**
  3696. * Creates an identity quaternion
  3697. * @returns the identity quaternion
  3698. */
  3699. static Identity(): Quaternion;
  3700. /**
  3701. * Gets a boolean indicating if the given quaternion is identity
  3702. * @param quaternion defines the quaternion to check
  3703. * @returns true if the quaternion is identity
  3704. */
  3705. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3706. /**
  3707. * Creates a quaternion from a rotation around an axis
  3708. * @param axis defines the axis to use
  3709. * @param angle defines the angle to use
  3710. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3711. */
  3712. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3713. /**
  3714. * Creates a rotation around an axis and stores it into the given quaternion
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle to use
  3717. * @param result defines the target quaternion
  3718. * @returns the target quaternion
  3719. */
  3720. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3721. /**
  3722. * Creates a new quaternion from data stored into an array
  3723. * @param array defines the data source
  3724. * @param offset defines the offset in the source array where the data starts
  3725. * @returns a new quaternion
  3726. */
  3727. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3728. /**
  3729. * Create a quaternion from Euler rotation angles
  3730. * @param x Pitch
  3731. * @param y Yaw
  3732. * @param z Roll
  3733. * @returns the new Quaternion
  3734. */
  3735. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3736. /**
  3737. * Updates a quaternion from Euler rotation angles
  3738. * @param x Pitch
  3739. * @param y Yaw
  3740. * @param z Roll
  3741. * @param result the quaternion to store the result
  3742. * @returns the updated quaternion
  3743. */
  3744. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3745. /**
  3746. * Create a quaternion from Euler rotation vector
  3747. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3748. * @returns the new Quaternion
  3749. */
  3750. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3751. /**
  3752. * Updates a quaternion from Euler rotation vector
  3753. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3754. * @param result the quaternion to store the result
  3755. * @returns the updated quaternion
  3756. */
  3757. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3758. /**
  3759. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3760. * @param yaw defines the rotation around Y axis
  3761. * @param pitch defines the rotation around X axis
  3762. * @param roll defines the rotation around Z axis
  3763. * @returns the new quaternion
  3764. */
  3765. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3766. /**
  3767. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3768. * @param yaw defines the rotation around Y axis
  3769. * @param pitch defines the rotation around X axis
  3770. * @param roll defines the rotation around Z axis
  3771. * @param result defines the target quaternion
  3772. */
  3773. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3774. /**
  3775. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3776. * @param alpha defines the rotation around first axis
  3777. * @param beta defines the rotation around second axis
  3778. * @param gamma defines the rotation around third axis
  3779. * @returns the new quaternion
  3780. */
  3781. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3782. /**
  3783. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3784. * @param alpha defines the rotation around first axis
  3785. * @param beta defines the rotation around second axis
  3786. * @param gamma defines the rotation around third axis
  3787. * @param result defines the target quaternion
  3788. */
  3789. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3790. /**
  3791. * 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)
  3792. * @param axis1 defines the first axis
  3793. * @param axis2 defines the second axis
  3794. * @param axis3 defines the third axis
  3795. * @returns the new quaternion
  3796. */
  3797. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3798. /**
  3799. * 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
  3800. * @param axis1 defines the first axis
  3801. * @param axis2 defines the second axis
  3802. * @param axis3 defines the third axis
  3803. * @param ref defines the target quaternion
  3804. */
  3805. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3806. /**
  3807. * Interpolates between two quaternions
  3808. * @param left defines first quaternion
  3809. * @param right defines second quaternion
  3810. * @param amount defines the gradient to use
  3811. * @returns the new interpolated quaternion
  3812. */
  3813. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3814. /**
  3815. * Interpolates between two quaternions and stores it into a target quaternion
  3816. * @param left defines first quaternion
  3817. * @param right defines second quaternion
  3818. * @param amount defines the gradient to use
  3819. * @param result defines the target quaternion
  3820. */
  3821. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3822. /**
  3823. * Interpolate between two quaternions using Hermite interpolation
  3824. * @param value1 defines first quaternion
  3825. * @param tangent1 defines the incoming tangent
  3826. * @param value2 defines second quaternion
  3827. * @param tangent2 defines the outgoing tangent
  3828. * @param amount defines the target quaternion
  3829. * @returns the new interpolated quaternion
  3830. */
  3831. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3832. }
  3833. /**
  3834. * Class used to store matrix data (4x4)
  3835. */
  3836. export class Matrix {
  3837. private static _updateFlagSeed;
  3838. private static _identityReadOnly;
  3839. private _isIdentity;
  3840. private _isIdentityDirty;
  3841. private _isIdentity3x2;
  3842. private _isIdentity3x2Dirty;
  3843. /**
  3844. * Gets the update flag of the matrix which is an unique number for the matrix.
  3845. * It will be incremented every time the matrix data change.
  3846. * You can use it to speed the comparison between two versions of the same matrix.
  3847. */
  3848. updateFlag: number;
  3849. private readonly _m;
  3850. /**
  3851. * Gets the internal data of the matrix
  3852. */
  3853. readonly m: DeepImmutable<Float32Array>;
  3854. /** @hidden */
  3855. _markAsUpdated(): void;
  3856. /** @hidden */
  3857. private _updateIdentityStatus;
  3858. /**
  3859. * Creates an empty matrix (filled with zeros)
  3860. */
  3861. constructor();
  3862. /**
  3863. * Check if the current matrix is identity
  3864. * @returns true is the matrix is the identity matrix
  3865. */
  3866. isIdentity(): boolean;
  3867. /**
  3868. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3869. * @returns true is the matrix is the identity matrix
  3870. */
  3871. isIdentityAs3x2(): boolean;
  3872. /**
  3873. * Gets the determinant of the matrix
  3874. * @returns the matrix determinant
  3875. */
  3876. determinant(): number;
  3877. /**
  3878. * Returns the matrix as a Float32Array
  3879. * @returns the matrix underlying array
  3880. */
  3881. toArray(): DeepImmutable<Float32Array>;
  3882. /**
  3883. * Returns the matrix as a Float32Array
  3884. * @returns the matrix underlying array.
  3885. */
  3886. asArray(): DeepImmutable<Float32Array>;
  3887. /**
  3888. * Inverts the current matrix in place
  3889. * @returns the current inverted matrix
  3890. */
  3891. invert(): Matrix;
  3892. /**
  3893. * Sets all the matrix elements to zero
  3894. * @returns the current matrix
  3895. */
  3896. reset(): Matrix;
  3897. /**
  3898. * Adds the current matrix with a second one
  3899. * @param other defines the matrix to add
  3900. * @returns a new matrix as the addition of the current matrix and the given one
  3901. */
  3902. add(other: DeepImmutable<Matrix>): Matrix;
  3903. /**
  3904. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3905. * @param other defines the matrix to add
  3906. * @param result defines the target matrix
  3907. * @returns the current matrix
  3908. */
  3909. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3910. /**
  3911. * Adds in place the given matrix to the current matrix
  3912. * @param other defines the second operand
  3913. * @returns the current updated matrix
  3914. */
  3915. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3916. /**
  3917. * Sets the given matrix to the current inverted Matrix
  3918. * @param other defines the target matrix
  3919. * @returns the unmodified current matrix
  3920. */
  3921. invertToRef(other: Matrix): Matrix;
  3922. /**
  3923. * add a value at the specified position in the current Matrix
  3924. * @param index the index of the value within the matrix. between 0 and 15.
  3925. * @param value the value to be added
  3926. * @returns the current updated matrix
  3927. */
  3928. addAtIndex(index: number, value: number): Matrix;
  3929. /**
  3930. * mutiply the specified position in the current Matrix by a value
  3931. * @param index the index of the value within the matrix. between 0 and 15.
  3932. * @param value the value to be added
  3933. * @returns the current updated matrix
  3934. */
  3935. multiplyAtIndex(index: number, value: number): Matrix;
  3936. /**
  3937. * Inserts the translation vector (using 3 floats) in the current matrix
  3938. * @param x defines the 1st component of the translation
  3939. * @param y defines the 2nd component of the translation
  3940. * @param z defines the 3rd component of the translation
  3941. * @returns the current updated matrix
  3942. */
  3943. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3944. /**
  3945. * Adds the translation vector (using 3 floats) in the current matrix
  3946. * @param x defines the 1st component of the translation
  3947. * @param y defines the 2nd component of the translation
  3948. * @param z defines the 3rd component of the translation
  3949. * @returns the current updated matrix
  3950. */
  3951. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3952. /**
  3953. * Inserts the translation vector in the current matrix
  3954. * @param vector3 defines the translation to insert
  3955. * @returns the current updated matrix
  3956. */
  3957. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3958. /**
  3959. * Gets the translation value of the current matrix
  3960. * @returns a new Vector3 as the extracted translation from the matrix
  3961. */
  3962. getTranslation(): Vector3;
  3963. /**
  3964. * Fill a Vector3 with the extracted translation from the matrix
  3965. * @param result defines the Vector3 where to store the translation
  3966. * @returns the current matrix
  3967. */
  3968. getTranslationToRef(result: Vector3): Matrix;
  3969. /**
  3970. * Remove rotation and scaling part from the matrix
  3971. * @returns the updated matrix
  3972. */
  3973. removeRotationAndScaling(): Matrix;
  3974. /**
  3975. * Multiply two matrices
  3976. * @param other defines the second operand
  3977. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3978. */
  3979. multiply(other: DeepImmutable<Matrix>): Matrix;
  3980. /**
  3981. * Copy the current matrix from the given one
  3982. * @param other defines the source matrix
  3983. * @returns the current updated matrix
  3984. */
  3985. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3986. /**
  3987. * Populates the given array from the starting index with the current matrix values
  3988. * @param array defines the target array
  3989. * @param offset defines the offset in the target array where to start storing values
  3990. * @returns the current matrix
  3991. */
  3992. copyToArray(array: Float32Array, offset?: number): Matrix;
  3993. /**
  3994. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3995. * @param other defines the second operand
  3996. * @param result defines the matrix where to store the multiplication
  3997. * @returns the current matrix
  3998. */
  3999. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  4000. /**
  4001. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  4002. * @param other defines the second operand
  4003. * @param result defines the array where to store the multiplication
  4004. * @param offset defines the offset in the target array where to start storing values
  4005. * @returns the current matrix
  4006. */
  4007. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  4008. /**
  4009. * Check equality between this matrix and a second one
  4010. * @param value defines the second matrix to compare
  4011. * @returns true is the current matrix and the given one values are strictly equal
  4012. */
  4013. equals(value: DeepImmutable<Matrix>): boolean;
  4014. /**
  4015. * Clone the current matrix
  4016. * @returns a new matrix from the current matrix
  4017. */
  4018. clone(): Matrix;
  4019. /**
  4020. * Returns the name of the current matrix class
  4021. * @returns the string "Matrix"
  4022. */
  4023. getClassName(): string;
  4024. /**
  4025. * Gets the hash code of the current matrix
  4026. * @returns the hash code
  4027. */
  4028. getHashCode(): number;
  4029. /**
  4030. * Decomposes the current Matrix into a translation, rotation and scaling components
  4031. * @param scale defines the scale vector3 given as a reference to update
  4032. * @param rotation defines the rotation quaternion given as a reference to update
  4033. * @param translation defines the translation vector3 given as a reference to update
  4034. * @returns true if operation was successful
  4035. */
  4036. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  4037. /**
  4038. * Gets specific row of the matrix
  4039. * @param index defines the number of the row to get
  4040. * @returns the index-th row of the current matrix as a new Vector4
  4041. */
  4042. getRow(index: number): Nullable<Vector4>;
  4043. /**
  4044. * Sets the index-th row of the current matrix to the vector4 values
  4045. * @param index defines the number of the row to set
  4046. * @param row defines the target vector4
  4047. * @returns the updated current matrix
  4048. */
  4049. setRow(index: number, row: Vector4): Matrix;
  4050. /**
  4051. * Compute the transpose of the matrix
  4052. * @returns the new transposed matrix
  4053. */
  4054. transpose(): Matrix;
  4055. /**
  4056. * Compute the transpose of the matrix and store it in a given matrix
  4057. * @param result defines the target matrix
  4058. * @returns the current matrix
  4059. */
  4060. transposeToRef(result: Matrix): Matrix;
  4061. /**
  4062. * Sets the index-th row of the current matrix with the given 4 x float values
  4063. * @param index defines the row index
  4064. * @param x defines the x component to set
  4065. * @param y defines the y component to set
  4066. * @param z defines the z component to set
  4067. * @param w defines the w component to set
  4068. * @returns the updated current matrix
  4069. */
  4070. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  4071. /**
  4072. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  4073. * @param scale defines the scale factor
  4074. * @returns a new matrix
  4075. */
  4076. scale(scale: number): Matrix;
  4077. /**
  4078. * Scale the current matrix values by a factor to a given result matrix
  4079. * @param scale defines the scale factor
  4080. * @param result defines the matrix to store the result
  4081. * @returns the current matrix
  4082. */
  4083. scaleToRef(scale: number, result: Matrix): Matrix;
  4084. /**
  4085. * Scale the current matrix values by a factor and add the result to a given matrix
  4086. * @param scale defines the scale factor
  4087. * @param result defines the Matrix to store the result
  4088. * @returns the current matrix
  4089. */
  4090. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  4091. /**
  4092. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  4093. * @param ref matrix to store the result
  4094. */
  4095. toNormalMatrix(ref: Matrix): void;
  4096. /**
  4097. * Gets only rotation part of the current matrix
  4098. * @returns a new matrix sets to the extracted rotation matrix from the current one
  4099. */
  4100. getRotationMatrix(): Matrix;
  4101. /**
  4102. * Extracts the rotation matrix from the current one and sets it as the given "result"
  4103. * @param result defines the target matrix to store data to
  4104. * @returns the current matrix
  4105. */
  4106. getRotationMatrixToRef(result: Matrix): Matrix;
  4107. /**
  4108. * Toggles model matrix from being right handed to left handed in place and vice versa
  4109. */
  4110. toggleModelMatrixHandInPlace(): void;
  4111. /**
  4112. * Toggles projection matrix from being right handed to left handed in place and vice versa
  4113. */
  4114. toggleProjectionMatrixHandInPlace(): void;
  4115. /**
  4116. * Creates a matrix from an array
  4117. * @param array defines the source array
  4118. * @param offset defines an offset in the source array
  4119. * @returns a new Matrix set from the starting index of the given array
  4120. */
  4121. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  4122. /**
  4123. * Copy the content of an array into a given matrix
  4124. * @param array defines the source array
  4125. * @param offset defines an offset in the source array
  4126. * @param result defines the target matrix
  4127. */
  4128. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  4129. /**
  4130. * Stores an array into a matrix after having multiplied each component by a given factor
  4131. * @param array defines the source array
  4132. * @param offset defines the offset in the source array
  4133. * @param scale defines the scaling factor
  4134. * @param result defines the target matrix
  4135. */
  4136. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  4137. /**
  4138. * Gets an identity matrix that must not be updated
  4139. */
  4140. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  4141. /**
  4142. * Stores a list of values (16) inside a given matrix
  4143. * @param initialM11 defines 1st value of 1st row
  4144. * @param initialM12 defines 2nd value of 1st row
  4145. * @param initialM13 defines 3rd value of 1st row
  4146. * @param initialM14 defines 4th value of 1st row
  4147. * @param initialM21 defines 1st value of 2nd row
  4148. * @param initialM22 defines 2nd value of 2nd row
  4149. * @param initialM23 defines 3rd value of 2nd row
  4150. * @param initialM24 defines 4th value of 2nd row
  4151. * @param initialM31 defines 1st value of 3rd row
  4152. * @param initialM32 defines 2nd value of 3rd row
  4153. * @param initialM33 defines 3rd value of 3rd row
  4154. * @param initialM34 defines 4th value of 3rd row
  4155. * @param initialM41 defines 1st value of 4th row
  4156. * @param initialM42 defines 2nd value of 4th row
  4157. * @param initialM43 defines 3rd value of 4th row
  4158. * @param initialM44 defines 4th value of 4th row
  4159. * @param result defines the target matrix
  4160. */
  4161. 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;
  4162. /**
  4163. * Creates new matrix from a list of values (16)
  4164. * @param initialM11 defines 1st value of 1st row
  4165. * @param initialM12 defines 2nd value of 1st row
  4166. * @param initialM13 defines 3rd value of 1st row
  4167. * @param initialM14 defines 4th value of 1st row
  4168. * @param initialM21 defines 1st value of 2nd row
  4169. * @param initialM22 defines 2nd value of 2nd row
  4170. * @param initialM23 defines 3rd value of 2nd row
  4171. * @param initialM24 defines 4th value of 2nd row
  4172. * @param initialM31 defines 1st value of 3rd row
  4173. * @param initialM32 defines 2nd value of 3rd row
  4174. * @param initialM33 defines 3rd value of 3rd row
  4175. * @param initialM34 defines 4th value of 3rd row
  4176. * @param initialM41 defines 1st value of 4th row
  4177. * @param initialM42 defines 2nd value of 4th row
  4178. * @param initialM43 defines 3rd value of 4th row
  4179. * @param initialM44 defines 4th value of 4th row
  4180. * @returns the new matrix
  4181. */
  4182. 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;
  4183. /**
  4184. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4185. * @param scale defines the scale vector3
  4186. * @param rotation defines the rotation quaternion
  4187. * @param translation defines the translation vector3
  4188. * @returns a new matrix
  4189. */
  4190. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  4191. /**
  4192. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4193. * @param scale defines the scale vector3
  4194. * @param rotation defines the rotation quaternion
  4195. * @param translation defines the translation vector3
  4196. * @param result defines the target matrix
  4197. */
  4198. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  4199. /**
  4200. * Creates a new identity matrix
  4201. * @returns a new identity matrix
  4202. */
  4203. static Identity(): Matrix;
  4204. /**
  4205. * Creates a new identity matrix and stores the result in a given matrix
  4206. * @param result defines the target matrix
  4207. */
  4208. static IdentityToRef(result: Matrix): void;
  4209. /**
  4210. * Creates a new zero matrix
  4211. * @returns a new zero matrix
  4212. */
  4213. static Zero(): Matrix;
  4214. /**
  4215. * Creates a new rotation matrix for "angle" radians around the X axis
  4216. * @param angle defines the angle (in radians) to use
  4217. * @return the new matrix
  4218. */
  4219. static RotationX(angle: number): Matrix;
  4220. /**
  4221. * Creates a new matrix as the invert of a given matrix
  4222. * @param source defines the source matrix
  4223. * @returns the new matrix
  4224. */
  4225. static Invert(source: DeepImmutable<Matrix>): Matrix;
  4226. /**
  4227. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  4228. * @param angle defines the angle (in radians) to use
  4229. * @param result defines the target matrix
  4230. */
  4231. static RotationXToRef(angle: number, result: Matrix): void;
  4232. /**
  4233. * Creates a new rotation matrix for "angle" radians around the Y axis
  4234. * @param angle defines the angle (in radians) to use
  4235. * @return the new matrix
  4236. */
  4237. static RotationY(angle: number): Matrix;
  4238. /**
  4239. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  4240. * @param angle defines the angle (in radians) to use
  4241. * @param result defines the target matrix
  4242. */
  4243. static RotationYToRef(angle: number, result: Matrix): void;
  4244. /**
  4245. * Creates a new rotation matrix for "angle" radians around the Z axis
  4246. * @param angle defines the angle (in radians) to use
  4247. * @return the new matrix
  4248. */
  4249. static RotationZ(angle: number): Matrix;
  4250. /**
  4251. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  4252. * @param angle defines the angle (in radians) to use
  4253. * @param result defines the target matrix
  4254. */
  4255. static RotationZToRef(angle: number, result: Matrix): void;
  4256. /**
  4257. * Creates a new rotation matrix for "angle" radians around the given axis
  4258. * @param axis defines the axis to use
  4259. * @param angle defines the angle (in radians) to use
  4260. * @return the new matrix
  4261. */
  4262. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  4263. /**
  4264. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  4265. * @param axis defines the axis to use
  4266. * @param angle defines the angle (in radians) to use
  4267. * @param result defines the target matrix
  4268. */
  4269. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  4270. /**
  4271. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  4272. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  4273. * @param from defines the vector to align
  4274. * @param to defines the vector to align to
  4275. * @param result defines the target matrix
  4276. */
  4277. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  4278. /**
  4279. * Creates a rotation matrix
  4280. * @param yaw defines the yaw angle in radians (Y axis)
  4281. * @param pitch defines the pitch angle in radians (X axis)
  4282. * @param roll defines the roll angle in radians (X axis)
  4283. * @returns the new rotation matrix
  4284. */
  4285. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  4286. /**
  4287. * Creates a rotation matrix and stores it in a given matrix
  4288. * @param yaw defines the yaw angle in radians (Y axis)
  4289. * @param pitch defines the pitch angle in radians (X axis)
  4290. * @param roll defines the roll angle in radians (X axis)
  4291. * @param result defines the target matrix
  4292. */
  4293. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  4294. /**
  4295. * Creates a scaling matrix
  4296. * @param x defines the scale factor on X axis
  4297. * @param y defines the scale factor on Y axis
  4298. * @param z defines the scale factor on Z axis
  4299. * @returns the new matrix
  4300. */
  4301. static Scaling(x: number, y: number, z: number): Matrix;
  4302. /**
  4303. * Creates a scaling matrix and stores it in a given matrix
  4304. * @param x defines the scale factor on X axis
  4305. * @param y defines the scale factor on Y axis
  4306. * @param z defines the scale factor on Z axis
  4307. * @param result defines the target matrix
  4308. */
  4309. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  4310. /**
  4311. * Creates a translation matrix
  4312. * @param x defines the translation on X axis
  4313. * @param y defines the translation on Y axis
  4314. * @param z defines the translationon Z axis
  4315. * @returns the new matrix
  4316. */
  4317. static Translation(x: number, y: number, z: number): Matrix;
  4318. /**
  4319. * Creates a translation matrix and stores it in a given matrix
  4320. * @param x defines the translation on X axis
  4321. * @param y defines the translation on Y axis
  4322. * @param z defines the translationon Z axis
  4323. * @param result defines the target matrix
  4324. */
  4325. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  4326. /**
  4327. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4328. * @param startValue defines the start value
  4329. * @param endValue defines the end value
  4330. * @param gradient defines the gradient factor
  4331. * @returns the new matrix
  4332. */
  4333. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4334. /**
  4335. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4336. * @param startValue defines the start value
  4337. * @param endValue defines the end value
  4338. * @param gradient defines the gradient factor
  4339. * @param result defines the Matrix object where to store data
  4340. */
  4341. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4342. /**
  4343. * Builds a new matrix whose values are computed by:
  4344. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4345. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4346. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4347. * @param startValue defines the first matrix
  4348. * @param endValue defines the second matrix
  4349. * @param gradient defines the gradient between the two matrices
  4350. * @returns the new matrix
  4351. */
  4352. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4353. /**
  4354. * Update a matrix to values which are computed by:
  4355. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4356. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4357. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4358. * @param startValue defines the first matrix
  4359. * @param endValue defines the second matrix
  4360. * @param gradient defines the gradient between the two matrices
  4361. * @param result defines the target matrix
  4362. */
  4363. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4364. /**
  4365. * 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"
  4366. * This function works in left handed mode
  4367. * @param eye defines the final position of the entity
  4368. * @param target defines where the entity should look at
  4369. * @param up defines the up vector for the entity
  4370. * @returns the new matrix
  4371. */
  4372. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4373. /**
  4374. * 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".
  4375. * This function works in left handed mode
  4376. * @param eye defines the final position of the entity
  4377. * @param target defines where the entity should look at
  4378. * @param up defines the up vector for the entity
  4379. * @param result defines the target matrix
  4380. */
  4381. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4382. /**
  4383. * 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"
  4384. * This function works in right handed mode
  4385. * @param eye defines the final position of the entity
  4386. * @param target defines where the entity should look at
  4387. * @param up defines the up vector for the entity
  4388. * @returns the new matrix
  4389. */
  4390. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4391. /**
  4392. * 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".
  4393. * This function works in right handed mode
  4394. * @param eye defines the final position of the entity
  4395. * @param target defines where the entity should look at
  4396. * @param up defines the up vector for the entity
  4397. * @param result defines the target matrix
  4398. */
  4399. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4400. /**
  4401. * Create a left-handed orthographic projection matrix
  4402. * @param width defines the viewport width
  4403. * @param height defines the viewport height
  4404. * @param znear defines the near clip plane
  4405. * @param zfar defines the far clip plane
  4406. * @returns a new matrix as a left-handed orthographic projection matrix
  4407. */
  4408. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4409. /**
  4410. * Store a left-handed orthographic projection to a given matrix
  4411. * @param width defines the viewport width
  4412. * @param height defines the viewport height
  4413. * @param znear defines the near clip plane
  4414. * @param zfar defines the far clip plane
  4415. * @param result defines the target matrix
  4416. */
  4417. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  4418. /**
  4419. * Create a left-handed orthographic projection matrix
  4420. * @param left defines the viewport left coordinate
  4421. * @param right defines the viewport right coordinate
  4422. * @param bottom defines the viewport bottom coordinate
  4423. * @param top defines the viewport top coordinate
  4424. * @param znear defines the near clip plane
  4425. * @param zfar defines the far clip plane
  4426. * @returns a new matrix as a left-handed orthographic projection matrix
  4427. */
  4428. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4429. /**
  4430. * Stores a left-handed orthographic projection into a given matrix
  4431. * @param left defines the viewport left coordinate
  4432. * @param right defines the viewport right coordinate
  4433. * @param bottom defines the viewport bottom coordinate
  4434. * @param top defines the viewport top coordinate
  4435. * @param znear defines the near clip plane
  4436. * @param zfar defines the far clip plane
  4437. * @param result defines the target matrix
  4438. */
  4439. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4440. /**
  4441. * Creates a right-handed orthographic projection matrix
  4442. * @param left defines the viewport left coordinate
  4443. * @param right defines the viewport right coordinate
  4444. * @param bottom defines the viewport bottom coordinate
  4445. * @param top defines the viewport top coordinate
  4446. * @param znear defines the near clip plane
  4447. * @param zfar defines the far clip plane
  4448. * @returns a new matrix as a right-handed orthographic projection matrix
  4449. */
  4450. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4451. /**
  4452. * Stores a right-handed orthographic projection into a given matrix
  4453. * @param left defines the viewport left coordinate
  4454. * @param right defines the viewport right coordinate
  4455. * @param bottom defines the viewport bottom coordinate
  4456. * @param top defines the viewport top coordinate
  4457. * @param znear defines the near clip plane
  4458. * @param zfar defines the far clip plane
  4459. * @param result defines the target matrix
  4460. */
  4461. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4462. /**
  4463. * Creates a left-handed perspective projection matrix
  4464. * @param width defines the viewport width
  4465. * @param height defines the viewport height
  4466. * @param znear defines the near clip plane
  4467. * @param zfar defines the far clip plane
  4468. * @returns a new matrix as a left-handed perspective projection matrix
  4469. */
  4470. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4471. /**
  4472. * Creates a left-handed perspective projection matrix
  4473. * @param fov defines the horizontal field of view
  4474. * @param aspect defines the aspect ratio
  4475. * @param znear defines the near clip plane
  4476. * @param zfar defines the far clip plane
  4477. * @returns a new matrix as a left-handed perspective projection matrix
  4478. */
  4479. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4480. /**
  4481. * Stores a left-handed perspective projection into a given matrix
  4482. * @param fov defines the horizontal field of view
  4483. * @param aspect defines the aspect ratio
  4484. * @param znear defines the near clip plane
  4485. * @param zfar defines the far clip plane
  4486. * @param result defines the target matrix
  4487. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4488. */
  4489. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4490. /**
  4491. * Creates a right-handed perspective projection matrix
  4492. * @param fov defines the horizontal field of view
  4493. * @param aspect defines the aspect ratio
  4494. * @param znear defines the near clip plane
  4495. * @param zfar defines the far clip plane
  4496. * @returns a new matrix as a right-handed perspective projection matrix
  4497. */
  4498. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4499. /**
  4500. * Stores a right-handed perspective projection into a given matrix
  4501. * @param fov defines the horizontal field of view
  4502. * @param aspect defines the aspect ratio
  4503. * @param znear defines the near clip plane
  4504. * @param zfar defines the far clip plane
  4505. * @param result defines the target matrix
  4506. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4507. */
  4508. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4509. /**
  4510. * Stores a perspective projection for WebVR info a given matrix
  4511. * @param fov defines the field of view
  4512. * @param znear defines the near clip plane
  4513. * @param zfar defines the far clip plane
  4514. * @param result defines the target matrix
  4515. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  4516. */
  4517. static PerspectiveFovWebVRToRef(fov: {
  4518. upDegrees: number;
  4519. downDegrees: number;
  4520. leftDegrees: number;
  4521. rightDegrees: number;
  4522. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  4523. /**
  4524. * Computes a complete transformation matrix
  4525. * @param viewport defines the viewport to use
  4526. * @param world defines the world matrix
  4527. * @param view defines the view matrix
  4528. * @param projection defines the projection matrix
  4529. * @param zmin defines the near clip plane
  4530. * @param zmax defines the far clip plane
  4531. * @returns the transformation matrix
  4532. */
  4533. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  4534. /**
  4535. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  4536. * @param matrix defines the matrix to use
  4537. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  4538. */
  4539. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  4540. /**
  4541. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  4542. * @param matrix defines the matrix to use
  4543. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4544. */
  4545. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4546. /**
  4547. * Compute the transpose of a given matrix
  4548. * @param matrix defines the matrix to transpose
  4549. * @returns the new matrix
  4550. */
  4551. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4552. /**
  4553. * Compute the transpose of a matrix and store it in a target matrix
  4554. * @param matrix defines the matrix to transpose
  4555. * @param result defines the target matrix
  4556. */
  4557. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4558. /**
  4559. * Computes a reflection matrix from a plane
  4560. * @param plane defines the reflection plane
  4561. * @returns a new matrix
  4562. */
  4563. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4564. /**
  4565. * Computes a reflection matrix from a plane
  4566. * @param plane defines the reflection plane
  4567. * @param result defines the target matrix
  4568. */
  4569. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4570. /**
  4571. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4572. * @param xaxis defines the value of the 1st axis
  4573. * @param yaxis defines the value of the 2nd axis
  4574. * @param zaxis defines the value of the 3rd axis
  4575. * @param result defines the target matrix
  4576. */
  4577. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4578. /**
  4579. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4580. * @param quat defines the quaternion to use
  4581. * @param result defines the target matrix
  4582. */
  4583. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4584. }
  4585. /**
  4586. * @hidden
  4587. */
  4588. export class TmpVectors {
  4589. static Vector2: Vector2[];
  4590. static Vector3: Vector3[];
  4591. static Vector4: Vector4[];
  4592. static Quaternion: Quaternion[];
  4593. static Matrix: Matrix[];
  4594. }
  4595. }
  4596. declare module "babylonjs/Maths/math.path" {
  4597. import { DeepImmutable, Nullable } from "babylonjs/types";
  4598. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  4599. /**
  4600. * Defines potential orientation for back face culling
  4601. */
  4602. export enum Orientation {
  4603. /**
  4604. * Clockwise
  4605. */
  4606. CW = 0,
  4607. /** Counter clockwise */
  4608. CCW = 1
  4609. }
  4610. /** Class used to represent a Bezier curve */
  4611. export class BezierCurve {
  4612. /**
  4613. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  4614. * @param t defines the time
  4615. * @param x1 defines the left coordinate on X axis
  4616. * @param y1 defines the left coordinate on Y axis
  4617. * @param x2 defines the right coordinate on X axis
  4618. * @param y2 defines the right coordinate on Y axis
  4619. * @returns the interpolated value
  4620. */
  4621. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  4622. }
  4623. /**
  4624. * Defines angle representation
  4625. */
  4626. export class Angle {
  4627. private _radians;
  4628. /**
  4629. * Creates an Angle object of "radians" radians (float).
  4630. * @param radians the angle in radians
  4631. */
  4632. constructor(radians: number);
  4633. /**
  4634. * Get value in degrees
  4635. * @returns the Angle value in degrees (float)
  4636. */
  4637. degrees(): number;
  4638. /**
  4639. * Get value in radians
  4640. * @returns the Angle value in radians (float)
  4641. */
  4642. radians(): number;
  4643. /**
  4644. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  4645. * @param a defines first vector
  4646. * @param b defines second vector
  4647. * @returns a new Angle
  4648. */
  4649. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  4650. /**
  4651. * Gets a new Angle object from the given float in radians
  4652. * @param radians defines the angle value in radians
  4653. * @returns a new Angle
  4654. */
  4655. static FromRadians(radians: number): Angle;
  4656. /**
  4657. * Gets a new Angle object from the given float in degrees
  4658. * @param degrees defines the angle value in degrees
  4659. * @returns a new Angle
  4660. */
  4661. static FromDegrees(degrees: number): Angle;
  4662. }
  4663. /**
  4664. * This represents an arc in a 2d space.
  4665. */
  4666. export class Arc2 {
  4667. /** Defines the start point of the arc */
  4668. startPoint: Vector2;
  4669. /** Defines the mid point of the arc */
  4670. midPoint: Vector2;
  4671. /** Defines the end point of the arc */
  4672. endPoint: Vector2;
  4673. /**
  4674. * Defines the center point of the arc.
  4675. */
  4676. centerPoint: Vector2;
  4677. /**
  4678. * Defines the radius of the arc.
  4679. */
  4680. radius: number;
  4681. /**
  4682. * Defines the angle of the arc (from mid point to end point).
  4683. */
  4684. angle: Angle;
  4685. /**
  4686. * Defines the start angle of the arc (from start point to middle point).
  4687. */
  4688. startAngle: Angle;
  4689. /**
  4690. * Defines the orientation of the arc (clock wise/counter clock wise).
  4691. */
  4692. orientation: Orientation;
  4693. /**
  4694. * Creates an Arc object from the three given points : start, middle and end.
  4695. * @param startPoint Defines the start point of the arc
  4696. * @param midPoint Defines the midlle point of the arc
  4697. * @param endPoint Defines the end point of the arc
  4698. */
  4699. constructor(
  4700. /** Defines the start point of the arc */
  4701. startPoint: Vector2,
  4702. /** Defines the mid point of the arc */
  4703. midPoint: Vector2,
  4704. /** Defines the end point of the arc */
  4705. endPoint: Vector2);
  4706. }
  4707. /**
  4708. * Represents a 2D path made up of multiple 2D points
  4709. */
  4710. export class Path2 {
  4711. private _points;
  4712. private _length;
  4713. /**
  4714. * If the path start and end point are the same
  4715. */
  4716. closed: boolean;
  4717. /**
  4718. * Creates a Path2 object from the starting 2D coordinates x and y.
  4719. * @param x the starting points x value
  4720. * @param y the starting points y value
  4721. */
  4722. constructor(x: number, y: number);
  4723. /**
  4724. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  4725. * @param x the added points x value
  4726. * @param y the added points y value
  4727. * @returns the updated Path2.
  4728. */
  4729. addLineTo(x: number, y: number): Path2;
  4730. /**
  4731. * 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.
  4732. * @param midX middle point x value
  4733. * @param midY middle point y value
  4734. * @param endX end point x value
  4735. * @param endY end point y value
  4736. * @param numberOfSegments (default: 36)
  4737. * @returns the updated Path2.
  4738. */
  4739. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  4740. /**
  4741. * Closes the Path2.
  4742. * @returns the Path2.
  4743. */
  4744. close(): Path2;
  4745. /**
  4746. * Gets the sum of the distance between each sequential point in the path
  4747. * @returns the Path2 total length (float).
  4748. */
  4749. length(): number;
  4750. /**
  4751. * Gets the points which construct the path
  4752. * @returns the Path2 internal array of points.
  4753. */
  4754. getPoints(): Vector2[];
  4755. /**
  4756. * Retreives the point at the distance aways from the starting point
  4757. * @param normalizedLengthPosition the length along the path to retreive the point from
  4758. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  4759. */
  4760. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  4761. /**
  4762. * Creates a new path starting from an x and y position
  4763. * @param x starting x value
  4764. * @param y starting y value
  4765. * @returns a new Path2 starting at the coordinates (x, y).
  4766. */
  4767. static StartingAt(x: number, y: number): Path2;
  4768. }
  4769. /**
  4770. * Represents a 3D path made up of multiple 3D points
  4771. */
  4772. export class Path3D {
  4773. /**
  4774. * an array of Vector3, the curve axis of the Path3D
  4775. */
  4776. path: Vector3[];
  4777. private _curve;
  4778. private _distances;
  4779. private _tangents;
  4780. private _normals;
  4781. private _binormals;
  4782. private _raw;
  4783. private _alignTangentsWithPath;
  4784. private readonly _pointAtData;
  4785. /**
  4786. * new Path3D(path, normal, raw)
  4787. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4788. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4789. * @param path an array of Vector3, the curve axis of the Path3D
  4790. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4791. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4792. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  4793. */
  4794. constructor(
  4795. /**
  4796. * an array of Vector3, the curve axis of the Path3D
  4797. */
  4798. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  4799. /**
  4800. * Returns the Path3D array of successive Vector3 designing its curve.
  4801. * @returns the Path3D array of successive Vector3 designing its curve.
  4802. */
  4803. getCurve(): Vector3[];
  4804. /**
  4805. * Returns the Path3D array of successive Vector3 designing its curve.
  4806. * @returns the Path3D array of successive Vector3 designing its curve.
  4807. */
  4808. getPoints(): Vector3[];
  4809. /**
  4810. * @returns the computed length (float) of the path.
  4811. */
  4812. length(): number;
  4813. /**
  4814. * Returns an array populated with tangent vectors on each Path3D curve point.
  4815. * @returns an array populated with tangent vectors on each Path3D curve point.
  4816. */
  4817. getTangents(): Vector3[];
  4818. /**
  4819. * Returns an array populated with normal vectors on each Path3D curve point.
  4820. * @returns an array populated with normal vectors on each Path3D curve point.
  4821. */
  4822. getNormals(): Vector3[];
  4823. /**
  4824. * Returns an array populated with binormal vectors on each Path3D curve point.
  4825. * @returns an array populated with binormal vectors on each Path3D curve point.
  4826. */
  4827. getBinormals(): Vector3[];
  4828. /**
  4829. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4830. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4831. */
  4832. getDistances(): number[];
  4833. /**
  4834. * Returns an interpolated point along this path
  4835. * @param position the position of the point along this path, from 0.0 to 1.0
  4836. * @returns a new Vector3 as the point
  4837. */
  4838. getPointAt(position: number): Vector3;
  4839. /**
  4840. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4841. * @param position the position of the point along this path, from 0.0 to 1.0
  4842. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  4843. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  4844. */
  4845. getTangentAt(position: number, interpolated?: boolean): Vector3;
  4846. /**
  4847. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4848. * @param position the position of the point along this path, from 0.0 to 1.0
  4849. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  4850. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  4851. */
  4852. getNormalAt(position: number, interpolated?: boolean): Vector3;
  4853. /**
  4854. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  4855. * @param position the position of the point along this path, from 0.0 to 1.0
  4856. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  4857. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  4858. */
  4859. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  4860. /**
  4861. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  4862. * @param position the position of the point along this path, from 0.0 to 1.0
  4863. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  4864. */
  4865. getDistanceAt(position: number): number;
  4866. /**
  4867. * Returns the array index of the previous point of an interpolated point along this path
  4868. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4869. * @returns the array index
  4870. */
  4871. getPreviousPointIndexAt(position: number): number;
  4872. /**
  4873. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  4874. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4875. * @returns the sub position
  4876. */
  4877. getSubPositionAt(position: number): number;
  4878. /**
  4879. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  4880. * @param target the vector of which to get the closest position to
  4881. * @returns the position of the closest virtual point on this path to the target vector
  4882. */
  4883. getClosestPositionTo(target: Vector3): number;
  4884. /**
  4885. * Returns a sub path (slice) of this path
  4886. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4887. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4888. * @returns a sub path (slice) of this path
  4889. */
  4890. slice(start?: number, end?: number): Path3D;
  4891. /**
  4892. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4893. * @param path path which all values are copied into the curves points
  4894. * @param firstNormal which should be projected onto the curve
  4895. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  4896. * @returns the same object updated.
  4897. */
  4898. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  4899. private _compute;
  4900. private _getFirstNonNullVector;
  4901. private _getLastNonNullVector;
  4902. private _normalVector;
  4903. /**
  4904. * Updates the point at data for an interpolated point along this curve
  4905. * @param position the position of the point along this curve, from 0.0 to 1.0
  4906. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  4907. * @returns the (updated) point at data
  4908. */
  4909. private _updatePointAtData;
  4910. /**
  4911. * Updates the point at data from the specified parameters
  4912. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  4913. * @param point the interpolated point
  4914. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  4915. */
  4916. private _setPointAtData;
  4917. /**
  4918. * Updates the point at interpolation matrix for the tangents, normals and binormals
  4919. */
  4920. private _updateInterpolationMatrix;
  4921. }
  4922. /**
  4923. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4924. * A Curve3 is designed from a series of successive Vector3.
  4925. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4926. */
  4927. export class Curve3 {
  4928. private _points;
  4929. private _length;
  4930. /**
  4931. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4932. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4933. * @param v1 (Vector3) the control point
  4934. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4935. * @param nbPoints (integer) the wanted number of points in the curve
  4936. * @returns the created Curve3
  4937. */
  4938. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4939. /**
  4940. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4941. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4942. * @param v1 (Vector3) the first control point
  4943. * @param v2 (Vector3) the second control point
  4944. * @param v3 (Vector3) the end point of the Cubic Bezier
  4945. * @param nbPoints (integer) the wanted number of points in the curve
  4946. * @returns the created Curve3
  4947. */
  4948. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4949. /**
  4950. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  4951. * @param p1 (Vector3) the origin point of the Hermite Spline
  4952. * @param t1 (Vector3) the tangent vector at the origin point
  4953. * @param p2 (Vector3) the end point of the Hermite Spline
  4954. * @param t2 (Vector3) the tangent vector at the end point
  4955. * @param nbPoints (integer) the wanted number of points in the curve
  4956. * @returns the created Curve3
  4957. */
  4958. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4959. /**
  4960. * Returns a Curve3 object along a CatmullRom Spline curve :
  4961. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  4962. * @param nbPoints (integer) the wanted number of points between each curve control points
  4963. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  4964. * @returns the created Curve3
  4965. */
  4966. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  4967. /**
  4968. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4969. * A Curve3 is designed from a series of successive Vector3.
  4970. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  4971. * @param points points which make up the curve
  4972. */
  4973. constructor(points: Vector3[]);
  4974. /**
  4975. * @returns the Curve3 stored array of successive Vector3
  4976. */
  4977. getPoints(): Vector3[];
  4978. /**
  4979. * @returns the computed length (float) of the curve.
  4980. */
  4981. length(): number;
  4982. /**
  4983. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  4984. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  4985. * curveA and curveB keep unchanged.
  4986. * @param curve the curve to continue from this curve
  4987. * @returns the newly constructed curve
  4988. */
  4989. continue(curve: DeepImmutable<Curve3>): Curve3;
  4990. private _computeLength;
  4991. }
  4992. }
  4993. declare module "babylonjs/Animations/easing" {
  4994. /**
  4995. * This represents the main contract an easing function should follow.
  4996. * Easing functions are used throughout the animation system.
  4997. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4998. */
  4999. export interface IEasingFunction {
  5000. /**
  5001. * Given an input gradient between 0 and 1, this returns the corrseponding value
  5002. * of the easing function.
  5003. * The link below provides some of the most common examples of easing functions.
  5004. * @see https://easings.net/
  5005. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5006. * @returns the corresponding value on the curve defined by the easing function
  5007. */
  5008. ease(gradient: number): number;
  5009. }
  5010. /**
  5011. * Base class used for every default easing function.
  5012. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5013. */
  5014. export class EasingFunction implements IEasingFunction {
  5015. /**
  5016. * Interpolation follows the mathematical formula associated with the easing function.
  5017. */
  5018. static readonly EASINGMODE_EASEIN: number;
  5019. /**
  5020. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  5021. */
  5022. static readonly EASINGMODE_EASEOUT: number;
  5023. /**
  5024. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  5025. */
  5026. static readonly EASINGMODE_EASEINOUT: number;
  5027. private _easingMode;
  5028. /**
  5029. * Sets the easing mode of the current function.
  5030. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  5031. */
  5032. setEasingMode(easingMode: number): void;
  5033. /**
  5034. * Gets the current easing mode.
  5035. * @returns the easing mode
  5036. */
  5037. getEasingMode(): number;
  5038. /**
  5039. * @hidden
  5040. */
  5041. easeInCore(gradient: number): number;
  5042. /**
  5043. * Given an input gradient between 0 and 1, this returns the corresponding value
  5044. * of the easing function.
  5045. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5046. * @returns the corresponding value on the curve defined by the easing function
  5047. */
  5048. ease(gradient: number): number;
  5049. }
  5050. /**
  5051. * Easing function with a circle shape (see link below).
  5052. * @see https://easings.net/#easeInCirc
  5053. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5054. */
  5055. export class CircleEase extends EasingFunction implements IEasingFunction {
  5056. /** @hidden */
  5057. easeInCore(gradient: number): number;
  5058. }
  5059. /**
  5060. * Easing function with a ease back shape (see link below).
  5061. * @see https://easings.net/#easeInBack
  5062. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5063. */
  5064. export class BackEase extends EasingFunction implements IEasingFunction {
  5065. /** Defines the amplitude of the function */
  5066. amplitude: number;
  5067. /**
  5068. * Instantiates a back ease easing
  5069. * @see https://easings.net/#easeInBack
  5070. * @param amplitude Defines the amplitude of the function
  5071. */
  5072. constructor(
  5073. /** Defines the amplitude of the function */
  5074. amplitude?: number);
  5075. /** @hidden */
  5076. easeInCore(gradient: number): number;
  5077. }
  5078. /**
  5079. * Easing function with a bouncing shape (see link below).
  5080. * @see https://easings.net/#easeInBounce
  5081. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5082. */
  5083. export class BounceEase extends EasingFunction implements IEasingFunction {
  5084. /** Defines the number of bounces */
  5085. bounces: number;
  5086. /** Defines the amplitude of the bounce */
  5087. bounciness: number;
  5088. /**
  5089. * Instantiates a bounce easing
  5090. * @see https://easings.net/#easeInBounce
  5091. * @param bounces Defines the number of bounces
  5092. * @param bounciness Defines the amplitude of the bounce
  5093. */
  5094. constructor(
  5095. /** Defines the number of bounces */
  5096. bounces?: number,
  5097. /** Defines the amplitude of the bounce */
  5098. bounciness?: number);
  5099. /** @hidden */
  5100. easeInCore(gradient: number): number;
  5101. }
  5102. /**
  5103. * Easing function with a power of 3 shape (see link below).
  5104. * @see https://easings.net/#easeInCubic
  5105. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5106. */
  5107. export class CubicEase extends EasingFunction implements IEasingFunction {
  5108. /** @hidden */
  5109. easeInCore(gradient: number): number;
  5110. }
  5111. /**
  5112. * Easing function with an elastic shape (see link below).
  5113. * @see https://easings.net/#easeInElastic
  5114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5115. */
  5116. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5117. /** Defines the number of oscillations*/
  5118. oscillations: number;
  5119. /** Defines the amplitude of the oscillations*/
  5120. springiness: number;
  5121. /**
  5122. * Instantiates an elastic easing function
  5123. * @see https://easings.net/#easeInElastic
  5124. * @param oscillations Defines the number of oscillations
  5125. * @param springiness Defines the amplitude of the oscillations
  5126. */
  5127. constructor(
  5128. /** Defines the number of oscillations*/
  5129. oscillations?: number,
  5130. /** Defines the amplitude of the oscillations*/
  5131. springiness?: number);
  5132. /** @hidden */
  5133. easeInCore(gradient: number): number;
  5134. }
  5135. /**
  5136. * Easing function with an exponential shape (see link below).
  5137. * @see https://easings.net/#easeInExpo
  5138. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5139. */
  5140. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5141. /** Defines the exponent of the function */
  5142. exponent: number;
  5143. /**
  5144. * Instantiates an exponential easing function
  5145. * @see https://easings.net/#easeInExpo
  5146. * @param exponent Defines the exponent of the function
  5147. */
  5148. constructor(
  5149. /** Defines the exponent of the function */
  5150. exponent?: number);
  5151. /** @hidden */
  5152. easeInCore(gradient: number): number;
  5153. }
  5154. /**
  5155. * Easing function with a power shape (see link below).
  5156. * @see https://easings.net/#easeInQuad
  5157. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5158. */
  5159. export class PowerEase extends EasingFunction implements IEasingFunction {
  5160. /** Defines the power of the function */
  5161. power: number;
  5162. /**
  5163. * Instantiates an power base easing function
  5164. * @see https://easings.net/#easeInQuad
  5165. * @param power Defines the power of the function
  5166. */
  5167. constructor(
  5168. /** Defines the power of the function */
  5169. power?: number);
  5170. /** @hidden */
  5171. easeInCore(gradient: number): number;
  5172. }
  5173. /**
  5174. * Easing function with a power of 2 shape (see link below).
  5175. * @see https://easings.net/#easeInQuad
  5176. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5177. */
  5178. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5179. /** @hidden */
  5180. easeInCore(gradient: number): number;
  5181. }
  5182. /**
  5183. * Easing function with a power of 4 shape (see link below).
  5184. * @see https://easings.net/#easeInQuart
  5185. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5186. */
  5187. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5188. /** @hidden */
  5189. easeInCore(gradient: number): number;
  5190. }
  5191. /**
  5192. * Easing function with a power of 5 shape (see link below).
  5193. * @see https://easings.net/#easeInQuint
  5194. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5195. */
  5196. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5197. /** @hidden */
  5198. easeInCore(gradient: number): number;
  5199. }
  5200. /**
  5201. * Easing function with a sin shape (see link below).
  5202. * @see https://easings.net/#easeInSine
  5203. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5204. */
  5205. export class SineEase extends EasingFunction implements IEasingFunction {
  5206. /** @hidden */
  5207. easeInCore(gradient: number): number;
  5208. }
  5209. /**
  5210. * Easing function with a bezier shape (see link below).
  5211. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5212. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5213. */
  5214. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5215. /** Defines the x component of the start tangent in the bezier curve */
  5216. x1: number;
  5217. /** Defines the y component of the start tangent in the bezier curve */
  5218. y1: number;
  5219. /** Defines the x component of the end tangent in the bezier curve */
  5220. x2: number;
  5221. /** Defines the y component of the end tangent in the bezier curve */
  5222. y2: number;
  5223. /**
  5224. * Instantiates a bezier function
  5225. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5226. * @param x1 Defines the x component of the start tangent in the bezier curve
  5227. * @param y1 Defines the y component of the start tangent in the bezier curve
  5228. * @param x2 Defines the x component of the end tangent in the bezier curve
  5229. * @param y2 Defines the y component of the end tangent in the bezier curve
  5230. */
  5231. constructor(
  5232. /** Defines the x component of the start tangent in the bezier curve */
  5233. x1?: number,
  5234. /** Defines the y component of the start tangent in the bezier curve */
  5235. y1?: number,
  5236. /** Defines the x component of the end tangent in the bezier curve */
  5237. x2?: number,
  5238. /** Defines the y component of the end tangent in the bezier curve */
  5239. y2?: number);
  5240. /** @hidden */
  5241. easeInCore(gradient: number): number;
  5242. }
  5243. }
  5244. declare module "babylonjs/Maths/math.color" {
  5245. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5246. /**
  5247. * Class used to hold a RBG color
  5248. */
  5249. export class Color3 {
  5250. /**
  5251. * Defines the red component (between 0 and 1, default is 0)
  5252. */
  5253. r: number;
  5254. /**
  5255. * Defines the green component (between 0 and 1, default is 0)
  5256. */
  5257. g: number;
  5258. /**
  5259. * Defines the blue component (between 0 and 1, default is 0)
  5260. */
  5261. b: number;
  5262. /**
  5263. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5264. * @param r defines the red component (between 0 and 1, default is 0)
  5265. * @param g defines the green component (between 0 and 1, default is 0)
  5266. * @param b defines the blue component (between 0 and 1, default is 0)
  5267. */
  5268. constructor(
  5269. /**
  5270. * Defines the red component (between 0 and 1, default is 0)
  5271. */
  5272. r?: number,
  5273. /**
  5274. * Defines the green component (between 0 and 1, default is 0)
  5275. */
  5276. g?: number,
  5277. /**
  5278. * Defines the blue component (between 0 and 1, default is 0)
  5279. */
  5280. b?: number);
  5281. /**
  5282. * Creates a string with the Color3 current values
  5283. * @returns the string representation of the Color3 object
  5284. */
  5285. toString(): string;
  5286. /**
  5287. * Returns the string "Color3"
  5288. * @returns "Color3"
  5289. */
  5290. getClassName(): string;
  5291. /**
  5292. * Compute the Color3 hash code
  5293. * @returns an unique number that can be used to hash Color3 objects
  5294. */
  5295. getHashCode(): number;
  5296. /**
  5297. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5298. * @param array defines the array where to store the r,g,b components
  5299. * @param index defines an optional index in the target array to define where to start storing values
  5300. * @returns the current Color3 object
  5301. */
  5302. toArray(array: FloatArray, index?: number): Color3;
  5303. /**
  5304. * Returns a new Color4 object from the current Color3 and the given alpha
  5305. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5306. * @returns a new Color4 object
  5307. */
  5308. toColor4(alpha?: number): Color4;
  5309. /**
  5310. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5311. * @returns the new array
  5312. */
  5313. asArray(): number[];
  5314. /**
  5315. * Returns the luminance value
  5316. * @returns a float value
  5317. */
  5318. toLuminance(): number;
  5319. /**
  5320. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5321. * @param otherColor defines the second operand
  5322. * @returns the new Color3 object
  5323. */
  5324. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5325. /**
  5326. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5327. * @param otherColor defines the second operand
  5328. * @param result defines the Color3 object where to store the result
  5329. * @returns the current Color3
  5330. */
  5331. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5332. /**
  5333. * Determines equality between Color3 objects
  5334. * @param otherColor defines the second operand
  5335. * @returns true if the rgb values are equal to the given ones
  5336. */
  5337. equals(otherColor: DeepImmutable<Color3>): boolean;
  5338. /**
  5339. * Determines equality between the current Color3 object and a set of r,b,g values
  5340. * @param r defines the red component to check
  5341. * @param g defines the green component to check
  5342. * @param b defines the blue component to check
  5343. * @returns true if the rgb values are equal to the given ones
  5344. */
  5345. equalsFloats(r: number, g: number, b: number): boolean;
  5346. /**
  5347. * Multiplies in place each rgb value by scale
  5348. * @param scale defines the scaling factor
  5349. * @returns the updated Color3
  5350. */
  5351. scale(scale: number): Color3;
  5352. /**
  5353. * Multiplies the rgb values by scale and stores the result into "result"
  5354. * @param scale defines the scaling factor
  5355. * @param result defines the Color3 object where to store the result
  5356. * @returns the unmodified current Color3
  5357. */
  5358. scaleToRef(scale: number, result: Color3): Color3;
  5359. /**
  5360. * Scale the current Color3 values by a factor and add the result to a given Color3
  5361. * @param scale defines the scale factor
  5362. * @param result defines color to store the result into
  5363. * @returns the unmodified current Color3
  5364. */
  5365. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5366. /**
  5367. * Clamps the rgb values by the min and max values and stores the result into "result"
  5368. * @param min defines minimum clamping value (default is 0)
  5369. * @param max defines maximum clamping value (default is 1)
  5370. * @param result defines color to store the result into
  5371. * @returns the original Color3
  5372. */
  5373. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5374. /**
  5375. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5376. * @param otherColor defines the second operand
  5377. * @returns the new Color3
  5378. */
  5379. add(otherColor: DeepImmutable<Color3>): Color3;
  5380. /**
  5381. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5382. * @param otherColor defines the second operand
  5383. * @param result defines Color3 object to store the result into
  5384. * @returns the unmodified current Color3
  5385. */
  5386. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5387. /**
  5388. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5389. * @param otherColor defines the second operand
  5390. * @returns the new Color3
  5391. */
  5392. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5393. /**
  5394. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5395. * @param otherColor defines the second operand
  5396. * @param result defines Color3 object to store the result into
  5397. * @returns the unmodified current Color3
  5398. */
  5399. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5400. /**
  5401. * Copy the current object
  5402. * @returns a new Color3 copied the current one
  5403. */
  5404. clone(): Color3;
  5405. /**
  5406. * Copies the rgb values from the source in the current Color3
  5407. * @param source defines the source Color3 object
  5408. * @returns the updated Color3 object
  5409. */
  5410. copyFrom(source: DeepImmutable<Color3>): Color3;
  5411. /**
  5412. * Updates the Color3 rgb values from the given floats
  5413. * @param r defines the red component to read from
  5414. * @param g defines the green component to read from
  5415. * @param b defines the blue component to read from
  5416. * @returns the current Color3 object
  5417. */
  5418. copyFromFloats(r: number, g: number, b: number): Color3;
  5419. /**
  5420. * Updates the Color3 rgb values from the given floats
  5421. * @param r defines the red component to read from
  5422. * @param g defines the green component to read from
  5423. * @param b defines the blue component to read from
  5424. * @returns the current Color3 object
  5425. */
  5426. set(r: number, g: number, b: number): Color3;
  5427. /**
  5428. * Compute the Color3 hexadecimal code as a string
  5429. * @returns a string containing the hexadecimal representation of the Color3 object
  5430. */
  5431. toHexString(): string;
  5432. /**
  5433. * Computes a new Color3 converted from the current one to linear space
  5434. * @returns a new Color3 object
  5435. */
  5436. toLinearSpace(): Color3;
  5437. /**
  5438. * Converts current color in rgb space to HSV values
  5439. * @returns a new color3 representing the HSV values
  5440. */
  5441. toHSV(): Color3;
  5442. /**
  5443. * Converts current color in rgb space to HSV values
  5444. * @param result defines the Color3 where to store the HSV values
  5445. */
  5446. toHSVToRef(result: Color3): void;
  5447. /**
  5448. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5449. * @param convertedColor defines the Color3 object where to store the linear space version
  5450. * @returns the unmodified Color3
  5451. */
  5452. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5453. /**
  5454. * Computes a new Color3 converted from the current one to gamma space
  5455. * @returns a new Color3 object
  5456. */
  5457. toGammaSpace(): Color3;
  5458. /**
  5459. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5460. * @param convertedColor defines the Color3 object where to store the gamma space version
  5461. * @returns the unmodified Color3
  5462. */
  5463. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5464. private static _BlackReadOnly;
  5465. /**
  5466. * Convert Hue, saturation and value to a Color3 (RGB)
  5467. * @param hue defines the hue
  5468. * @param saturation defines the saturation
  5469. * @param value defines the value
  5470. * @param result defines the Color3 where to store the RGB values
  5471. */
  5472. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5473. /**
  5474. * Creates a new Color3 from the string containing valid hexadecimal values
  5475. * @param hex defines a string containing valid hexadecimal values
  5476. * @returns a new Color3 object
  5477. */
  5478. static FromHexString(hex: string): Color3;
  5479. /**
  5480. * Creates a new Color3 from the starting index of the given array
  5481. * @param array defines the source array
  5482. * @param offset defines an offset in the source array
  5483. * @returns a new Color3 object
  5484. */
  5485. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5486. /**
  5487. * Creates a new Color3 from integer values (< 256)
  5488. * @param r defines the red component to read from (value between 0 and 255)
  5489. * @param g defines the green component to read from (value between 0 and 255)
  5490. * @param b defines the blue component to read from (value between 0 and 255)
  5491. * @returns a new Color3 object
  5492. */
  5493. static FromInts(r: number, g: number, b: number): Color3;
  5494. /**
  5495. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5496. * @param start defines the start Color3 value
  5497. * @param end defines the end Color3 value
  5498. * @param amount defines the gradient value between start and end
  5499. * @returns a new Color3 object
  5500. */
  5501. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5502. /**
  5503. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5504. * @param left defines the start value
  5505. * @param right defines the end value
  5506. * @param amount defines the gradient factor
  5507. * @param result defines the Color3 object where to store the result
  5508. */
  5509. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5510. /**
  5511. * Returns a Color3 value containing a red color
  5512. * @returns a new Color3 object
  5513. */
  5514. static Red(): Color3;
  5515. /**
  5516. * Returns a Color3 value containing a green color
  5517. * @returns a new Color3 object
  5518. */
  5519. static Green(): Color3;
  5520. /**
  5521. * Returns a Color3 value containing a blue color
  5522. * @returns a new Color3 object
  5523. */
  5524. static Blue(): Color3;
  5525. /**
  5526. * Returns a Color3 value containing a black color
  5527. * @returns a new Color3 object
  5528. */
  5529. static Black(): Color3;
  5530. /**
  5531. * Gets a Color3 value containing a black color that must not be updated
  5532. */
  5533. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5534. /**
  5535. * Returns a Color3 value containing a white color
  5536. * @returns a new Color3 object
  5537. */
  5538. static White(): Color3;
  5539. /**
  5540. * Returns a Color3 value containing a purple color
  5541. * @returns a new Color3 object
  5542. */
  5543. static Purple(): Color3;
  5544. /**
  5545. * Returns a Color3 value containing a magenta color
  5546. * @returns a new Color3 object
  5547. */
  5548. static Magenta(): Color3;
  5549. /**
  5550. * Returns a Color3 value containing a yellow color
  5551. * @returns a new Color3 object
  5552. */
  5553. static Yellow(): Color3;
  5554. /**
  5555. * Returns a Color3 value containing a gray color
  5556. * @returns a new Color3 object
  5557. */
  5558. static Gray(): Color3;
  5559. /**
  5560. * Returns a Color3 value containing a teal color
  5561. * @returns a new Color3 object
  5562. */
  5563. static Teal(): Color3;
  5564. /**
  5565. * Returns a Color3 value containing a random color
  5566. * @returns a new Color3 object
  5567. */
  5568. static Random(): Color3;
  5569. }
  5570. /**
  5571. * Class used to hold a RBGA color
  5572. */
  5573. export class Color4 {
  5574. /**
  5575. * Defines the red component (between 0 and 1, default is 0)
  5576. */
  5577. r: number;
  5578. /**
  5579. * Defines the green component (between 0 and 1, default is 0)
  5580. */
  5581. g: number;
  5582. /**
  5583. * Defines the blue component (between 0 and 1, default is 0)
  5584. */
  5585. b: number;
  5586. /**
  5587. * Defines the alpha component (between 0 and 1, default is 1)
  5588. */
  5589. a: number;
  5590. /**
  5591. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5592. * @param r defines the red component (between 0 and 1, default is 0)
  5593. * @param g defines the green component (between 0 and 1, default is 0)
  5594. * @param b defines the blue component (between 0 and 1, default is 0)
  5595. * @param a defines the alpha component (between 0 and 1, default is 1)
  5596. */
  5597. constructor(
  5598. /**
  5599. * Defines the red component (between 0 and 1, default is 0)
  5600. */
  5601. r?: number,
  5602. /**
  5603. * Defines the green component (between 0 and 1, default is 0)
  5604. */
  5605. g?: number,
  5606. /**
  5607. * Defines the blue component (between 0 and 1, default is 0)
  5608. */
  5609. b?: number,
  5610. /**
  5611. * Defines the alpha component (between 0 and 1, default is 1)
  5612. */
  5613. a?: number);
  5614. /**
  5615. * Adds in place the given Color4 values to the current Color4 object
  5616. * @param right defines the second operand
  5617. * @returns the current updated Color4 object
  5618. */
  5619. addInPlace(right: DeepImmutable<Color4>): Color4;
  5620. /**
  5621. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5622. * @returns the new array
  5623. */
  5624. asArray(): number[];
  5625. /**
  5626. * Stores from the starting index in the given array the Color4 successive values
  5627. * @param array defines the array where to store the r,g,b components
  5628. * @param index defines an optional index in the target array to define where to start storing values
  5629. * @returns the current Color4 object
  5630. */
  5631. toArray(array: number[], index?: number): Color4;
  5632. /**
  5633. * Determines equality between Color4 objects
  5634. * @param otherColor defines the second operand
  5635. * @returns true if the rgba values are equal to the given ones
  5636. */
  5637. equals(otherColor: DeepImmutable<Color4>): boolean;
  5638. /**
  5639. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5640. * @param right defines the second operand
  5641. * @returns a new Color4 object
  5642. */
  5643. add(right: DeepImmutable<Color4>): Color4;
  5644. /**
  5645. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5646. * @param right defines the second operand
  5647. * @returns a new Color4 object
  5648. */
  5649. subtract(right: DeepImmutable<Color4>): Color4;
  5650. /**
  5651. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5652. * @param right defines the second operand
  5653. * @param result defines the Color4 object where to store the result
  5654. * @returns the current Color4 object
  5655. */
  5656. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5657. /**
  5658. * Creates a new Color4 with the current Color4 values multiplied by scale
  5659. * @param scale defines the scaling factor to apply
  5660. * @returns a new Color4 object
  5661. */
  5662. scale(scale: number): Color4;
  5663. /**
  5664. * Multiplies the current Color4 values by scale and stores the result in "result"
  5665. * @param scale defines the scaling factor to apply
  5666. * @param result defines the Color4 object where to store the result
  5667. * @returns the current unmodified Color4
  5668. */
  5669. scaleToRef(scale: number, result: Color4): Color4;
  5670. /**
  5671. * Scale the current Color4 values by a factor and add the result to a given Color4
  5672. * @param scale defines the scale factor
  5673. * @param result defines the Color4 object where to store the result
  5674. * @returns the unmodified current Color4
  5675. */
  5676. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5677. /**
  5678. * Clamps the rgb values by the min and max values and stores the result into "result"
  5679. * @param min defines minimum clamping value (default is 0)
  5680. * @param max defines maximum clamping value (default is 1)
  5681. * @param result defines color to store the result into.
  5682. * @returns the cuurent Color4
  5683. */
  5684. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5685. /**
  5686. * Multipy an Color4 value by another and return a new Color4 object
  5687. * @param color defines the Color4 value to multiply by
  5688. * @returns a new Color4 object
  5689. */
  5690. multiply(color: Color4): Color4;
  5691. /**
  5692. * Multipy a Color4 value by another and push the result in a reference value
  5693. * @param color defines the Color4 value to multiply by
  5694. * @param result defines the Color4 to fill the result in
  5695. * @returns the result Color4
  5696. */
  5697. multiplyToRef(color: Color4, result: Color4): Color4;
  5698. /**
  5699. * Creates a string with the Color4 current values
  5700. * @returns the string representation of the Color4 object
  5701. */
  5702. toString(): string;
  5703. /**
  5704. * Returns the string "Color4"
  5705. * @returns "Color4"
  5706. */
  5707. getClassName(): string;
  5708. /**
  5709. * Compute the Color4 hash code
  5710. * @returns an unique number that can be used to hash Color4 objects
  5711. */
  5712. getHashCode(): number;
  5713. /**
  5714. * Creates a new Color4 copied from the current one
  5715. * @returns a new Color4 object
  5716. */
  5717. clone(): Color4;
  5718. /**
  5719. * Copies the given Color4 values into the current one
  5720. * @param source defines the source Color4 object
  5721. * @returns the current updated Color4 object
  5722. */
  5723. copyFrom(source: Color4): Color4;
  5724. /**
  5725. * Copies the given float values into the current one
  5726. * @param r defines the red component to read from
  5727. * @param g defines the green component to read from
  5728. * @param b defines the blue component to read from
  5729. * @param a defines the alpha component to read from
  5730. * @returns the current updated Color4 object
  5731. */
  5732. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5733. /**
  5734. * Copies the given float values into the current one
  5735. * @param r defines the red component to read from
  5736. * @param g defines the green component to read from
  5737. * @param b defines the blue component to read from
  5738. * @param a defines the alpha component to read from
  5739. * @returns the current updated Color4 object
  5740. */
  5741. set(r: number, g: number, b: number, a: number): Color4;
  5742. /**
  5743. * Compute the Color4 hexadecimal code as a string
  5744. * @returns a string containing the hexadecimal representation of the Color4 object
  5745. */
  5746. toHexString(): string;
  5747. /**
  5748. * Computes a new Color4 converted from the current one to linear space
  5749. * @returns a new Color4 object
  5750. */
  5751. toLinearSpace(): Color4;
  5752. /**
  5753. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5754. * @param convertedColor defines the Color4 object where to store the linear space version
  5755. * @returns the unmodified Color4
  5756. */
  5757. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5758. /**
  5759. * Computes a new Color4 converted from the current one to gamma space
  5760. * @returns a new Color4 object
  5761. */
  5762. toGammaSpace(): Color4;
  5763. /**
  5764. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5765. * @param convertedColor defines the Color4 object where to store the gamma space version
  5766. * @returns the unmodified Color4
  5767. */
  5768. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5769. /**
  5770. * Creates a new Color4 from the string containing valid hexadecimal values
  5771. * @param hex defines a string containing valid hexadecimal values
  5772. * @returns a new Color4 object
  5773. */
  5774. static FromHexString(hex: string): Color4;
  5775. /**
  5776. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5777. * @param left defines the start value
  5778. * @param right defines the end value
  5779. * @param amount defines the gradient factor
  5780. * @returns a new Color4 object
  5781. */
  5782. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5783. /**
  5784. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5785. * @param left defines the start value
  5786. * @param right defines the end value
  5787. * @param amount defines the gradient factor
  5788. * @param result defines the Color4 object where to store data
  5789. */
  5790. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5791. /**
  5792. * Creates a new Color4 from a Color3 and an alpha value
  5793. * @param color3 defines the source Color3 to read from
  5794. * @param alpha defines the alpha component (1.0 by default)
  5795. * @returns a new Color4 object
  5796. */
  5797. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5798. /**
  5799. * Creates a new Color4 from the starting index element of the given array
  5800. * @param array defines the source array to read from
  5801. * @param offset defines the offset in the source array
  5802. * @returns a new Color4 object
  5803. */
  5804. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5805. /**
  5806. * Creates a new Color3 from integer values (< 256)
  5807. * @param r defines the red component to read from (value between 0 and 255)
  5808. * @param g defines the green component to read from (value between 0 and 255)
  5809. * @param b defines the blue component to read from (value between 0 and 255)
  5810. * @param a defines the alpha component to read from (value between 0 and 255)
  5811. * @returns a new Color3 object
  5812. */
  5813. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5814. /**
  5815. * Check the content of a given array and convert it to an array containing RGBA data
  5816. * If the original array was already containing count * 4 values then it is returned directly
  5817. * @param colors defines the array to check
  5818. * @param count defines the number of RGBA data to expect
  5819. * @returns an array containing count * 4 values (RGBA)
  5820. */
  5821. static CheckColors4(colors: number[], count: number): number[];
  5822. }
  5823. /**
  5824. * @hidden
  5825. */
  5826. export class TmpColors {
  5827. static Color3: Color3[];
  5828. static Color4: Color4[];
  5829. }
  5830. }
  5831. declare module "babylonjs/Animations/animationKey" {
  5832. /**
  5833. * Defines an interface which represents an animation key frame
  5834. */
  5835. export interface IAnimationKey {
  5836. /**
  5837. * Frame of the key frame
  5838. */
  5839. frame: number;
  5840. /**
  5841. * Value at the specifies key frame
  5842. */
  5843. value: any;
  5844. /**
  5845. * The input tangent for the cubic hermite spline
  5846. */
  5847. inTangent?: any;
  5848. /**
  5849. * The output tangent for the cubic hermite spline
  5850. */
  5851. outTangent?: any;
  5852. /**
  5853. * The animation interpolation type
  5854. */
  5855. interpolation?: AnimationKeyInterpolation;
  5856. }
  5857. /**
  5858. * Enum for the animation key frame interpolation type
  5859. */
  5860. export enum AnimationKeyInterpolation {
  5861. /**
  5862. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5863. */
  5864. STEP = 1
  5865. }
  5866. }
  5867. declare module "babylonjs/Animations/animationRange" {
  5868. /**
  5869. * Represents the range of an animation
  5870. */
  5871. export class AnimationRange {
  5872. /**The name of the animation range**/
  5873. name: string;
  5874. /**The starting frame of the animation */
  5875. from: number;
  5876. /**The ending frame of the animation*/
  5877. to: number;
  5878. /**
  5879. * Initializes the range of an animation
  5880. * @param name The name of the animation range
  5881. * @param from The starting frame of the animation
  5882. * @param to The ending frame of the animation
  5883. */
  5884. constructor(
  5885. /**The name of the animation range**/
  5886. name: string,
  5887. /**The starting frame of the animation */
  5888. from: number,
  5889. /**The ending frame of the animation*/
  5890. to: number);
  5891. /**
  5892. * Makes a copy of the animation range
  5893. * @returns A copy of the animation range
  5894. */
  5895. clone(): AnimationRange;
  5896. }
  5897. }
  5898. declare module "babylonjs/Animations/animationEvent" {
  5899. /**
  5900. * Composed of a frame, and an action function
  5901. */
  5902. export class AnimationEvent {
  5903. /** The frame for which the event is triggered **/
  5904. frame: number;
  5905. /** The event to perform when triggered **/
  5906. action: (currentFrame: number) => void;
  5907. /** Specifies if the event should be triggered only once**/
  5908. onlyOnce?: boolean | undefined;
  5909. /**
  5910. * Specifies if the animation event is done
  5911. */
  5912. isDone: boolean;
  5913. /**
  5914. * Initializes the animation event
  5915. * @param frame The frame for which the event is triggered
  5916. * @param action The event to perform when triggered
  5917. * @param onlyOnce Specifies if the event should be triggered only once
  5918. */
  5919. constructor(
  5920. /** The frame for which the event is triggered **/
  5921. frame: number,
  5922. /** The event to perform when triggered **/
  5923. action: (currentFrame: number) => void,
  5924. /** Specifies if the event should be triggered only once**/
  5925. onlyOnce?: boolean | undefined);
  5926. /** @hidden */
  5927. _clone(): AnimationEvent;
  5928. }
  5929. }
  5930. declare module "babylonjs/Behaviors/behavior" {
  5931. import { Nullable } from "babylonjs/types";
  5932. /**
  5933. * Interface used to define a behavior
  5934. */
  5935. export interface Behavior<T> {
  5936. /** gets or sets behavior's name */
  5937. name: string;
  5938. /**
  5939. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5940. */
  5941. init(): void;
  5942. /**
  5943. * Called when the behavior is attached to a target
  5944. * @param target defines the target where the behavior is attached to
  5945. */
  5946. attach(target: T): void;
  5947. /**
  5948. * Called when the behavior is detached from its target
  5949. */
  5950. detach(): void;
  5951. }
  5952. /**
  5953. * Interface implemented by classes supporting behaviors
  5954. */
  5955. export interface IBehaviorAware<T> {
  5956. /**
  5957. * Attach a behavior
  5958. * @param behavior defines the behavior to attach
  5959. * @returns the current host
  5960. */
  5961. addBehavior(behavior: Behavior<T>): T;
  5962. /**
  5963. * Remove a behavior from the current object
  5964. * @param behavior defines the behavior to detach
  5965. * @returns the current host
  5966. */
  5967. removeBehavior(behavior: Behavior<T>): T;
  5968. /**
  5969. * Gets a behavior using its name to search
  5970. * @param name defines the name to search
  5971. * @returns the behavior or null if not found
  5972. */
  5973. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  5974. }
  5975. }
  5976. declare module "babylonjs/Misc/smartArray" {
  5977. /**
  5978. * Defines an array and its length.
  5979. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  5980. */
  5981. export interface ISmartArrayLike<T> {
  5982. /**
  5983. * The data of the array.
  5984. */
  5985. data: Array<T>;
  5986. /**
  5987. * The active length of the array.
  5988. */
  5989. length: number;
  5990. }
  5991. /**
  5992. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5993. */
  5994. export class SmartArray<T> implements ISmartArrayLike<T> {
  5995. /**
  5996. * The full set of data from the array.
  5997. */
  5998. data: Array<T>;
  5999. /**
  6000. * The active length of the array.
  6001. */
  6002. length: number;
  6003. protected _id: number;
  6004. /**
  6005. * Instantiates a Smart Array.
  6006. * @param capacity defines the default capacity of the array.
  6007. */
  6008. constructor(capacity: number);
  6009. /**
  6010. * Pushes a value at the end of the active data.
  6011. * @param value defines the object to push in the array.
  6012. */
  6013. push(value: T): void;
  6014. /**
  6015. * Iterates over the active data and apply the lambda to them.
  6016. * @param func defines the action to apply on each value.
  6017. */
  6018. forEach(func: (content: T) => void): void;
  6019. /**
  6020. * Sorts the full sets of data.
  6021. * @param compareFn defines the comparison function to apply.
  6022. */
  6023. sort(compareFn: (a: T, b: T) => number): void;
  6024. /**
  6025. * Resets the active data to an empty array.
  6026. */
  6027. reset(): void;
  6028. /**
  6029. * Releases all the data from the array as well as the array.
  6030. */
  6031. dispose(): void;
  6032. /**
  6033. * Concats the active data with a given array.
  6034. * @param array defines the data to concatenate with.
  6035. */
  6036. concat(array: any): void;
  6037. /**
  6038. * Returns the position of a value in the active data.
  6039. * @param value defines the value to find the index for
  6040. * @returns the index if found in the active data otherwise -1
  6041. */
  6042. indexOf(value: T): number;
  6043. /**
  6044. * Returns whether an element is part of the active data.
  6045. * @param value defines the value to look for
  6046. * @returns true if found in the active data otherwise false
  6047. */
  6048. contains(value: T): boolean;
  6049. private static _GlobalId;
  6050. }
  6051. /**
  6052. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6053. * The data in this array can only be present once
  6054. */
  6055. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6056. private _duplicateId;
  6057. /**
  6058. * Pushes a value at the end of the active data.
  6059. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6060. * @param value defines the object to push in the array.
  6061. */
  6062. push(value: T): void;
  6063. /**
  6064. * Pushes a value at the end of the active data.
  6065. * If the data is already present, it won t be added again
  6066. * @param value defines the object to push in the array.
  6067. * @returns true if added false if it was already present
  6068. */
  6069. pushNoDuplicate(value: T): boolean;
  6070. /**
  6071. * Resets the active data to an empty array.
  6072. */
  6073. reset(): void;
  6074. /**
  6075. * Concats the active data with a given array.
  6076. * This ensures no dupplicate will be present in the result.
  6077. * @param array defines the data to concatenate with.
  6078. */
  6079. concatWithNoDuplicate(array: any): void;
  6080. }
  6081. }
  6082. declare module "babylonjs/Cameras/cameraInputsManager" {
  6083. import { Nullable } from "babylonjs/types";
  6084. import { Camera } from "babylonjs/Cameras/camera";
  6085. /**
  6086. * @ignore
  6087. * This is a list of all the different input types that are available in the application.
  6088. * Fo instance: ArcRotateCameraGamepadInput...
  6089. */
  6090. export var CameraInputTypes: {};
  6091. /**
  6092. * This is the contract to implement in order to create a new input class.
  6093. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6094. */
  6095. export interface ICameraInput<TCamera extends Camera> {
  6096. /**
  6097. * Defines the camera the input is attached to.
  6098. */
  6099. camera: Nullable<TCamera>;
  6100. /**
  6101. * Gets the class name of the current intput.
  6102. * @returns the class name
  6103. */
  6104. getClassName(): string;
  6105. /**
  6106. * Get the friendly name associated with the input class.
  6107. * @returns the input friendly name
  6108. */
  6109. getSimpleName(): string;
  6110. /**
  6111. * Attach the input controls to a specific dom element to get the input from.
  6112. * @param element Defines the element the controls should be listened from
  6113. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6114. */
  6115. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6116. /**
  6117. * Detach the current controls from the specified dom element.
  6118. * @param element Defines the element to stop listening the inputs from
  6119. */
  6120. detachControl(element: Nullable<HTMLElement>): void;
  6121. /**
  6122. * Update the current camera state depending on the inputs that have been used this frame.
  6123. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6124. */
  6125. checkInputs?: () => void;
  6126. }
  6127. /**
  6128. * Represents a map of input types to input instance or input index to input instance.
  6129. */
  6130. export interface CameraInputsMap<TCamera extends Camera> {
  6131. /**
  6132. * Accessor to the input by input type.
  6133. */
  6134. [name: string]: ICameraInput<TCamera>;
  6135. /**
  6136. * Accessor to the input by input index.
  6137. */
  6138. [idx: number]: ICameraInput<TCamera>;
  6139. }
  6140. /**
  6141. * This represents the input manager used within a camera.
  6142. * It helps dealing with all the different kind of input attached to a camera.
  6143. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6144. */
  6145. export class CameraInputsManager<TCamera extends Camera> {
  6146. /**
  6147. * Defines the list of inputs attahed to the camera.
  6148. */
  6149. attached: CameraInputsMap<TCamera>;
  6150. /**
  6151. * Defines the dom element the camera is collecting inputs from.
  6152. * This is null if the controls have not been attached.
  6153. */
  6154. attachedElement: Nullable<HTMLElement>;
  6155. /**
  6156. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6157. */
  6158. noPreventDefault: boolean;
  6159. /**
  6160. * Defined the camera the input manager belongs to.
  6161. */
  6162. camera: TCamera;
  6163. /**
  6164. * Update the current camera state depending on the inputs that have been used this frame.
  6165. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6166. */
  6167. checkInputs: () => void;
  6168. /**
  6169. * Instantiate a new Camera Input Manager.
  6170. * @param camera Defines the camera the input manager blongs to
  6171. */
  6172. constructor(camera: TCamera);
  6173. /**
  6174. * Add an input method to a camera
  6175. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6176. * @param input camera input method
  6177. */
  6178. add(input: ICameraInput<TCamera>): void;
  6179. /**
  6180. * Remove a specific input method from a camera
  6181. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6182. * @param inputToRemove camera input method
  6183. */
  6184. remove(inputToRemove: ICameraInput<TCamera>): void;
  6185. /**
  6186. * Remove a specific input type from a camera
  6187. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6188. * @param inputType the type of the input to remove
  6189. */
  6190. removeByType(inputType: string): void;
  6191. private _addCheckInputs;
  6192. /**
  6193. * Attach the input controls to the currently attached dom element to listen the events from.
  6194. * @param input Defines the input to attach
  6195. */
  6196. attachInput(input: ICameraInput<TCamera>): void;
  6197. /**
  6198. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6199. * @param element Defines the dom element to collect the events from
  6200. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6201. */
  6202. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6203. /**
  6204. * Detach the current manager inputs controls from a specific dom element.
  6205. * @param element Defines the dom element to collect the events from
  6206. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6207. */
  6208. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6209. /**
  6210. * Rebuild the dynamic inputCheck function from the current list of
  6211. * defined inputs in the manager.
  6212. */
  6213. rebuildInputCheck(): void;
  6214. /**
  6215. * Remove all attached input methods from a camera
  6216. */
  6217. clear(): void;
  6218. /**
  6219. * Serialize the current input manager attached to a camera.
  6220. * This ensures than once parsed,
  6221. * the input associated to the camera will be identical to the current ones
  6222. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6223. */
  6224. serialize(serializedCamera: any): void;
  6225. /**
  6226. * Parses an input manager serialized JSON to restore the previous list of inputs
  6227. * and states associated to a camera.
  6228. * @param parsedCamera Defines the JSON to parse
  6229. */
  6230. parse(parsedCamera: any): void;
  6231. }
  6232. }
  6233. declare module "babylonjs/Meshes/buffer" {
  6234. import { Nullable, DataArray } from "babylonjs/types";
  6235. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6236. /**
  6237. * Class used to store data that will be store in GPU memory
  6238. */
  6239. export class Buffer {
  6240. private _engine;
  6241. private _buffer;
  6242. /** @hidden */
  6243. _data: Nullable<DataArray>;
  6244. private _updatable;
  6245. private _instanced;
  6246. private _divisor;
  6247. /**
  6248. * Gets the byte stride.
  6249. */
  6250. readonly byteStride: number;
  6251. /**
  6252. * Constructor
  6253. * @param engine the engine
  6254. * @param data the data to use for this buffer
  6255. * @param updatable whether the data is updatable
  6256. * @param stride the stride (optional)
  6257. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6258. * @param instanced whether the buffer is instanced (optional)
  6259. * @param useBytes set to true if the stride in in bytes (optional)
  6260. * @param divisor sets an optional divisor for instances (1 by default)
  6261. */
  6262. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6263. /**
  6264. * Create a new VertexBuffer based on the current buffer
  6265. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6266. * @param offset defines offset in the buffer (0 by default)
  6267. * @param size defines the size in floats of attributes (position is 3 for instance)
  6268. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6269. * @param instanced defines if the vertex buffer contains indexed data
  6270. * @param useBytes defines if the offset and stride are in bytes *
  6271. * @param divisor sets an optional divisor for instances (1 by default)
  6272. * @returns the new vertex buffer
  6273. */
  6274. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6275. /**
  6276. * Gets a boolean indicating if the Buffer is updatable?
  6277. * @returns true if the buffer is updatable
  6278. */
  6279. isUpdatable(): boolean;
  6280. /**
  6281. * Gets current buffer's data
  6282. * @returns a DataArray or null
  6283. */
  6284. getData(): Nullable<DataArray>;
  6285. /**
  6286. * Gets underlying native buffer
  6287. * @returns underlying native buffer
  6288. */
  6289. getBuffer(): Nullable<DataBuffer>;
  6290. /**
  6291. * Gets the stride in float32 units (i.e. byte stride / 4).
  6292. * May not be an integer if the byte stride is not divisible by 4.
  6293. * DEPRECATED. Use byteStride instead.
  6294. * @returns the stride in float32 units
  6295. */
  6296. getStrideSize(): number;
  6297. /**
  6298. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6299. * @param data defines the data to store
  6300. */
  6301. create(data?: Nullable<DataArray>): void;
  6302. /** @hidden */
  6303. _rebuild(): void;
  6304. /**
  6305. * Update current buffer data
  6306. * @param data defines the data to store
  6307. */
  6308. update(data: DataArray): void;
  6309. /**
  6310. * Updates the data directly.
  6311. * @param data the new data
  6312. * @param offset the new offset
  6313. * @param vertexCount the vertex count (optional)
  6314. * @param useBytes set to true if the offset is in bytes
  6315. */
  6316. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6317. /**
  6318. * Release all resources
  6319. */
  6320. dispose(): void;
  6321. }
  6322. /**
  6323. * Specialized buffer used to store vertex data
  6324. */
  6325. export class VertexBuffer {
  6326. /** @hidden */
  6327. _buffer: Buffer;
  6328. private _kind;
  6329. private _size;
  6330. private _ownsBuffer;
  6331. private _instanced;
  6332. private _instanceDivisor;
  6333. /**
  6334. * The byte type.
  6335. */
  6336. static readonly BYTE: number;
  6337. /**
  6338. * The unsigned byte type.
  6339. */
  6340. static readonly UNSIGNED_BYTE: number;
  6341. /**
  6342. * The short type.
  6343. */
  6344. static readonly SHORT: number;
  6345. /**
  6346. * The unsigned short type.
  6347. */
  6348. static readonly UNSIGNED_SHORT: number;
  6349. /**
  6350. * The integer type.
  6351. */
  6352. static readonly INT: number;
  6353. /**
  6354. * The unsigned integer type.
  6355. */
  6356. static readonly UNSIGNED_INT: number;
  6357. /**
  6358. * The float type.
  6359. */
  6360. static readonly FLOAT: number;
  6361. /**
  6362. * Gets or sets the instance divisor when in instanced mode
  6363. */
  6364. instanceDivisor: number;
  6365. /**
  6366. * Gets the byte stride.
  6367. */
  6368. readonly byteStride: number;
  6369. /**
  6370. * Gets the byte offset.
  6371. */
  6372. readonly byteOffset: number;
  6373. /**
  6374. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6375. */
  6376. readonly normalized: boolean;
  6377. /**
  6378. * Gets the data type of each component in the array.
  6379. */
  6380. readonly type: number;
  6381. /**
  6382. * Constructor
  6383. * @param engine the engine
  6384. * @param data the data to use for this vertex buffer
  6385. * @param kind the vertex buffer kind
  6386. * @param updatable whether the data is updatable
  6387. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6388. * @param stride the stride (optional)
  6389. * @param instanced whether the buffer is instanced (optional)
  6390. * @param offset the offset of the data (optional)
  6391. * @param size the number of components (optional)
  6392. * @param type the type of the component (optional)
  6393. * @param normalized whether the data contains normalized data (optional)
  6394. * @param useBytes set to true if stride and offset are in bytes (optional)
  6395. * @param divisor defines the instance divisor to use (1 by default)
  6396. */
  6397. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean, divisor?: number);
  6398. /** @hidden */
  6399. _rebuild(): void;
  6400. /**
  6401. * Returns the kind of the VertexBuffer (string)
  6402. * @returns a string
  6403. */
  6404. getKind(): string;
  6405. /**
  6406. * Gets a boolean indicating if the VertexBuffer is updatable?
  6407. * @returns true if the buffer is updatable
  6408. */
  6409. isUpdatable(): boolean;
  6410. /**
  6411. * Gets current buffer's data
  6412. * @returns a DataArray or null
  6413. */
  6414. getData(): Nullable<DataArray>;
  6415. /**
  6416. * Gets underlying native buffer
  6417. * @returns underlying native buffer
  6418. */
  6419. getBuffer(): Nullable<DataBuffer>;
  6420. /**
  6421. * Gets the stride in float32 units (i.e. byte stride / 4).
  6422. * May not be an integer if the byte stride is not divisible by 4.
  6423. * DEPRECATED. Use byteStride instead.
  6424. * @returns the stride in float32 units
  6425. */
  6426. getStrideSize(): number;
  6427. /**
  6428. * Returns the offset as a multiple of the type byte length.
  6429. * DEPRECATED. Use byteOffset instead.
  6430. * @returns the offset in bytes
  6431. */
  6432. getOffset(): number;
  6433. /**
  6434. * Returns the number of components per vertex attribute (integer)
  6435. * @returns the size in float
  6436. */
  6437. getSize(): number;
  6438. /**
  6439. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6440. * @returns true if this buffer is instanced
  6441. */
  6442. getIsInstanced(): boolean;
  6443. /**
  6444. * Returns the instancing divisor, zero for non-instanced (integer).
  6445. * @returns a number
  6446. */
  6447. getInstanceDivisor(): number;
  6448. /**
  6449. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6450. * @param data defines the data to store
  6451. */
  6452. create(data?: DataArray): void;
  6453. /**
  6454. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6455. * This function will create a new buffer if the current one is not updatable
  6456. * @param data defines the data to store
  6457. */
  6458. update(data: DataArray): void;
  6459. /**
  6460. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6461. * Returns the directly updated WebGLBuffer.
  6462. * @param data the new data
  6463. * @param offset the new offset
  6464. * @param useBytes set to true if the offset is in bytes
  6465. */
  6466. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6467. /**
  6468. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6469. */
  6470. dispose(): void;
  6471. /**
  6472. * Enumerates each value of this vertex buffer as numbers.
  6473. * @param count the number of values to enumerate
  6474. * @param callback the callback function called for each value
  6475. */
  6476. forEach(count: number, callback: (value: number, index: number) => void): void;
  6477. /**
  6478. * Positions
  6479. */
  6480. static readonly PositionKind: string;
  6481. /**
  6482. * Normals
  6483. */
  6484. static readonly NormalKind: string;
  6485. /**
  6486. * Tangents
  6487. */
  6488. static readonly TangentKind: string;
  6489. /**
  6490. * Texture coordinates
  6491. */
  6492. static readonly UVKind: string;
  6493. /**
  6494. * Texture coordinates 2
  6495. */
  6496. static readonly UV2Kind: string;
  6497. /**
  6498. * Texture coordinates 3
  6499. */
  6500. static readonly UV3Kind: string;
  6501. /**
  6502. * Texture coordinates 4
  6503. */
  6504. static readonly UV4Kind: string;
  6505. /**
  6506. * Texture coordinates 5
  6507. */
  6508. static readonly UV5Kind: string;
  6509. /**
  6510. * Texture coordinates 6
  6511. */
  6512. static readonly UV6Kind: string;
  6513. /**
  6514. * Colors
  6515. */
  6516. static readonly ColorKind: string;
  6517. /**
  6518. * Matrix indices (for bones)
  6519. */
  6520. static readonly MatricesIndicesKind: string;
  6521. /**
  6522. * Matrix weights (for bones)
  6523. */
  6524. static readonly MatricesWeightsKind: string;
  6525. /**
  6526. * Additional matrix indices (for bones)
  6527. */
  6528. static readonly MatricesIndicesExtraKind: string;
  6529. /**
  6530. * Additional matrix weights (for bones)
  6531. */
  6532. static readonly MatricesWeightsExtraKind: string;
  6533. /**
  6534. * Deduces the stride given a kind.
  6535. * @param kind The kind string to deduce
  6536. * @returns The deduced stride
  6537. */
  6538. static DeduceStride(kind: string): number;
  6539. /**
  6540. * Gets the byte length of the given type.
  6541. * @param type the type
  6542. * @returns the number of bytes
  6543. */
  6544. static GetTypeByteLength(type: number): number;
  6545. /**
  6546. * Enumerates each value of the given parameters as numbers.
  6547. * @param data the data to enumerate
  6548. * @param byteOffset the byte offset of the data
  6549. * @param byteStride the byte stride of the data
  6550. * @param componentCount the number of components per element
  6551. * @param componentType the type of the component
  6552. * @param count the number of values to enumerate
  6553. * @param normalized whether the data is normalized
  6554. * @param callback the callback function called for each value
  6555. */
  6556. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6557. private static _GetFloatValue;
  6558. }
  6559. }
  6560. declare module "babylonjs/Collisions/intersectionInfo" {
  6561. import { Nullable } from "babylonjs/types";
  6562. /**
  6563. * @hidden
  6564. */
  6565. export class IntersectionInfo {
  6566. bu: Nullable<number>;
  6567. bv: Nullable<number>;
  6568. distance: number;
  6569. faceId: number;
  6570. subMeshId: number;
  6571. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6572. }
  6573. }
  6574. declare module "babylonjs/Maths/math.plane" {
  6575. import { DeepImmutable } from "babylonjs/types";
  6576. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6577. /**
  6578. * Represens a plane by the equation ax + by + cz + d = 0
  6579. */
  6580. export class Plane {
  6581. private static _TmpMatrix;
  6582. /**
  6583. * Normal of the plane (a,b,c)
  6584. */
  6585. normal: Vector3;
  6586. /**
  6587. * d component of the plane
  6588. */
  6589. d: number;
  6590. /**
  6591. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6592. * @param a a component of the plane
  6593. * @param b b component of the plane
  6594. * @param c c component of the plane
  6595. * @param d d component of the plane
  6596. */
  6597. constructor(a: number, b: number, c: number, d: number);
  6598. /**
  6599. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6600. */
  6601. asArray(): number[];
  6602. /**
  6603. * @returns a new plane copied from the current Plane.
  6604. */
  6605. clone(): Plane;
  6606. /**
  6607. * @returns the string "Plane".
  6608. */
  6609. getClassName(): string;
  6610. /**
  6611. * @returns the Plane hash code.
  6612. */
  6613. getHashCode(): number;
  6614. /**
  6615. * Normalize the current Plane in place.
  6616. * @returns the updated Plane.
  6617. */
  6618. normalize(): Plane;
  6619. /**
  6620. * Applies a transformation the plane and returns the result
  6621. * @param transformation the transformation matrix to be applied to the plane
  6622. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6623. */
  6624. transform(transformation: DeepImmutable<Matrix>): Plane;
  6625. /**
  6626. * Calcualtte the dot product between the point and the plane normal
  6627. * @param point point to calculate the dot product with
  6628. * @returns the dot product (float) of the point coordinates and the plane normal.
  6629. */
  6630. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6631. /**
  6632. * Updates the current Plane from the plane defined by the three given points.
  6633. * @param point1 one of the points used to contruct the plane
  6634. * @param point2 one of the points used to contruct the plane
  6635. * @param point3 one of the points used to contruct the plane
  6636. * @returns the updated Plane.
  6637. */
  6638. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6639. /**
  6640. * Checks if the plane is facing a given direction
  6641. * @param direction the direction to check if the plane is facing
  6642. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6643. * @returns True is the vector "direction" is the same side than the plane normal.
  6644. */
  6645. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6646. /**
  6647. * Calculates the distance to a point
  6648. * @param point point to calculate distance to
  6649. * @returns the signed distance (float) from the given point to the Plane.
  6650. */
  6651. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6652. /**
  6653. * Creates a plane from an array
  6654. * @param array the array to create a plane from
  6655. * @returns a new Plane from the given array.
  6656. */
  6657. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6658. /**
  6659. * Creates a plane from three points
  6660. * @param point1 point used to create the plane
  6661. * @param point2 point used to create the plane
  6662. * @param point3 point used to create the plane
  6663. * @returns a new Plane defined by the three given points.
  6664. */
  6665. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6666. /**
  6667. * Creates a plane from an origin point and a normal
  6668. * @param origin origin of the plane to be constructed
  6669. * @param normal normal of the plane to be constructed
  6670. * @returns a new Plane the normal vector to this plane at the given origin point.
  6671. * Note : the vector "normal" is updated because normalized.
  6672. */
  6673. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6674. /**
  6675. * Calculates the distance from a plane and a point
  6676. * @param origin origin of the plane to be constructed
  6677. * @param normal normal of the plane to be constructed
  6678. * @param point point to calculate distance to
  6679. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6680. */
  6681. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6682. }
  6683. }
  6684. declare module "babylonjs/Culling/boundingSphere" {
  6685. import { DeepImmutable } from "babylonjs/types";
  6686. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6687. import { Plane } from "babylonjs/Maths/math.plane";
  6688. /**
  6689. * Class used to store bounding sphere information
  6690. */
  6691. export class BoundingSphere {
  6692. /**
  6693. * Gets the center of the bounding sphere in local space
  6694. */
  6695. readonly center: Vector3;
  6696. /**
  6697. * Radius of the bounding sphere in local space
  6698. */
  6699. radius: number;
  6700. /**
  6701. * Gets the center of the bounding sphere in world space
  6702. */
  6703. readonly centerWorld: Vector3;
  6704. /**
  6705. * Radius of the bounding sphere in world space
  6706. */
  6707. radiusWorld: number;
  6708. /**
  6709. * Gets the minimum vector in local space
  6710. */
  6711. readonly minimum: Vector3;
  6712. /**
  6713. * Gets the maximum vector in local space
  6714. */
  6715. readonly maximum: Vector3;
  6716. private _worldMatrix;
  6717. private static readonly TmpVector3;
  6718. /**
  6719. * Creates a new bounding sphere
  6720. * @param min defines the minimum vector (in local space)
  6721. * @param max defines the maximum vector (in local space)
  6722. * @param worldMatrix defines the new world matrix
  6723. */
  6724. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6725. /**
  6726. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6727. * @param min defines the new minimum vector (in local space)
  6728. * @param max defines the new maximum vector (in local space)
  6729. * @param worldMatrix defines the new world matrix
  6730. */
  6731. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6732. /**
  6733. * Scale the current bounding sphere by applying a scale factor
  6734. * @param factor defines the scale factor to apply
  6735. * @returns the current bounding box
  6736. */
  6737. scale(factor: number): BoundingSphere;
  6738. /**
  6739. * Gets the world matrix of the bounding box
  6740. * @returns a matrix
  6741. */
  6742. getWorldMatrix(): DeepImmutable<Matrix>;
  6743. /** @hidden */
  6744. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6745. /**
  6746. * Tests if the bounding sphere is intersecting the frustum planes
  6747. * @param frustumPlanes defines the frustum planes to test
  6748. * @returns true if there is an intersection
  6749. */
  6750. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6751. /**
  6752. * Tests if the bounding sphere center is in between the frustum planes.
  6753. * Used for optimistic fast inclusion.
  6754. * @param frustumPlanes defines the frustum planes to test
  6755. * @returns true if the sphere center is in between the frustum planes
  6756. */
  6757. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6758. /**
  6759. * Tests if a point is inside the bounding sphere
  6760. * @param point defines the point to test
  6761. * @returns true if the point is inside the bounding sphere
  6762. */
  6763. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6764. /**
  6765. * Checks if two sphere intersct
  6766. * @param sphere0 sphere 0
  6767. * @param sphere1 sphere 1
  6768. * @returns true if the speres intersect
  6769. */
  6770. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6771. }
  6772. }
  6773. declare module "babylonjs/Culling/boundingBox" {
  6774. import { DeepImmutable } from "babylonjs/types";
  6775. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6776. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6777. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6778. import { Plane } from "babylonjs/Maths/math.plane";
  6779. /**
  6780. * Class used to store bounding box information
  6781. */
  6782. export class BoundingBox implements ICullable {
  6783. /**
  6784. * Gets the 8 vectors representing the bounding box in local space
  6785. */
  6786. readonly vectors: Vector3[];
  6787. /**
  6788. * Gets the center of the bounding box in local space
  6789. */
  6790. readonly center: Vector3;
  6791. /**
  6792. * Gets the center of the bounding box in world space
  6793. */
  6794. readonly centerWorld: Vector3;
  6795. /**
  6796. * Gets the extend size in local space
  6797. */
  6798. readonly extendSize: Vector3;
  6799. /**
  6800. * Gets the extend size in world space
  6801. */
  6802. readonly extendSizeWorld: Vector3;
  6803. /**
  6804. * Gets the OBB (object bounding box) directions
  6805. */
  6806. readonly directions: Vector3[];
  6807. /**
  6808. * Gets the 8 vectors representing the bounding box in world space
  6809. */
  6810. readonly vectorsWorld: Vector3[];
  6811. /**
  6812. * Gets the minimum vector in world space
  6813. */
  6814. readonly minimumWorld: Vector3;
  6815. /**
  6816. * Gets the maximum vector in world space
  6817. */
  6818. readonly maximumWorld: Vector3;
  6819. /**
  6820. * Gets the minimum vector in local space
  6821. */
  6822. readonly minimum: Vector3;
  6823. /**
  6824. * Gets the maximum vector in local space
  6825. */
  6826. readonly maximum: Vector3;
  6827. private _worldMatrix;
  6828. private static readonly TmpVector3;
  6829. /**
  6830. * @hidden
  6831. */
  6832. _tag: number;
  6833. /**
  6834. * Creates a new bounding box
  6835. * @param min defines the minimum vector (in local space)
  6836. * @param max defines the maximum vector (in local space)
  6837. * @param worldMatrix defines the new world matrix
  6838. */
  6839. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6840. /**
  6841. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6842. * @param min defines the new minimum vector (in local space)
  6843. * @param max defines the new maximum vector (in local space)
  6844. * @param worldMatrix defines the new world matrix
  6845. */
  6846. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6847. /**
  6848. * Scale the current bounding box by applying a scale factor
  6849. * @param factor defines the scale factor to apply
  6850. * @returns the current bounding box
  6851. */
  6852. scale(factor: number): BoundingBox;
  6853. /**
  6854. * Gets the world matrix of the bounding box
  6855. * @returns a matrix
  6856. */
  6857. getWorldMatrix(): DeepImmutable<Matrix>;
  6858. /** @hidden */
  6859. _update(world: DeepImmutable<Matrix>): void;
  6860. /**
  6861. * Tests if the bounding box is intersecting the frustum planes
  6862. * @param frustumPlanes defines the frustum planes to test
  6863. * @returns true if there is an intersection
  6864. */
  6865. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6866. /**
  6867. * Tests if the bounding box is entirely inside the frustum planes
  6868. * @param frustumPlanes defines the frustum planes to test
  6869. * @returns true if there is an inclusion
  6870. */
  6871. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6872. /**
  6873. * Tests if a point is inside the bounding box
  6874. * @param point defines the point to test
  6875. * @returns true if the point is inside the bounding box
  6876. */
  6877. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6878. /**
  6879. * Tests if the bounding box intersects with a bounding sphere
  6880. * @param sphere defines the sphere to test
  6881. * @returns true if there is an intersection
  6882. */
  6883. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6884. /**
  6885. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6886. * @param min defines the min vector to use
  6887. * @param max defines the max vector to use
  6888. * @returns true if there is an intersection
  6889. */
  6890. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6891. /**
  6892. * Tests if two bounding boxes are intersections
  6893. * @param box0 defines the first box to test
  6894. * @param box1 defines the second box to test
  6895. * @returns true if there is an intersection
  6896. */
  6897. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6898. /**
  6899. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6900. * @param minPoint defines the minimum vector of the bounding box
  6901. * @param maxPoint defines the maximum vector of the bounding box
  6902. * @param sphereCenter defines the sphere center
  6903. * @param sphereRadius defines the sphere radius
  6904. * @returns true if there is an intersection
  6905. */
  6906. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6907. /**
  6908. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6909. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6910. * @param frustumPlanes defines the frustum planes to test
  6911. * @return true if there is an inclusion
  6912. */
  6913. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6914. /**
  6915. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6916. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6917. * @param frustumPlanes defines the frustum planes to test
  6918. * @return true if there is an intersection
  6919. */
  6920. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6921. }
  6922. }
  6923. declare module "babylonjs/Collisions/collider" {
  6924. import { Nullable, IndicesArray } from "babylonjs/types";
  6925. import { Vector3 } from "babylonjs/Maths/math.vector";
  6926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6927. import { Plane } from "babylonjs/Maths/math.plane";
  6928. /** @hidden */
  6929. export class Collider {
  6930. /** Define if a collision was found */
  6931. collisionFound: boolean;
  6932. /**
  6933. * Define last intersection point in local space
  6934. */
  6935. intersectionPoint: Vector3;
  6936. /**
  6937. * Define last collided mesh
  6938. */
  6939. collidedMesh: Nullable<AbstractMesh>;
  6940. private _collisionPoint;
  6941. private _planeIntersectionPoint;
  6942. private _tempVector;
  6943. private _tempVector2;
  6944. private _tempVector3;
  6945. private _tempVector4;
  6946. private _edge;
  6947. private _baseToVertex;
  6948. private _destinationPoint;
  6949. private _slidePlaneNormal;
  6950. private _displacementVector;
  6951. /** @hidden */
  6952. _radius: Vector3;
  6953. /** @hidden */
  6954. _retry: number;
  6955. private _velocity;
  6956. private _basePoint;
  6957. private _epsilon;
  6958. /** @hidden */
  6959. _velocityWorldLength: number;
  6960. /** @hidden */
  6961. _basePointWorld: Vector3;
  6962. private _velocityWorld;
  6963. private _normalizedVelocity;
  6964. /** @hidden */
  6965. _initialVelocity: Vector3;
  6966. /** @hidden */
  6967. _initialPosition: Vector3;
  6968. private _nearestDistance;
  6969. private _collisionMask;
  6970. collisionMask: number;
  6971. /**
  6972. * Gets the plane normal used to compute the sliding response (in local space)
  6973. */
  6974. readonly slidePlaneNormal: Vector3;
  6975. /** @hidden */
  6976. _initialize(source: Vector3, dir: Vector3, e: number): void;
  6977. /** @hidden */
  6978. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  6979. /** @hidden */
  6980. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  6981. /** @hidden */
  6982. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6983. /** @hidden */
  6984. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6985. /** @hidden */
  6986. _getResponse(pos: Vector3, vel: Vector3): void;
  6987. }
  6988. }
  6989. declare module "babylonjs/Culling/boundingInfo" {
  6990. import { DeepImmutable } from "babylonjs/types";
  6991. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6992. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  6993. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6994. import { Plane } from "babylonjs/Maths/math.plane";
  6995. import { Collider } from "babylonjs/Collisions/collider";
  6996. /**
  6997. * Interface for cullable objects
  6998. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  6999. */
  7000. export interface ICullable {
  7001. /**
  7002. * Checks if the object or part of the object is in the frustum
  7003. * @param frustumPlanes Camera near/planes
  7004. * @returns true if the object is in frustum otherwise false
  7005. */
  7006. isInFrustum(frustumPlanes: Plane[]): boolean;
  7007. /**
  7008. * Checks if a cullable object (mesh...) is in the camera frustum
  7009. * Unlike isInFrustum this cheks the full bounding box
  7010. * @param frustumPlanes Camera near/planes
  7011. * @returns true if the object is in frustum otherwise false
  7012. */
  7013. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7014. }
  7015. /**
  7016. * Info for a bounding data of a mesh
  7017. */
  7018. export class BoundingInfo implements ICullable {
  7019. /**
  7020. * Bounding box for the mesh
  7021. */
  7022. readonly boundingBox: BoundingBox;
  7023. /**
  7024. * Bounding sphere for the mesh
  7025. */
  7026. readonly boundingSphere: BoundingSphere;
  7027. private _isLocked;
  7028. private static readonly TmpVector3;
  7029. /**
  7030. * Constructs bounding info
  7031. * @param minimum min vector of the bounding box/sphere
  7032. * @param maximum max vector of the bounding box/sphere
  7033. * @param worldMatrix defines the new world matrix
  7034. */
  7035. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7036. /**
  7037. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7038. * @param min defines the new minimum vector (in local space)
  7039. * @param max defines the new maximum vector (in local space)
  7040. * @param worldMatrix defines the new world matrix
  7041. */
  7042. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * min vector of the bounding box/sphere
  7045. */
  7046. readonly minimum: Vector3;
  7047. /**
  7048. * max vector of the bounding box/sphere
  7049. */
  7050. readonly maximum: Vector3;
  7051. /**
  7052. * If the info is locked and won't be updated to avoid perf overhead
  7053. */
  7054. isLocked: boolean;
  7055. /**
  7056. * Updates the bounding sphere and box
  7057. * @param world world matrix to be used to update
  7058. */
  7059. update(world: DeepImmutable<Matrix>): void;
  7060. /**
  7061. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7062. * @param center New center of the bounding info
  7063. * @param extend New extend of the bounding info
  7064. * @returns the current bounding info
  7065. */
  7066. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7067. /**
  7068. * Scale the current bounding info by applying a scale factor
  7069. * @param factor defines the scale factor to apply
  7070. * @returns the current bounding info
  7071. */
  7072. scale(factor: number): BoundingInfo;
  7073. /**
  7074. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7075. * @param frustumPlanes defines the frustum to test
  7076. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7077. * @returns true if the bounding info is in the frustum planes
  7078. */
  7079. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7080. /**
  7081. * Gets the world distance between the min and max points of the bounding box
  7082. */
  7083. readonly diagonalLength: number;
  7084. /**
  7085. * Checks if a cullable object (mesh...) is in the camera frustum
  7086. * Unlike isInFrustum this cheks the full bounding box
  7087. * @param frustumPlanes Camera near/planes
  7088. * @returns true if the object is in frustum otherwise false
  7089. */
  7090. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7091. /** @hidden */
  7092. _checkCollision(collider: Collider): boolean;
  7093. /**
  7094. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7095. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7096. * @param point the point to check intersection with
  7097. * @returns if the point intersects
  7098. */
  7099. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7100. /**
  7101. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7102. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7103. * @param boundingInfo the bounding info to check intersection with
  7104. * @param precise if the intersection should be done using OBB
  7105. * @returns if the bounding info intersects
  7106. */
  7107. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7108. }
  7109. }
  7110. declare module "babylonjs/Maths/math.functions" {
  7111. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7112. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7113. /**
  7114. * Extracts minimum and maximum values from a list of indexed positions
  7115. * @param positions defines the positions to use
  7116. * @param indices defines the indices to the positions
  7117. * @param indexStart defines the start index
  7118. * @param indexCount defines the end index
  7119. * @param bias defines bias value to add to the result
  7120. * @return minimum and maximum values
  7121. */
  7122. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7123. minimum: Vector3;
  7124. maximum: Vector3;
  7125. };
  7126. /**
  7127. * Extracts minimum and maximum values from a list of positions
  7128. * @param positions defines the positions to use
  7129. * @param start defines the start index in the positions array
  7130. * @param count defines the number of positions to handle
  7131. * @param bias defines bias value to add to the result
  7132. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7133. * @return minimum and maximum values
  7134. */
  7135. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7136. minimum: Vector3;
  7137. maximum: Vector3;
  7138. };
  7139. }
  7140. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7141. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7142. /** @hidden */
  7143. export class WebGLDataBuffer extends DataBuffer {
  7144. private _buffer;
  7145. constructor(resource: WebGLBuffer);
  7146. readonly underlyingResource: any;
  7147. }
  7148. }
  7149. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7150. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7151. import { Nullable } from "babylonjs/types";
  7152. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7153. /** @hidden */
  7154. export class WebGLPipelineContext implements IPipelineContext {
  7155. engine: ThinEngine;
  7156. program: Nullable<WebGLProgram>;
  7157. context?: WebGLRenderingContext;
  7158. vertexShader?: WebGLShader;
  7159. fragmentShader?: WebGLShader;
  7160. isParallelCompiled: boolean;
  7161. onCompiled?: () => void;
  7162. transformFeedback?: WebGLTransformFeedback | null;
  7163. readonly isAsync: boolean;
  7164. readonly isReady: boolean;
  7165. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7166. }
  7167. }
  7168. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7169. import { FloatArray, Nullable } from "babylonjs/types";
  7170. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7171. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7172. module "babylonjs/Engines/thinEngine" {
  7173. interface ThinEngine {
  7174. /**
  7175. * Create an uniform buffer
  7176. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7177. * @param elements defines the content of the uniform buffer
  7178. * @returns the webGL uniform buffer
  7179. */
  7180. createUniformBuffer(elements: FloatArray): DataBuffer;
  7181. /**
  7182. * Create a dynamic uniform buffer
  7183. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7184. * @param elements defines the content of the uniform buffer
  7185. * @returns the webGL uniform buffer
  7186. */
  7187. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7188. /**
  7189. * Update an existing uniform buffer
  7190. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7191. * @param uniformBuffer defines the target uniform buffer
  7192. * @param elements defines the content to update
  7193. * @param offset defines the offset in the uniform buffer where update should start
  7194. * @param count defines the size of the data to update
  7195. */
  7196. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7197. /**
  7198. * Bind an uniform buffer to the current webGL context
  7199. * @param buffer defines the buffer to bind
  7200. */
  7201. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7202. /**
  7203. * Bind a buffer to the current webGL context at a given location
  7204. * @param buffer defines the buffer to bind
  7205. * @param location defines the index where to bind the buffer
  7206. */
  7207. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7208. /**
  7209. * Bind a specific block at a given index in a specific shader program
  7210. * @param pipelineContext defines the pipeline context to use
  7211. * @param blockName defines the block name
  7212. * @param index defines the index where to bind the block
  7213. */
  7214. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7215. }
  7216. }
  7217. }
  7218. declare module "babylonjs/Materials/uniformBuffer" {
  7219. import { Nullable, FloatArray } from "babylonjs/types";
  7220. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7221. import { Engine } from "babylonjs/Engines/engine";
  7222. import { Effect } from "babylonjs/Materials/effect";
  7223. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7224. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7225. import { Color3 } from "babylonjs/Maths/math.color";
  7226. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7227. /**
  7228. * Uniform buffer objects.
  7229. *
  7230. * Handles blocks of uniform on the GPU.
  7231. *
  7232. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7233. *
  7234. * For more information, please refer to :
  7235. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7236. */
  7237. export class UniformBuffer {
  7238. private _engine;
  7239. private _buffer;
  7240. private _data;
  7241. private _bufferData;
  7242. private _dynamic?;
  7243. private _uniformLocations;
  7244. private _uniformSizes;
  7245. private _uniformLocationPointer;
  7246. private _needSync;
  7247. private _noUBO;
  7248. private _currentEffect;
  7249. /** @hidden */
  7250. _alreadyBound: boolean;
  7251. private static _MAX_UNIFORM_SIZE;
  7252. private static _tempBuffer;
  7253. /**
  7254. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7255. * This is dynamic to allow compat with webgl 1 and 2.
  7256. * You will need to pass the name of the uniform as well as the value.
  7257. */
  7258. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7259. /**
  7260. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7261. * This is dynamic to allow compat with webgl 1 and 2.
  7262. * You will need to pass the name of the uniform as well as the value.
  7263. */
  7264. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7265. /**
  7266. * Lambda to Update a single float in a uniform buffer.
  7267. * This is dynamic to allow compat with webgl 1 and 2.
  7268. * You will need to pass the name of the uniform as well as the value.
  7269. */
  7270. updateFloat: (name: string, x: number) => void;
  7271. /**
  7272. * Lambda to Update a vec2 of float in a uniform buffer.
  7273. * This is dynamic to allow compat with webgl 1 and 2.
  7274. * You will need to pass the name of the uniform as well as the value.
  7275. */
  7276. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7277. /**
  7278. * Lambda to Update a vec3 of float in a uniform buffer.
  7279. * This is dynamic to allow compat with webgl 1 and 2.
  7280. * You will need to pass the name of the uniform as well as the value.
  7281. */
  7282. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7283. /**
  7284. * Lambda to Update a vec4 of float in a uniform buffer.
  7285. * This is dynamic to allow compat with webgl 1 and 2.
  7286. * You will need to pass the name of the uniform as well as the value.
  7287. */
  7288. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7289. /**
  7290. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7291. * This is dynamic to allow compat with webgl 1 and 2.
  7292. * You will need to pass the name of the uniform as well as the value.
  7293. */
  7294. updateMatrix: (name: string, mat: Matrix) => void;
  7295. /**
  7296. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7297. * This is dynamic to allow compat with webgl 1 and 2.
  7298. * You will need to pass the name of the uniform as well as the value.
  7299. */
  7300. updateVector3: (name: string, vector: Vector3) => void;
  7301. /**
  7302. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7303. * This is dynamic to allow compat with webgl 1 and 2.
  7304. * You will need to pass the name of the uniform as well as the value.
  7305. */
  7306. updateVector4: (name: string, vector: Vector4) => void;
  7307. /**
  7308. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7309. * This is dynamic to allow compat with webgl 1 and 2.
  7310. * You will need to pass the name of the uniform as well as the value.
  7311. */
  7312. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7313. /**
  7314. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7315. * This is dynamic to allow compat with webgl 1 and 2.
  7316. * You will need to pass the name of the uniform as well as the value.
  7317. */
  7318. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7319. /**
  7320. * Instantiates a new Uniform buffer objects.
  7321. *
  7322. * Handles blocks of uniform on the GPU.
  7323. *
  7324. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7325. *
  7326. * For more information, please refer to :
  7327. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7328. * @param engine Define the engine the buffer is associated with
  7329. * @param data Define the data contained in the buffer
  7330. * @param dynamic Define if the buffer is updatable
  7331. */
  7332. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7333. /**
  7334. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7335. * or just falling back on setUniformXXX calls.
  7336. */
  7337. readonly useUbo: boolean;
  7338. /**
  7339. * Indicates if the WebGL underlying uniform buffer is in sync
  7340. * with the javascript cache data.
  7341. */
  7342. readonly isSync: boolean;
  7343. /**
  7344. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7345. * Also, a dynamic UniformBuffer will disable cache verification and always
  7346. * update the underlying WebGL uniform buffer to the GPU.
  7347. * @returns if Dynamic, otherwise false
  7348. */
  7349. isDynamic(): boolean;
  7350. /**
  7351. * The data cache on JS side.
  7352. * @returns the underlying data as a float array
  7353. */
  7354. getData(): Float32Array;
  7355. /**
  7356. * The underlying WebGL Uniform buffer.
  7357. * @returns the webgl buffer
  7358. */
  7359. getBuffer(): Nullable<DataBuffer>;
  7360. /**
  7361. * std140 layout specifies how to align data within an UBO structure.
  7362. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7363. * for specs.
  7364. */
  7365. private _fillAlignment;
  7366. /**
  7367. * Adds an uniform in the buffer.
  7368. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7369. * for the layout to be correct !
  7370. * @param name Name of the uniform, as used in the uniform block in the shader.
  7371. * @param size Data size, or data directly.
  7372. */
  7373. addUniform(name: string, size: number | number[]): void;
  7374. /**
  7375. * Adds a Matrix 4x4 to the uniform buffer.
  7376. * @param name Name of the uniform, as used in the uniform block in the shader.
  7377. * @param mat A 4x4 matrix.
  7378. */
  7379. addMatrix(name: string, mat: Matrix): void;
  7380. /**
  7381. * Adds a vec2 to the uniform buffer.
  7382. * @param name Name of the uniform, as used in the uniform block in the shader.
  7383. * @param x Define the x component value of the vec2
  7384. * @param y Define the y component value of the vec2
  7385. */
  7386. addFloat2(name: string, x: number, y: number): void;
  7387. /**
  7388. * Adds a vec3 to the uniform buffer.
  7389. * @param name Name of the uniform, as used in the uniform block in the shader.
  7390. * @param x Define the x component value of the vec3
  7391. * @param y Define the y component value of the vec3
  7392. * @param z Define the z component value of the vec3
  7393. */
  7394. addFloat3(name: string, x: number, y: number, z: number): void;
  7395. /**
  7396. * Adds a vec3 to the uniform buffer.
  7397. * @param name Name of the uniform, as used in the uniform block in the shader.
  7398. * @param color Define the vec3 from a Color
  7399. */
  7400. addColor3(name: string, color: Color3): void;
  7401. /**
  7402. * Adds a vec4 to the uniform buffer.
  7403. * @param name Name of the uniform, as used in the uniform block in the shader.
  7404. * @param color Define the rgb components from a Color
  7405. * @param alpha Define the a component of the vec4
  7406. */
  7407. addColor4(name: string, color: Color3, alpha: number): void;
  7408. /**
  7409. * Adds a vec3 to the uniform buffer.
  7410. * @param name Name of the uniform, as used in the uniform block in the shader.
  7411. * @param vector Define the vec3 components from a Vector
  7412. */
  7413. addVector3(name: string, vector: Vector3): void;
  7414. /**
  7415. * Adds a Matrix 3x3 to the uniform buffer.
  7416. * @param name Name of the uniform, as used in the uniform block in the shader.
  7417. */
  7418. addMatrix3x3(name: string): void;
  7419. /**
  7420. * Adds a Matrix 2x2 to the uniform buffer.
  7421. * @param name Name of the uniform, as used in the uniform block in the shader.
  7422. */
  7423. addMatrix2x2(name: string): void;
  7424. /**
  7425. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7426. */
  7427. create(): void;
  7428. /** @hidden */
  7429. _rebuild(): void;
  7430. /**
  7431. * Updates the WebGL Uniform Buffer on the GPU.
  7432. * If the `dynamic` flag is set to true, no cache comparison is done.
  7433. * Otherwise, the buffer will be updated only if the cache differs.
  7434. */
  7435. update(): void;
  7436. /**
  7437. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7438. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7439. * @param data Define the flattened data
  7440. * @param size Define the size of the data.
  7441. */
  7442. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7443. private _valueCache;
  7444. private _cacheMatrix;
  7445. private _updateMatrix3x3ForUniform;
  7446. private _updateMatrix3x3ForEffect;
  7447. private _updateMatrix2x2ForEffect;
  7448. private _updateMatrix2x2ForUniform;
  7449. private _updateFloatForEffect;
  7450. private _updateFloatForUniform;
  7451. private _updateFloat2ForEffect;
  7452. private _updateFloat2ForUniform;
  7453. private _updateFloat3ForEffect;
  7454. private _updateFloat3ForUniform;
  7455. private _updateFloat4ForEffect;
  7456. private _updateFloat4ForUniform;
  7457. private _updateMatrixForEffect;
  7458. private _updateMatrixForUniform;
  7459. private _updateVector3ForEffect;
  7460. private _updateVector3ForUniform;
  7461. private _updateVector4ForEffect;
  7462. private _updateVector4ForUniform;
  7463. private _updateColor3ForEffect;
  7464. private _updateColor3ForUniform;
  7465. private _updateColor4ForEffect;
  7466. private _updateColor4ForUniform;
  7467. /**
  7468. * Sets a sampler uniform on the effect.
  7469. * @param name Define the name of the sampler.
  7470. * @param texture Define the texture to set in the sampler
  7471. */
  7472. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7473. /**
  7474. * Directly updates the value of the uniform in the cache AND on the GPU.
  7475. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7476. * @param data Define the flattened data
  7477. */
  7478. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7479. /**
  7480. * Binds this uniform buffer to an effect.
  7481. * @param effect Define the effect to bind the buffer to
  7482. * @param name Name of the uniform block in the shader.
  7483. */
  7484. bindToEffect(effect: Effect, name: string): void;
  7485. /**
  7486. * Disposes the uniform buffer.
  7487. */
  7488. dispose(): void;
  7489. }
  7490. }
  7491. declare module "babylonjs/Misc/iInspectable" {
  7492. /**
  7493. * Enum that determines the text-wrapping mode to use.
  7494. */
  7495. export enum InspectableType {
  7496. /**
  7497. * Checkbox for booleans
  7498. */
  7499. Checkbox = 0,
  7500. /**
  7501. * Sliders for numbers
  7502. */
  7503. Slider = 1,
  7504. /**
  7505. * Vector3
  7506. */
  7507. Vector3 = 2,
  7508. /**
  7509. * Quaternions
  7510. */
  7511. Quaternion = 3,
  7512. /**
  7513. * Color3
  7514. */
  7515. Color3 = 4,
  7516. /**
  7517. * String
  7518. */
  7519. String = 5
  7520. }
  7521. /**
  7522. * Interface used to define custom inspectable properties.
  7523. * This interface is used by the inspector to display custom property grids
  7524. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7525. */
  7526. export interface IInspectable {
  7527. /**
  7528. * Gets the label to display
  7529. */
  7530. label: string;
  7531. /**
  7532. * Gets the name of the property to edit
  7533. */
  7534. propertyName: string;
  7535. /**
  7536. * Gets the type of the editor to use
  7537. */
  7538. type: InspectableType;
  7539. /**
  7540. * Gets the minimum value of the property when using in "slider" mode
  7541. */
  7542. min?: number;
  7543. /**
  7544. * Gets the maximum value of the property when using in "slider" mode
  7545. */
  7546. max?: number;
  7547. /**
  7548. * Gets the setp to use when using in "slider" mode
  7549. */
  7550. step?: number;
  7551. }
  7552. }
  7553. declare module "babylonjs/Misc/timingTools" {
  7554. /**
  7555. * Class used to provide helper for timing
  7556. */
  7557. export class TimingTools {
  7558. /**
  7559. * Polyfill for setImmediate
  7560. * @param action defines the action to execute after the current execution block
  7561. */
  7562. static SetImmediate(action: () => void): void;
  7563. }
  7564. }
  7565. declare module "babylonjs/Misc/instantiationTools" {
  7566. /**
  7567. * Class used to enable instatition of objects by class name
  7568. */
  7569. export class InstantiationTools {
  7570. /**
  7571. * Use this object to register external classes like custom textures or material
  7572. * to allow the laoders to instantiate them
  7573. */
  7574. static RegisteredExternalClasses: {
  7575. [key: string]: Object;
  7576. };
  7577. /**
  7578. * Tries to instantiate a new object from a given class name
  7579. * @param className defines the class name to instantiate
  7580. * @returns the new object or null if the system was not able to do the instantiation
  7581. */
  7582. static Instantiate(className: string): any;
  7583. }
  7584. }
  7585. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7586. /**
  7587. * Define options used to create a depth texture
  7588. */
  7589. export class DepthTextureCreationOptions {
  7590. /** Specifies whether or not a stencil should be allocated in the texture */
  7591. generateStencil?: boolean;
  7592. /** Specifies whether or not bilinear filtering is enable on the texture */
  7593. bilinearFiltering?: boolean;
  7594. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7595. comparisonFunction?: number;
  7596. /** Specifies if the created texture is a cube texture */
  7597. isCube?: boolean;
  7598. }
  7599. }
  7600. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7601. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7602. import { Nullable } from "babylonjs/types";
  7603. import { Scene } from "babylonjs/scene";
  7604. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7605. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7606. module "babylonjs/Engines/thinEngine" {
  7607. interface ThinEngine {
  7608. /**
  7609. * Creates a depth stencil cube texture.
  7610. * This is only available in WebGL 2.
  7611. * @param size The size of face edge in the cube texture.
  7612. * @param options The options defining the cube texture.
  7613. * @returns The cube texture
  7614. */
  7615. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7616. /**
  7617. * Creates a cube texture
  7618. * @param rootUrl defines the url where the files to load is located
  7619. * @param scene defines the current scene
  7620. * @param files defines the list of files to load (1 per face)
  7621. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7622. * @param onLoad defines an optional callback raised when the texture is loaded
  7623. * @param onError defines an optional callback raised if there is an issue to load the texture
  7624. * @param format defines the format of the data
  7625. * @param forcedExtension defines the extension to use to pick the right loader
  7626. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  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. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7630. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7631. * @returns the cube texture as an InternalTexture
  7632. */
  7633. 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;
  7634. /**
  7635. * Creates a cube texture
  7636. * @param rootUrl defines the url where the files to load is located
  7637. * @param scene defines the current scene
  7638. * @param files defines the list of files to load (1 per face)
  7639. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7640. * @param onLoad defines an optional callback raised when the texture is loaded
  7641. * @param onError defines an optional callback raised if there is an issue to load the texture
  7642. * @param format defines the format of the data
  7643. * @param forcedExtension defines the extension to use to pick the right loader
  7644. * @returns the cube texture as an InternalTexture
  7645. */
  7646. 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;
  7647. /**
  7648. * Creates a cube texture
  7649. * @param rootUrl defines the url where the files to load is located
  7650. * @param scene defines the current scene
  7651. * @param files defines the list of files to load (1 per face)
  7652. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7653. * @param onLoad defines an optional callback raised when the texture is loaded
  7654. * @param onError defines an optional callback raised if there is an issue to load the texture
  7655. * @param format defines the format of the data
  7656. * @param forcedExtension defines the extension to use to pick the right loader
  7657. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7658. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7659. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7660. * @returns the cube texture as an InternalTexture
  7661. */
  7662. 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;
  7663. /** @hidden */
  7664. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7665. /** @hidden */
  7666. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7667. /** @hidden */
  7668. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7669. /** @hidden */
  7670. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7671. /**
  7672. * @hidden
  7673. */
  7674. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7675. }
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7679. import { Nullable } from "babylonjs/types";
  7680. import { Scene } from "babylonjs/scene";
  7681. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7682. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7683. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7684. /**
  7685. * Class for creating a cube texture
  7686. */
  7687. export class CubeTexture extends BaseTexture {
  7688. private _delayedOnLoad;
  7689. /**
  7690. * The url of the texture
  7691. */
  7692. url: string;
  7693. /**
  7694. * Gets or sets the center of the bounding box associated with the cube texture.
  7695. * It must define where the camera used to render the texture was set
  7696. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7697. */
  7698. boundingBoxPosition: Vector3;
  7699. private _boundingBoxSize;
  7700. /**
  7701. * Gets or sets the size of the bounding box associated with the cube texture
  7702. * When defined, the cubemap will switch to local mode
  7703. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7704. * @example https://www.babylonjs-playground.com/#RNASML
  7705. */
  7706. /**
  7707. * Returns the bounding box size
  7708. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7709. */
  7710. boundingBoxSize: Vector3;
  7711. protected _rotationY: number;
  7712. /**
  7713. * Sets texture matrix rotation angle around Y axis in radians.
  7714. */
  7715. /**
  7716. * Gets texture matrix rotation angle around Y axis radians.
  7717. */
  7718. rotationY: number;
  7719. /**
  7720. * Are mip maps generated for this texture or not.
  7721. */
  7722. readonly noMipmap: boolean;
  7723. private _noMipmap;
  7724. private _files;
  7725. protected _forcedExtension: Nullable<string>;
  7726. private _extensions;
  7727. private _textureMatrix;
  7728. private _format;
  7729. private _createPolynomials;
  7730. /** @hidden */
  7731. _prefiltered: boolean;
  7732. /**
  7733. * Creates a cube texture from an array of image urls
  7734. * @param files defines an array of image urls
  7735. * @param scene defines the hosting scene
  7736. * @param noMipmap specifies if mip maps are not used
  7737. * @returns a cube texture
  7738. */
  7739. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7740. /**
  7741. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7742. * @param url defines the url of the prefiltered texture
  7743. * @param scene defines the scene the texture is attached to
  7744. * @param forcedExtension defines the extension of the file if different from the url
  7745. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7746. * @return the prefiltered texture
  7747. */
  7748. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7749. /**
  7750. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7751. * as prefiltered data.
  7752. * @param rootUrl defines the url of the texture or the root name of the six images
  7753. * @param scene defines the scene the texture is attached to
  7754. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7755. * @param noMipmap defines if mipmaps should be created or not
  7756. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7757. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7758. * @param onError defines a callback triggered in case of error during load
  7759. * @param format defines the internal format to use for the texture once loaded
  7760. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7761. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7762. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7763. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7764. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7765. * @return the cube texture
  7766. */
  7767. 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);
  7768. /**
  7769. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7770. */
  7771. readonly isPrefiltered: boolean;
  7772. /**
  7773. * Get the current class name of the texture useful for serialization or dynamic coding.
  7774. * @returns "CubeTexture"
  7775. */
  7776. getClassName(): string;
  7777. /**
  7778. * Update the url (and optional buffer) of this texture if url was null during construction.
  7779. * @param url the url of the texture
  7780. * @param forcedExtension defines the extension to use
  7781. * @param onLoad callback called when the texture is loaded (defaults to null)
  7782. */
  7783. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7784. /**
  7785. * Delays loading of the cube texture
  7786. * @param forcedExtension defines the extension to use
  7787. */
  7788. delayLoad(forcedExtension?: string): void;
  7789. /**
  7790. * Returns the reflection texture matrix
  7791. * @returns the reflection texture matrix
  7792. */
  7793. getReflectionTextureMatrix(): Matrix;
  7794. /**
  7795. * Sets the reflection texture matrix
  7796. * @param value Reflection texture matrix
  7797. */
  7798. setReflectionTextureMatrix(value: Matrix): void;
  7799. /**
  7800. * Parses text to create a cube texture
  7801. * @param parsedTexture define the serialized text to read from
  7802. * @param scene defines the hosting scene
  7803. * @param rootUrl defines the root url of the cube texture
  7804. * @returns a cube texture
  7805. */
  7806. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7807. /**
  7808. * Makes a clone, or deep copy, of the cube texture
  7809. * @returns a new cube texture
  7810. */
  7811. clone(): CubeTexture;
  7812. }
  7813. }
  7814. declare module "babylonjs/Materials/materialDefines" {
  7815. /**
  7816. * Manages the defines for the Material
  7817. */
  7818. export class MaterialDefines {
  7819. /** @hidden */
  7820. protected _keys: string[];
  7821. private _isDirty;
  7822. /** @hidden */
  7823. _renderId: number;
  7824. /** @hidden */
  7825. _areLightsDirty: boolean;
  7826. /** @hidden */
  7827. _areLightsDisposed: boolean;
  7828. /** @hidden */
  7829. _areAttributesDirty: boolean;
  7830. /** @hidden */
  7831. _areTexturesDirty: boolean;
  7832. /** @hidden */
  7833. _areFresnelDirty: boolean;
  7834. /** @hidden */
  7835. _areMiscDirty: boolean;
  7836. /** @hidden */
  7837. _areImageProcessingDirty: boolean;
  7838. /** @hidden */
  7839. _normals: boolean;
  7840. /** @hidden */
  7841. _uvs: boolean;
  7842. /** @hidden */
  7843. _needNormals: boolean;
  7844. /** @hidden */
  7845. _needUVs: boolean;
  7846. [id: string]: any;
  7847. /**
  7848. * Specifies if the material needs to be re-calculated
  7849. */
  7850. readonly isDirty: boolean;
  7851. /**
  7852. * Marks the material to indicate that it has been re-calculated
  7853. */
  7854. markAsProcessed(): void;
  7855. /**
  7856. * Marks the material to indicate that it needs to be re-calculated
  7857. */
  7858. markAsUnprocessed(): void;
  7859. /**
  7860. * Marks the material to indicate all of its defines need to be re-calculated
  7861. */
  7862. markAllAsDirty(): void;
  7863. /**
  7864. * Marks the material to indicate that image processing needs to be re-calculated
  7865. */
  7866. markAsImageProcessingDirty(): void;
  7867. /**
  7868. * Marks the material to indicate the lights need to be re-calculated
  7869. * @param disposed Defines whether the light is dirty due to dispose or not
  7870. */
  7871. markAsLightDirty(disposed?: boolean): void;
  7872. /**
  7873. * Marks the attribute state as changed
  7874. */
  7875. markAsAttributesDirty(): void;
  7876. /**
  7877. * Marks the texture state as changed
  7878. */
  7879. markAsTexturesDirty(): void;
  7880. /**
  7881. * Marks the fresnel state as changed
  7882. */
  7883. markAsFresnelDirty(): void;
  7884. /**
  7885. * Marks the misc state as changed
  7886. */
  7887. markAsMiscDirty(): void;
  7888. /**
  7889. * Rebuilds the material defines
  7890. */
  7891. rebuild(): void;
  7892. /**
  7893. * Specifies if two material defines are equal
  7894. * @param other - A material define instance to compare to
  7895. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7896. */
  7897. isEqual(other: MaterialDefines): boolean;
  7898. /**
  7899. * Clones this instance's defines to another instance
  7900. * @param other - material defines to clone values to
  7901. */
  7902. cloneTo(other: MaterialDefines): void;
  7903. /**
  7904. * Resets the material define values
  7905. */
  7906. reset(): void;
  7907. /**
  7908. * Converts the material define values to a string
  7909. * @returns - String of material define information
  7910. */
  7911. toString(): string;
  7912. }
  7913. }
  7914. declare module "babylonjs/Materials/colorCurves" {
  7915. import { Effect } from "babylonjs/Materials/effect";
  7916. /**
  7917. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7918. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7919. * 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;
  7920. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7921. */
  7922. export class ColorCurves {
  7923. private _dirty;
  7924. private _tempColor;
  7925. private _globalCurve;
  7926. private _highlightsCurve;
  7927. private _midtonesCurve;
  7928. private _shadowsCurve;
  7929. private _positiveCurve;
  7930. private _negativeCurve;
  7931. private _globalHue;
  7932. private _globalDensity;
  7933. private _globalSaturation;
  7934. private _globalExposure;
  7935. /**
  7936. * Gets the global Hue value.
  7937. * 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).
  7938. */
  7939. /**
  7940. * Sets the global Hue value.
  7941. * 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).
  7942. */
  7943. globalHue: number;
  7944. /**
  7945. * Gets the global Density value.
  7946. * 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.
  7947. * Values less than zero provide a filter of opposite hue.
  7948. */
  7949. /**
  7950. * Sets the global Density value.
  7951. * 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.
  7952. * Values less than zero provide a filter of opposite hue.
  7953. */
  7954. globalDensity: number;
  7955. /**
  7956. * Gets the global Saturation 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 saturation and negative values decrease saturation.
  7958. */
  7959. /**
  7960. * Sets the global Saturation value.
  7961. * 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.
  7962. */
  7963. globalSaturation: number;
  7964. /**
  7965. * Gets the global Exposure value.
  7966. * 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.
  7967. */
  7968. /**
  7969. * Sets the global Exposure value.
  7970. * 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.
  7971. */
  7972. globalExposure: number;
  7973. private _highlightsHue;
  7974. private _highlightsDensity;
  7975. private _highlightsSaturation;
  7976. private _highlightsExposure;
  7977. /**
  7978. * Gets the highlights Hue value.
  7979. * 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).
  7980. */
  7981. /**
  7982. * Sets the highlights Hue value.
  7983. * 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).
  7984. */
  7985. highlightsHue: number;
  7986. /**
  7987. * Gets the highlights Density value.
  7988. * 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.
  7989. * Values less than zero provide a filter of opposite hue.
  7990. */
  7991. /**
  7992. * Sets the highlights Density value.
  7993. * 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.
  7994. * Values less than zero provide a filter of opposite hue.
  7995. */
  7996. highlightsDensity: number;
  7997. /**
  7998. * Gets the highlights Saturation value.
  7999. * 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.
  8000. */
  8001. /**
  8002. * Sets the highlights Saturation value.
  8003. * 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.
  8004. */
  8005. highlightsSaturation: number;
  8006. /**
  8007. * Gets the highlights Exposure value.
  8008. * 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.
  8009. */
  8010. /**
  8011. * Sets the highlights Exposure value.
  8012. * 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.
  8013. */
  8014. highlightsExposure: number;
  8015. private _midtonesHue;
  8016. private _midtonesDensity;
  8017. private _midtonesSaturation;
  8018. private _midtonesExposure;
  8019. /**
  8020. * Gets the midtones Hue value.
  8021. * 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).
  8022. */
  8023. /**
  8024. * Sets the midtones Hue value.
  8025. * 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).
  8026. */
  8027. midtonesHue: number;
  8028. /**
  8029. * Gets the midtones Density value.
  8030. * 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.
  8031. * Values less than zero provide a filter of opposite hue.
  8032. */
  8033. /**
  8034. * Sets the midtones Density value.
  8035. * 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.
  8036. * Values less than zero provide a filter of opposite hue.
  8037. */
  8038. midtonesDensity: number;
  8039. /**
  8040. * Gets the midtones Saturation value.
  8041. * 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.
  8042. */
  8043. /**
  8044. * Sets the midtones Saturation value.
  8045. * 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.
  8046. */
  8047. midtonesSaturation: number;
  8048. /**
  8049. * Gets the midtones Exposure value.
  8050. * 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.
  8051. */
  8052. /**
  8053. * Sets the midtones Exposure value.
  8054. * 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.
  8055. */
  8056. midtonesExposure: number;
  8057. private _shadowsHue;
  8058. private _shadowsDensity;
  8059. private _shadowsSaturation;
  8060. private _shadowsExposure;
  8061. /**
  8062. * Gets the shadows Hue value.
  8063. * 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).
  8064. */
  8065. /**
  8066. * Sets the shadows Hue value.
  8067. * 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).
  8068. */
  8069. shadowsHue: number;
  8070. /**
  8071. * Gets the shadows Density value.
  8072. * 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.
  8073. * Values less than zero provide a filter of opposite hue.
  8074. */
  8075. /**
  8076. * Sets the shadows Density value.
  8077. * 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.
  8078. * Values less than zero provide a filter of opposite hue.
  8079. */
  8080. shadowsDensity: number;
  8081. /**
  8082. * Gets the shadows Saturation value.
  8083. * 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.
  8084. */
  8085. /**
  8086. * Sets the shadows Saturation value.
  8087. * 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.
  8088. */
  8089. shadowsSaturation: number;
  8090. /**
  8091. * Gets the shadows Exposure value.
  8092. * 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.
  8093. */
  8094. /**
  8095. * Sets the shadows Exposure value.
  8096. * 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.
  8097. */
  8098. shadowsExposure: number;
  8099. /**
  8100. * Returns the class name
  8101. * @returns The class name
  8102. */
  8103. getClassName(): string;
  8104. /**
  8105. * Binds the color curves to the shader.
  8106. * @param colorCurves The color curve to bind
  8107. * @param effect The effect to bind to
  8108. * @param positiveUniform The positive uniform shader parameter
  8109. * @param neutralUniform The neutral uniform shader parameter
  8110. * @param negativeUniform The negative uniform shader parameter
  8111. */
  8112. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8113. /**
  8114. * Prepare the list of uniforms associated with the ColorCurves effects.
  8115. * @param uniformsList The list of uniforms used in the effect
  8116. */
  8117. static PrepareUniforms(uniformsList: string[]): void;
  8118. /**
  8119. * Returns color grading data based on a hue, density, saturation and exposure value.
  8120. * @param filterHue The hue of the color filter.
  8121. * @param filterDensity The density of the color filter.
  8122. * @param saturation The saturation.
  8123. * @param exposure The exposure.
  8124. * @param result The result data container.
  8125. */
  8126. private getColorGradingDataToRef;
  8127. /**
  8128. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8129. * @param value The input slider value in range [-100,100].
  8130. * @returns Adjusted value.
  8131. */
  8132. private static applyColorGradingSliderNonlinear;
  8133. /**
  8134. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8135. * @param hue The hue (H) input.
  8136. * @param saturation The saturation (S) input.
  8137. * @param brightness The brightness (B) input.
  8138. * @result An RGBA color represented as Vector4.
  8139. */
  8140. private static fromHSBToRef;
  8141. /**
  8142. * Returns a value clamped between min and max
  8143. * @param value The value to clamp
  8144. * @param min The minimum of value
  8145. * @param max The maximum of value
  8146. * @returns The clamped value.
  8147. */
  8148. private static clamp;
  8149. /**
  8150. * Clones the current color curve instance.
  8151. * @return The cloned curves
  8152. */
  8153. clone(): ColorCurves;
  8154. /**
  8155. * Serializes the current color curve instance to a json representation.
  8156. * @return a JSON representation
  8157. */
  8158. serialize(): any;
  8159. /**
  8160. * Parses the color curve from a json representation.
  8161. * @param source the JSON source to parse
  8162. * @return The parsed curves
  8163. */
  8164. static Parse(source: any): ColorCurves;
  8165. }
  8166. }
  8167. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8168. import { Observable } from "babylonjs/Misc/observable";
  8169. import { Nullable } from "babylonjs/types";
  8170. import { Color4 } from "babylonjs/Maths/math.color";
  8171. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8172. import { Effect } from "babylonjs/Materials/effect";
  8173. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8174. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8175. /**
  8176. * Interface to follow in your material defines to integrate easily the
  8177. * Image proccessing functions.
  8178. * @hidden
  8179. */
  8180. export interface IImageProcessingConfigurationDefines {
  8181. IMAGEPROCESSING: boolean;
  8182. VIGNETTE: boolean;
  8183. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8184. VIGNETTEBLENDMODEOPAQUE: boolean;
  8185. TONEMAPPING: boolean;
  8186. TONEMAPPING_ACES: boolean;
  8187. CONTRAST: boolean;
  8188. EXPOSURE: boolean;
  8189. COLORCURVES: boolean;
  8190. COLORGRADING: boolean;
  8191. COLORGRADING3D: boolean;
  8192. SAMPLER3DGREENDEPTH: boolean;
  8193. SAMPLER3DBGRMAP: boolean;
  8194. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8195. }
  8196. /**
  8197. * @hidden
  8198. */
  8199. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8200. IMAGEPROCESSING: boolean;
  8201. VIGNETTE: boolean;
  8202. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8203. VIGNETTEBLENDMODEOPAQUE: boolean;
  8204. TONEMAPPING: boolean;
  8205. TONEMAPPING_ACES: boolean;
  8206. CONTRAST: boolean;
  8207. COLORCURVES: boolean;
  8208. COLORGRADING: boolean;
  8209. COLORGRADING3D: boolean;
  8210. SAMPLER3DGREENDEPTH: boolean;
  8211. SAMPLER3DBGRMAP: boolean;
  8212. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8213. EXPOSURE: boolean;
  8214. constructor();
  8215. }
  8216. /**
  8217. * This groups together the common properties used for image processing either in direct forward pass
  8218. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8219. * or not.
  8220. */
  8221. export class ImageProcessingConfiguration {
  8222. /**
  8223. * Default tone mapping applied in BabylonJS.
  8224. */
  8225. static readonly TONEMAPPING_STANDARD: number;
  8226. /**
  8227. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8228. * to other engines rendering to increase portability.
  8229. */
  8230. static readonly TONEMAPPING_ACES: number;
  8231. /**
  8232. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8233. */
  8234. colorCurves: Nullable<ColorCurves>;
  8235. private _colorCurvesEnabled;
  8236. /**
  8237. * Gets wether the color curves effect is enabled.
  8238. */
  8239. /**
  8240. * Sets wether the color curves effect is enabled.
  8241. */
  8242. colorCurvesEnabled: boolean;
  8243. private _colorGradingTexture;
  8244. /**
  8245. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8246. */
  8247. /**
  8248. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8249. */
  8250. colorGradingTexture: Nullable<BaseTexture>;
  8251. private _colorGradingEnabled;
  8252. /**
  8253. * Gets wether the color grading effect is enabled.
  8254. */
  8255. /**
  8256. * Sets wether the color grading effect is enabled.
  8257. */
  8258. colorGradingEnabled: boolean;
  8259. private _colorGradingWithGreenDepth;
  8260. /**
  8261. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8262. */
  8263. /**
  8264. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8265. */
  8266. colorGradingWithGreenDepth: boolean;
  8267. private _colorGradingBGR;
  8268. /**
  8269. * Gets wether the color grading texture contains BGR values.
  8270. */
  8271. /**
  8272. * Sets wether the color grading texture contains BGR values.
  8273. */
  8274. colorGradingBGR: boolean;
  8275. /** @hidden */
  8276. _exposure: number;
  8277. /**
  8278. * Gets the Exposure used in the effect.
  8279. */
  8280. /**
  8281. * Sets the Exposure used in the effect.
  8282. */
  8283. exposure: number;
  8284. private _toneMappingEnabled;
  8285. /**
  8286. * Gets wether the tone mapping effect is enabled.
  8287. */
  8288. /**
  8289. * Sets wether the tone mapping effect is enabled.
  8290. */
  8291. toneMappingEnabled: boolean;
  8292. private _toneMappingType;
  8293. /**
  8294. * Gets the type of tone mapping effect.
  8295. */
  8296. /**
  8297. * Sets the type of tone mapping effect used in BabylonJS.
  8298. */
  8299. toneMappingType: number;
  8300. protected _contrast: number;
  8301. /**
  8302. * Gets the contrast used in the effect.
  8303. */
  8304. /**
  8305. * Sets the contrast used in the effect.
  8306. */
  8307. contrast: number;
  8308. /**
  8309. * Vignette stretch size.
  8310. */
  8311. vignetteStretch: number;
  8312. /**
  8313. * Vignette centre X Offset.
  8314. */
  8315. vignetteCentreX: number;
  8316. /**
  8317. * Vignette centre Y Offset.
  8318. */
  8319. vignetteCentreY: number;
  8320. /**
  8321. * Vignette weight or intensity of the vignette effect.
  8322. */
  8323. vignetteWeight: number;
  8324. /**
  8325. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8326. * if vignetteEnabled is set to true.
  8327. */
  8328. vignetteColor: Color4;
  8329. /**
  8330. * Camera field of view used by the Vignette effect.
  8331. */
  8332. vignetteCameraFov: number;
  8333. private _vignetteBlendMode;
  8334. /**
  8335. * Gets the vignette blend mode allowing different kind of effect.
  8336. */
  8337. /**
  8338. * Sets the vignette blend mode allowing different kind of effect.
  8339. */
  8340. vignetteBlendMode: number;
  8341. private _vignetteEnabled;
  8342. /**
  8343. * Gets wether the vignette effect is enabled.
  8344. */
  8345. /**
  8346. * Sets wether the vignette effect is enabled.
  8347. */
  8348. vignetteEnabled: boolean;
  8349. private _applyByPostProcess;
  8350. /**
  8351. * Gets wether the image processing is applied through a post process or not.
  8352. */
  8353. /**
  8354. * Sets wether the image processing is applied through a post process or not.
  8355. */
  8356. applyByPostProcess: boolean;
  8357. private _isEnabled;
  8358. /**
  8359. * Gets wether the image processing is enabled or not.
  8360. */
  8361. /**
  8362. * Sets wether the image processing is enabled or not.
  8363. */
  8364. isEnabled: boolean;
  8365. /**
  8366. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8367. */
  8368. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8369. /**
  8370. * Method called each time the image processing information changes requires to recompile the effect.
  8371. */
  8372. protected _updateParameters(): void;
  8373. /**
  8374. * Gets the current class name.
  8375. * @return "ImageProcessingConfiguration"
  8376. */
  8377. getClassName(): string;
  8378. /**
  8379. * Prepare the list of uniforms associated with the Image Processing effects.
  8380. * @param uniforms The list of uniforms used in the effect
  8381. * @param defines the list of defines currently in use
  8382. */
  8383. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8384. /**
  8385. * Prepare the list of samplers associated with the Image Processing effects.
  8386. * @param samplersList The list of uniforms used in the effect
  8387. * @param defines the list of defines currently in use
  8388. */
  8389. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8390. /**
  8391. * Prepare the list of defines associated to the shader.
  8392. * @param defines the list of defines to complete
  8393. * @param forPostProcess Define if we are currently in post process mode or not
  8394. */
  8395. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8396. /**
  8397. * Returns true if all the image processing information are ready.
  8398. * @returns True if ready, otherwise, false
  8399. */
  8400. isReady(): boolean;
  8401. /**
  8402. * Binds the image processing to the shader.
  8403. * @param effect The effect to bind to
  8404. * @param overrideAspectRatio Override the aspect ratio of the effect
  8405. */
  8406. bind(effect: Effect, overrideAspectRatio?: number): void;
  8407. /**
  8408. * Clones the current image processing instance.
  8409. * @return The cloned image processing
  8410. */
  8411. clone(): ImageProcessingConfiguration;
  8412. /**
  8413. * Serializes the current image processing instance to a json representation.
  8414. * @return a JSON representation
  8415. */
  8416. serialize(): any;
  8417. /**
  8418. * Parses the image processing from a json representation.
  8419. * @param source the JSON source to parse
  8420. * @return The parsed image processing
  8421. */
  8422. static Parse(source: any): ImageProcessingConfiguration;
  8423. private static _VIGNETTEMODE_MULTIPLY;
  8424. private static _VIGNETTEMODE_OPAQUE;
  8425. /**
  8426. * Used to apply the vignette as a mix with the pixel color.
  8427. */
  8428. static readonly VIGNETTEMODE_MULTIPLY: number;
  8429. /**
  8430. * Used to apply the vignette as a replacement of the pixel color.
  8431. */
  8432. static readonly VIGNETTEMODE_OPAQUE: number;
  8433. }
  8434. }
  8435. declare module "babylonjs/Shaders/postprocess.vertex" {
  8436. /** @hidden */
  8437. export var postprocessVertexShader: {
  8438. name: string;
  8439. shader: string;
  8440. };
  8441. }
  8442. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8443. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8444. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8445. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8446. module "babylonjs/Engines/thinEngine" {
  8447. interface ThinEngine {
  8448. /**
  8449. * Creates a new render target texture
  8450. * @param size defines the size of the texture
  8451. * @param options defines the options used to create the texture
  8452. * @returns a new render target texture stored in an InternalTexture
  8453. */
  8454. createRenderTargetTexture(size: number | {
  8455. width: number;
  8456. height: number;
  8457. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8458. /**
  8459. * Creates a depth stencil texture.
  8460. * This is only available in WebGL 2 or with the depth texture extension available.
  8461. * @param size The size of face edge in the texture.
  8462. * @param options The options defining the texture.
  8463. * @returns The texture
  8464. */
  8465. createDepthStencilTexture(size: number | {
  8466. width: number;
  8467. height: number;
  8468. }, options: DepthTextureCreationOptions): InternalTexture;
  8469. /** @hidden */
  8470. _createDepthStencilTexture(size: number | {
  8471. width: number;
  8472. height: number;
  8473. }, options: DepthTextureCreationOptions): InternalTexture;
  8474. }
  8475. }
  8476. }
  8477. declare module "babylonjs/Maths/math.axis" {
  8478. import { Vector3 } from "babylonjs/Maths/math.vector";
  8479. /** Defines supported spaces */
  8480. export enum Space {
  8481. /** Local (object) space */
  8482. LOCAL = 0,
  8483. /** World space */
  8484. WORLD = 1,
  8485. /** Bone space */
  8486. BONE = 2
  8487. }
  8488. /** Defines the 3 main axes */
  8489. export class Axis {
  8490. /** X axis */
  8491. static X: Vector3;
  8492. /** Y axis */
  8493. static Y: Vector3;
  8494. /** Z axis */
  8495. static Z: Vector3;
  8496. }
  8497. }
  8498. declare module "babylonjs/Cameras/targetCamera" {
  8499. import { Nullable } from "babylonjs/types";
  8500. import { Camera } from "babylonjs/Cameras/camera";
  8501. import { Scene } from "babylonjs/scene";
  8502. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8503. /**
  8504. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8505. * This is the base of the follow, arc rotate cameras and Free camera
  8506. * @see http://doc.babylonjs.com/features/cameras
  8507. */
  8508. export class TargetCamera extends Camera {
  8509. private static _RigCamTransformMatrix;
  8510. private static _TargetTransformMatrix;
  8511. private static _TargetFocalPoint;
  8512. /**
  8513. * Define the current direction the camera is moving to
  8514. */
  8515. cameraDirection: Vector3;
  8516. /**
  8517. * Define the current rotation the camera is rotating to
  8518. */
  8519. cameraRotation: Vector2;
  8520. /**
  8521. * When set, the up vector of the camera will be updated by the rotation of the camera
  8522. */
  8523. updateUpVectorFromRotation: boolean;
  8524. private _tmpQuaternion;
  8525. /**
  8526. * Define the current rotation of the camera
  8527. */
  8528. rotation: Vector3;
  8529. /**
  8530. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8531. */
  8532. rotationQuaternion: Quaternion;
  8533. /**
  8534. * Define the current speed of the camera
  8535. */
  8536. speed: number;
  8537. /**
  8538. * Add constraint to the camera to prevent it to move freely in all directions and
  8539. * around all axis.
  8540. */
  8541. noRotationConstraint: boolean;
  8542. /**
  8543. * Define the current target of the camera as an object or a position.
  8544. */
  8545. lockedTarget: any;
  8546. /** @hidden */
  8547. _currentTarget: Vector3;
  8548. /** @hidden */
  8549. _initialFocalDistance: number;
  8550. /** @hidden */
  8551. _viewMatrix: Matrix;
  8552. /** @hidden */
  8553. _camMatrix: Matrix;
  8554. /** @hidden */
  8555. _cameraTransformMatrix: Matrix;
  8556. /** @hidden */
  8557. _cameraRotationMatrix: Matrix;
  8558. /** @hidden */
  8559. _referencePoint: Vector3;
  8560. /** @hidden */
  8561. _transformedReferencePoint: Vector3;
  8562. protected _globalCurrentTarget: Vector3;
  8563. protected _globalCurrentUpVector: Vector3;
  8564. /** @hidden */
  8565. _reset: () => void;
  8566. private _defaultUp;
  8567. /**
  8568. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8569. * This is the base of the follow, arc rotate cameras and Free camera
  8570. * @see http://doc.babylonjs.com/features/cameras
  8571. * @param name Defines the name of the camera in the scene
  8572. * @param position Defines the start position of the camera in the scene
  8573. * @param scene Defines the scene the camera belongs to
  8574. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8575. */
  8576. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8577. /**
  8578. * Gets the position in front of the camera at a given distance.
  8579. * @param distance The distance from the camera we want the position to be
  8580. * @returns the position
  8581. */
  8582. getFrontPosition(distance: number): Vector3;
  8583. /** @hidden */
  8584. _getLockedTargetPosition(): Nullable<Vector3>;
  8585. private _storedPosition;
  8586. private _storedRotation;
  8587. private _storedRotationQuaternion;
  8588. /**
  8589. * Store current camera state of the camera (fov, position, rotation, etc..)
  8590. * @returns the camera
  8591. */
  8592. storeState(): Camera;
  8593. /**
  8594. * Restored camera state. You must call storeState() first
  8595. * @returns whether it was successful or not
  8596. * @hidden
  8597. */
  8598. _restoreStateValues(): boolean;
  8599. /** @hidden */
  8600. _initCache(): void;
  8601. /** @hidden */
  8602. _updateCache(ignoreParentClass?: boolean): void;
  8603. /** @hidden */
  8604. _isSynchronizedViewMatrix(): boolean;
  8605. /** @hidden */
  8606. _computeLocalCameraSpeed(): number;
  8607. /**
  8608. * Defines the target the camera should look at.
  8609. * @param target Defines the new target as a Vector or a mesh
  8610. */
  8611. setTarget(target: Vector3): void;
  8612. /**
  8613. * Return the current target position of the camera. This value is expressed in local space.
  8614. * @returns the target position
  8615. */
  8616. getTarget(): Vector3;
  8617. /** @hidden */
  8618. _decideIfNeedsToMove(): boolean;
  8619. /** @hidden */
  8620. _updatePosition(): void;
  8621. /** @hidden */
  8622. _checkInputs(): void;
  8623. protected _updateCameraRotationMatrix(): void;
  8624. /**
  8625. * 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)
  8626. * @returns the current camera
  8627. */
  8628. private _rotateUpVectorWithCameraRotationMatrix;
  8629. private _cachedRotationZ;
  8630. private _cachedQuaternionRotationZ;
  8631. /** @hidden */
  8632. _getViewMatrix(): Matrix;
  8633. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8634. /**
  8635. * @hidden
  8636. */
  8637. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8638. /**
  8639. * @hidden
  8640. */
  8641. _updateRigCameras(): void;
  8642. private _getRigCamPositionAndTarget;
  8643. /**
  8644. * Gets the current object class name.
  8645. * @return the class name
  8646. */
  8647. getClassName(): string;
  8648. }
  8649. }
  8650. declare module "babylonjs/Events/keyboardEvents" {
  8651. /**
  8652. * Gather the list of keyboard event types as constants.
  8653. */
  8654. export class KeyboardEventTypes {
  8655. /**
  8656. * The keydown event is fired when a key becomes active (pressed).
  8657. */
  8658. static readonly KEYDOWN: number;
  8659. /**
  8660. * The keyup event is fired when a key has been released.
  8661. */
  8662. static readonly KEYUP: number;
  8663. }
  8664. /**
  8665. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8666. */
  8667. export class KeyboardInfo {
  8668. /**
  8669. * Defines the type of event (KeyboardEventTypes)
  8670. */
  8671. type: number;
  8672. /**
  8673. * Defines the related dom event
  8674. */
  8675. event: KeyboardEvent;
  8676. /**
  8677. * Instantiates a new keyboard info.
  8678. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8679. * @param type Defines the type of event (KeyboardEventTypes)
  8680. * @param event Defines the related dom event
  8681. */
  8682. constructor(
  8683. /**
  8684. * Defines the type of event (KeyboardEventTypes)
  8685. */
  8686. type: number,
  8687. /**
  8688. * Defines the related dom event
  8689. */
  8690. event: KeyboardEvent);
  8691. }
  8692. /**
  8693. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8694. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8695. */
  8696. export class KeyboardInfoPre extends KeyboardInfo {
  8697. /**
  8698. * Defines the type of event (KeyboardEventTypes)
  8699. */
  8700. type: number;
  8701. /**
  8702. * Defines the related dom event
  8703. */
  8704. event: KeyboardEvent;
  8705. /**
  8706. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8707. */
  8708. skipOnPointerObservable: boolean;
  8709. /**
  8710. * Instantiates a new keyboard pre info.
  8711. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8712. * @param type Defines the type of event (KeyboardEventTypes)
  8713. * @param event Defines the related dom event
  8714. */
  8715. constructor(
  8716. /**
  8717. * Defines the type of event (KeyboardEventTypes)
  8718. */
  8719. type: number,
  8720. /**
  8721. * Defines the related dom event
  8722. */
  8723. event: KeyboardEvent);
  8724. }
  8725. }
  8726. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8727. import { Nullable } from "babylonjs/types";
  8728. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8729. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8730. /**
  8731. * Manage the keyboard inputs to control the movement of a free camera.
  8732. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8733. */
  8734. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8735. /**
  8736. * Defines the camera the input is attached to.
  8737. */
  8738. camera: FreeCamera;
  8739. /**
  8740. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8741. */
  8742. keysUp: number[];
  8743. /**
  8744. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8745. */
  8746. keysDown: number[];
  8747. /**
  8748. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8749. */
  8750. keysLeft: number[];
  8751. /**
  8752. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8753. */
  8754. keysRight: number[];
  8755. private _keys;
  8756. private _onCanvasBlurObserver;
  8757. private _onKeyboardObserver;
  8758. private _engine;
  8759. private _scene;
  8760. /**
  8761. * Attach the input controls to a specific dom element to get the input from.
  8762. * @param element Defines the element the controls should be listened from
  8763. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8764. */
  8765. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8766. /**
  8767. * Detach the current controls from the specified dom element.
  8768. * @param element Defines the element to stop listening the inputs from
  8769. */
  8770. detachControl(element: Nullable<HTMLElement>): void;
  8771. /**
  8772. * Update the current camera state depending on the inputs that have been used this frame.
  8773. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8774. */
  8775. checkInputs(): void;
  8776. /**
  8777. * Gets the class name of the current intput.
  8778. * @returns the class name
  8779. */
  8780. getClassName(): string;
  8781. /** @hidden */
  8782. _onLostFocus(): void;
  8783. /**
  8784. * Get the friendly name associated with the input class.
  8785. * @returns the input friendly name
  8786. */
  8787. getSimpleName(): string;
  8788. }
  8789. }
  8790. declare module "babylonjs/Lights/shadowLight" {
  8791. import { Camera } from "babylonjs/Cameras/camera";
  8792. import { Scene } from "babylonjs/scene";
  8793. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8794. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8795. import { Light } from "babylonjs/Lights/light";
  8796. /**
  8797. * Interface describing all the common properties and methods a shadow light needs to implement.
  8798. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8799. * as well as binding the different shadow properties to the effects.
  8800. */
  8801. export interface IShadowLight extends Light {
  8802. /**
  8803. * The light id in the scene (used in scene.findLighById for instance)
  8804. */
  8805. id: string;
  8806. /**
  8807. * The position the shdow will be casted from.
  8808. */
  8809. position: Vector3;
  8810. /**
  8811. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8812. */
  8813. direction: Vector3;
  8814. /**
  8815. * The transformed position. Position of the light in world space taking parenting in account.
  8816. */
  8817. transformedPosition: Vector3;
  8818. /**
  8819. * The transformed direction. Direction of the light in world space taking parenting in account.
  8820. */
  8821. transformedDirection: Vector3;
  8822. /**
  8823. * The friendly name of the light in the scene.
  8824. */
  8825. name: string;
  8826. /**
  8827. * Defines the shadow projection clipping minimum z value.
  8828. */
  8829. shadowMinZ: number;
  8830. /**
  8831. * Defines the shadow projection clipping maximum z value.
  8832. */
  8833. shadowMaxZ: number;
  8834. /**
  8835. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8836. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8837. */
  8838. computeTransformedInformation(): boolean;
  8839. /**
  8840. * Gets the scene the light belongs to.
  8841. * @returns The scene
  8842. */
  8843. getScene(): Scene;
  8844. /**
  8845. * Callback defining a custom Projection Matrix Builder.
  8846. * This can be used to override the default projection matrix computation.
  8847. */
  8848. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8849. /**
  8850. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8851. * @param matrix The materix to updated with the projection information
  8852. * @param viewMatrix The transform matrix of the light
  8853. * @param renderList The list of mesh to render in the map
  8854. * @returns The current light
  8855. */
  8856. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8857. /**
  8858. * Gets the current depth scale used in ESM.
  8859. * @returns The scale
  8860. */
  8861. getDepthScale(): number;
  8862. /**
  8863. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8864. * @returns true if a cube texture needs to be use
  8865. */
  8866. needCube(): boolean;
  8867. /**
  8868. * Detects if the projection matrix requires to be recomputed this frame.
  8869. * @returns true if it requires to be recomputed otherwise, false.
  8870. */
  8871. needProjectionMatrixCompute(): boolean;
  8872. /**
  8873. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8874. */
  8875. forceProjectionMatrixCompute(): void;
  8876. /**
  8877. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8878. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8879. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8880. */
  8881. getShadowDirection(faceIndex?: number): Vector3;
  8882. /**
  8883. * Gets the minZ used for shadow according to both the scene and the light.
  8884. * @param activeCamera The camera we are returning the min for
  8885. * @returns the depth min z
  8886. */
  8887. getDepthMinZ(activeCamera: Camera): number;
  8888. /**
  8889. * Gets the maxZ used for shadow according to both the scene and the light.
  8890. * @param activeCamera The camera we are returning the max for
  8891. * @returns the depth max z
  8892. */
  8893. getDepthMaxZ(activeCamera: Camera): number;
  8894. }
  8895. /**
  8896. * Base implementation IShadowLight
  8897. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8898. */
  8899. export abstract class ShadowLight extends Light implements IShadowLight {
  8900. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8901. protected _position: Vector3;
  8902. protected _setPosition(value: Vector3): void;
  8903. /**
  8904. * Sets the position the shadow will be casted from. Also use as the light position for both
  8905. * point and spot lights.
  8906. */
  8907. /**
  8908. * Sets the position the shadow will be casted from. Also use as the light position for both
  8909. * point and spot lights.
  8910. */
  8911. position: Vector3;
  8912. protected _direction: Vector3;
  8913. protected _setDirection(value: Vector3): void;
  8914. /**
  8915. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8916. * Also use as the light direction on spot and directional lights.
  8917. */
  8918. /**
  8919. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8920. * Also use as the light direction on spot and directional lights.
  8921. */
  8922. direction: Vector3;
  8923. private _shadowMinZ;
  8924. /**
  8925. * Gets the shadow projection clipping minimum z value.
  8926. */
  8927. /**
  8928. * Sets the shadow projection clipping minimum z value.
  8929. */
  8930. shadowMinZ: number;
  8931. private _shadowMaxZ;
  8932. /**
  8933. * Sets the shadow projection clipping maximum z value.
  8934. */
  8935. /**
  8936. * Gets the shadow projection clipping maximum z value.
  8937. */
  8938. shadowMaxZ: number;
  8939. /**
  8940. * Callback defining a custom Projection Matrix Builder.
  8941. * This can be used to override the default projection matrix computation.
  8942. */
  8943. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8944. /**
  8945. * The transformed position. Position of the light in world space taking parenting in account.
  8946. */
  8947. transformedPosition: Vector3;
  8948. /**
  8949. * The transformed direction. Direction of the light in world space taking parenting in account.
  8950. */
  8951. transformedDirection: Vector3;
  8952. private _needProjectionMatrixCompute;
  8953. /**
  8954. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8955. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8956. */
  8957. computeTransformedInformation(): boolean;
  8958. /**
  8959. * Return the depth scale used for the shadow map.
  8960. * @returns the depth scale.
  8961. */
  8962. getDepthScale(): number;
  8963. /**
  8964. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8965. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8966. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8967. */
  8968. getShadowDirection(faceIndex?: number): Vector3;
  8969. /**
  8970. * Returns the ShadowLight absolute position in the World.
  8971. * @returns the position vector in world space
  8972. */
  8973. getAbsolutePosition(): Vector3;
  8974. /**
  8975. * Sets the ShadowLight direction toward the passed target.
  8976. * @param target The point to target in local space
  8977. * @returns the updated ShadowLight direction
  8978. */
  8979. setDirectionToTarget(target: Vector3): Vector3;
  8980. /**
  8981. * Returns the light rotation in euler definition.
  8982. * @returns the x y z rotation in local space.
  8983. */
  8984. getRotation(): Vector3;
  8985. /**
  8986. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8987. * @returns true if a cube texture needs to be use
  8988. */
  8989. needCube(): boolean;
  8990. /**
  8991. * Detects if the projection matrix requires to be recomputed this frame.
  8992. * @returns true if it requires to be recomputed otherwise, false.
  8993. */
  8994. needProjectionMatrixCompute(): boolean;
  8995. /**
  8996. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8997. */
  8998. forceProjectionMatrixCompute(): void;
  8999. /** @hidden */
  9000. _initCache(): void;
  9001. /** @hidden */
  9002. _isSynchronized(): boolean;
  9003. /**
  9004. * Computes the world matrix of the node
  9005. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  9006. * @returns the world matrix
  9007. */
  9008. computeWorldMatrix(force?: boolean): Matrix;
  9009. /**
  9010. * Gets the minZ used for shadow according to both the scene and the light.
  9011. * @param activeCamera The camera we are returning the min for
  9012. * @returns the depth min z
  9013. */
  9014. getDepthMinZ(activeCamera: Camera): number;
  9015. /**
  9016. * Gets the maxZ used for shadow according to both the scene and the light.
  9017. * @param activeCamera The camera we are returning the max for
  9018. * @returns the depth max z
  9019. */
  9020. getDepthMaxZ(activeCamera: Camera): number;
  9021. /**
  9022. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  9023. * @param matrix The materix to updated with the projection information
  9024. * @param viewMatrix The transform matrix of the light
  9025. * @param renderList The list of mesh to render in the map
  9026. * @returns The current light
  9027. */
  9028. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  9029. }
  9030. }
  9031. declare module "babylonjs/Materials/effectFallbacks" {
  9032. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  9033. import { Effect } from "babylonjs/Materials/effect";
  9034. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9035. /**
  9036. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  9037. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  9038. */
  9039. export class EffectFallbacks implements IEffectFallbacks {
  9040. private _defines;
  9041. private _currentRank;
  9042. private _maxRank;
  9043. private _mesh;
  9044. /**
  9045. * Removes the fallback from the bound mesh.
  9046. */
  9047. unBindMesh(): void;
  9048. /**
  9049. * Adds a fallback on the specified property.
  9050. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9051. * @param define The name of the define in the shader
  9052. */
  9053. addFallback(rank: number, define: string): void;
  9054. /**
  9055. * Sets the mesh to use CPU skinning when needing to fallback.
  9056. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9057. * @param mesh The mesh to use the fallbacks.
  9058. */
  9059. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  9060. /**
  9061. * Checks to see if more fallbacks are still availible.
  9062. */
  9063. readonly hasMoreFallbacks: boolean;
  9064. /**
  9065. * Removes the defines that should be removed when falling back.
  9066. * @param currentDefines defines the current define statements for the shader.
  9067. * @param effect defines the current effect we try to compile
  9068. * @returns The resulting defines with defines of the current rank removed.
  9069. */
  9070. reduce(currentDefines: string, effect: Effect): string;
  9071. }
  9072. }
  9073. declare module "babylonjs/Materials/materialHelper" {
  9074. import { Nullable } from "babylonjs/types";
  9075. import { Scene } from "babylonjs/scene";
  9076. import { Engine } from "babylonjs/Engines/engine";
  9077. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9078. import { Light } from "babylonjs/Lights/light";
  9079. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9080. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  9081. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  9082. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9083. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  9084. /**
  9085. * "Static Class" containing the most commonly used helper while dealing with material for
  9086. * rendering purpose.
  9087. *
  9088. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9089. *
  9090. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9091. */
  9092. export class MaterialHelper {
  9093. /**
  9094. * Bind the current view position to an effect.
  9095. * @param effect The effect to be bound
  9096. * @param scene The scene the eyes position is used from
  9097. */
  9098. static BindEyePosition(effect: Effect, scene: Scene): void;
  9099. /**
  9100. * Helps preparing the defines values about the UVs in used in the effect.
  9101. * UVs are shared as much as we can accross channels in the shaders.
  9102. * @param texture The texture we are preparing the UVs for
  9103. * @param defines The defines to update
  9104. * @param key The channel key "diffuse", "specular"... used in the shader
  9105. */
  9106. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9107. /**
  9108. * Binds a texture matrix value to its corrsponding uniform
  9109. * @param texture The texture to bind the matrix for
  9110. * @param uniformBuffer The uniform buffer receivin the data
  9111. * @param key The channel key "diffuse", "specular"... used in the shader
  9112. */
  9113. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9114. /**
  9115. * Gets the current status of the fog (should it be enabled?)
  9116. * @param mesh defines the mesh to evaluate for fog support
  9117. * @param scene defines the hosting scene
  9118. * @returns true if fog must be enabled
  9119. */
  9120. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9121. /**
  9122. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9123. * @param mesh defines the current mesh
  9124. * @param scene defines the current scene
  9125. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9126. * @param pointsCloud defines if point cloud rendering has to be turned on
  9127. * @param fogEnabled defines if fog has to be turned on
  9128. * @param alphaTest defines if alpha testing has to be turned on
  9129. * @param defines defines the current list of defines
  9130. */
  9131. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9132. /**
  9133. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9134. * @param scene defines the current scene
  9135. * @param engine defines the current engine
  9136. * @param defines specifies the list of active defines
  9137. * @param useInstances defines if instances have to be turned on
  9138. * @param useClipPlane defines if clip plane have to be turned on
  9139. */
  9140. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9141. /**
  9142. * Prepares the defines for bones
  9143. * @param mesh The mesh containing the geometry data we will draw
  9144. * @param defines The defines to update
  9145. */
  9146. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9147. /**
  9148. * Prepares the defines for morph targets
  9149. * @param mesh The mesh containing the geometry data we will draw
  9150. * @param defines The defines to update
  9151. */
  9152. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9153. /**
  9154. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9155. * @param mesh The mesh containing the geometry data we will draw
  9156. * @param defines The defines to update
  9157. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9158. * @param useBones Precise whether bones should be used or not (override mesh info)
  9159. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9160. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9161. * @returns false if defines are considered not dirty and have not been checked
  9162. */
  9163. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9164. /**
  9165. * Prepares the defines related to multiview
  9166. * @param scene The scene we are intending to draw
  9167. * @param defines The defines to update
  9168. */
  9169. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9170. /**
  9171. * Prepares the defines related to the light information passed in parameter
  9172. * @param scene The scene we are intending to draw
  9173. * @param mesh The mesh the effect is compiling for
  9174. * @param light The light the effect is compiling for
  9175. * @param lightIndex The index of the light
  9176. * @param defines The defines to update
  9177. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9178. * @param state Defines the current state regarding what is needed (normals, etc...)
  9179. */
  9180. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9181. needNormals: boolean;
  9182. needRebuild: boolean;
  9183. shadowEnabled: boolean;
  9184. specularEnabled: boolean;
  9185. lightmapMode: boolean;
  9186. }): void;
  9187. /**
  9188. * Prepares the defines related to the light information passed in parameter
  9189. * @param scene The scene we are intending to draw
  9190. * @param mesh The mesh the effect is compiling for
  9191. * @param defines The defines to update
  9192. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9193. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9194. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9195. * @returns true if normals will be required for the rest of the effect
  9196. */
  9197. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9198. /**
  9199. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9200. * @param lightIndex defines the light index
  9201. * @param uniformsList The uniform list
  9202. * @param samplersList The sampler list
  9203. * @param projectedLightTexture defines if projected texture must be used
  9204. * @param uniformBuffersList defines an optional list of uniform buffers
  9205. */
  9206. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9207. /**
  9208. * Prepares the uniforms and samplers list to be used in the effect
  9209. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9210. * @param samplersList The sampler list
  9211. * @param defines The defines helping in the list generation
  9212. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9213. */
  9214. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9215. /**
  9216. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9217. * @param defines The defines to update while falling back
  9218. * @param fallbacks The authorized effect fallbacks
  9219. * @param maxSimultaneousLights The maximum number of lights allowed
  9220. * @param rank the current rank of the Effect
  9221. * @returns The newly affected rank
  9222. */
  9223. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9224. private static _TmpMorphInfluencers;
  9225. /**
  9226. * Prepares the list of attributes required for morph targets according to the effect defines.
  9227. * @param attribs The current list of supported attribs
  9228. * @param mesh The mesh to prepare the morph targets attributes for
  9229. * @param influencers The number of influencers
  9230. */
  9231. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9232. /**
  9233. * Prepares the list of attributes required for morph targets according to the effect defines.
  9234. * @param attribs The current list of supported attribs
  9235. * @param mesh The mesh to prepare the morph targets attributes for
  9236. * @param defines The current Defines of the effect
  9237. */
  9238. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9239. /**
  9240. * Prepares the list of attributes required for bones according to the effect defines.
  9241. * @param attribs The current list of supported attribs
  9242. * @param mesh The mesh to prepare the bones attributes for
  9243. * @param defines The current Defines of the effect
  9244. * @param fallbacks The current efffect fallback strategy
  9245. */
  9246. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9247. /**
  9248. * Check and prepare the list of attributes required for instances according to the effect defines.
  9249. * @param attribs The current list of supported attribs
  9250. * @param defines The current MaterialDefines of the effect
  9251. */
  9252. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9253. /**
  9254. * Add the list of attributes required for instances to the attribs array.
  9255. * @param attribs The current list of supported attribs
  9256. */
  9257. static PushAttributesForInstances(attribs: string[]): void;
  9258. /**
  9259. * Binds the light information to the effect.
  9260. * @param light The light containing the generator
  9261. * @param effect The effect we are binding the data to
  9262. * @param lightIndex The light index in the effect used to render
  9263. */
  9264. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9265. /**
  9266. * Binds the lights information from the scene to the effect for the given mesh.
  9267. * @param light Light to bind
  9268. * @param lightIndex Light index
  9269. * @param scene The scene where the light belongs to
  9270. * @param effect The effect we are binding the data to
  9271. * @param useSpecular Defines if specular is supported
  9272. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9273. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9274. */
  9275. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9276. /**
  9277. * Binds the lights information from the scene to the effect for the given mesh.
  9278. * @param scene The scene the lights belongs to
  9279. * @param mesh The mesh we are binding the information to render
  9280. * @param effect The effect we are binding the data to
  9281. * @param defines The generated defines for the effect
  9282. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9283. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9284. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9285. */
  9286. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9287. private static _tempFogColor;
  9288. /**
  9289. * Binds the fog information from the scene to the effect for the given mesh.
  9290. * @param scene The scene the lights belongs to
  9291. * @param mesh The mesh we are binding the information to render
  9292. * @param effect The effect we are binding the data to
  9293. * @param linearSpace Defines if the fog effect is applied in linear space
  9294. */
  9295. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9296. /**
  9297. * Binds the bones information from the mesh to the effect.
  9298. * @param mesh The mesh we are binding the information to render
  9299. * @param effect The effect we are binding the data to
  9300. */
  9301. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9302. /**
  9303. * Binds the morph targets information from the mesh to the effect.
  9304. * @param abstractMesh The mesh we are binding the information to render
  9305. * @param effect The effect we are binding the data to
  9306. */
  9307. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9308. /**
  9309. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9310. * @param defines The generated defines used in the effect
  9311. * @param effect The effect we are binding the data to
  9312. * @param scene The scene we are willing to render with logarithmic scale for
  9313. */
  9314. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9315. /**
  9316. * Binds the clip plane information from the scene to the effect.
  9317. * @param scene The scene the clip plane information are extracted from
  9318. * @param effect The effect we are binding the data to
  9319. */
  9320. static BindClipPlane(effect: Effect, scene: Scene): void;
  9321. }
  9322. }
  9323. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9324. /** @hidden */
  9325. export var packingFunctions: {
  9326. name: string;
  9327. shader: string;
  9328. };
  9329. }
  9330. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9331. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9332. /** @hidden */
  9333. export var shadowMapPixelShader: {
  9334. name: string;
  9335. shader: string;
  9336. };
  9337. }
  9338. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9339. /** @hidden */
  9340. export var bonesDeclaration: {
  9341. name: string;
  9342. shader: string;
  9343. };
  9344. }
  9345. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9346. /** @hidden */
  9347. export var morphTargetsVertexGlobalDeclaration: {
  9348. name: string;
  9349. shader: string;
  9350. };
  9351. }
  9352. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9353. /** @hidden */
  9354. export var morphTargetsVertexDeclaration: {
  9355. name: string;
  9356. shader: string;
  9357. };
  9358. }
  9359. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9360. /** @hidden */
  9361. export var instancesDeclaration: {
  9362. name: string;
  9363. shader: string;
  9364. };
  9365. }
  9366. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9367. /** @hidden */
  9368. export var helperFunctions: {
  9369. name: string;
  9370. shader: string;
  9371. };
  9372. }
  9373. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9374. /** @hidden */
  9375. export var morphTargetsVertex: {
  9376. name: string;
  9377. shader: string;
  9378. };
  9379. }
  9380. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9381. /** @hidden */
  9382. export var instancesVertex: {
  9383. name: string;
  9384. shader: string;
  9385. };
  9386. }
  9387. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9388. /** @hidden */
  9389. export var bonesVertex: {
  9390. name: string;
  9391. shader: string;
  9392. };
  9393. }
  9394. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9395. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9396. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9397. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9398. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9399. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9400. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9401. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9402. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9403. /** @hidden */
  9404. export var shadowMapVertexShader: {
  9405. name: string;
  9406. shader: string;
  9407. };
  9408. }
  9409. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9410. /** @hidden */
  9411. export var depthBoxBlurPixelShader: {
  9412. name: string;
  9413. shader: string;
  9414. };
  9415. }
  9416. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9417. import { Nullable } from "babylonjs/types";
  9418. import { Scene } from "babylonjs/scene";
  9419. import { Matrix } from "babylonjs/Maths/math.vector";
  9420. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9421. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9422. import { Mesh } from "babylonjs/Meshes/mesh";
  9423. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9424. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9425. import { Effect } from "babylonjs/Materials/effect";
  9426. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9427. import "babylonjs/Shaders/shadowMap.fragment";
  9428. import "babylonjs/Shaders/shadowMap.vertex";
  9429. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9430. import { Observable } from "babylonjs/Misc/observable";
  9431. /**
  9432. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9433. */
  9434. export interface ICustomShaderOptions {
  9435. /**
  9436. * Gets or sets the custom shader name to use
  9437. */
  9438. shaderName: string;
  9439. /**
  9440. * The list of attribute names used in the shader
  9441. */
  9442. attributes?: string[];
  9443. /**
  9444. * The list of unifrom names used in the shader
  9445. */
  9446. uniforms?: string[];
  9447. /**
  9448. * The list of sampler names used in the shader
  9449. */
  9450. samplers?: string[];
  9451. /**
  9452. * The list of defines used in the shader
  9453. */
  9454. defines?: string[];
  9455. }
  9456. /**
  9457. * Interface to implement to create a shadow generator compatible with BJS.
  9458. */
  9459. export interface IShadowGenerator {
  9460. /**
  9461. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9462. * @returns The render target texture if present otherwise, null
  9463. */
  9464. getShadowMap(): Nullable<RenderTargetTexture>;
  9465. /**
  9466. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9467. * @returns The render target texture if the shadow map is present otherwise, null
  9468. */
  9469. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9470. /**
  9471. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9472. * @param subMesh The submesh we want to render in the shadow map
  9473. * @param useInstances Defines wether will draw in the map using instances
  9474. * @returns true if ready otherwise, false
  9475. */
  9476. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9477. /**
  9478. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9479. * @param defines Defines of the material we want to update
  9480. * @param lightIndex Index of the light in the enabled light list of the material
  9481. */
  9482. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9483. /**
  9484. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9485. * defined in the generator but impacting the effect).
  9486. * It implies the unifroms available on the materials are the standard BJS ones.
  9487. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9488. * @param effect The effect we are binfing the information for
  9489. */
  9490. bindShadowLight(lightIndex: string, effect: Effect): void;
  9491. /**
  9492. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9493. * (eq to shadow prjection matrix * light transform matrix)
  9494. * @returns The transform matrix used to create the shadow map
  9495. */
  9496. getTransformMatrix(): Matrix;
  9497. /**
  9498. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9499. * Cube and 2D textures for instance.
  9500. */
  9501. recreateShadowMap(): void;
  9502. /**
  9503. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9504. * @param onCompiled Callback triggered at the and of the effects compilation
  9505. * @param options Sets of optional options forcing the compilation with different modes
  9506. */
  9507. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9508. useInstances: boolean;
  9509. }>): void;
  9510. /**
  9511. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9512. * @param options Sets of optional options forcing the compilation with different modes
  9513. * @returns A promise that resolves when the compilation completes
  9514. */
  9515. forceCompilationAsync(options?: Partial<{
  9516. useInstances: boolean;
  9517. }>): Promise<void>;
  9518. /**
  9519. * Serializes the shadow generator setup to a json object.
  9520. * @returns The serialized JSON object
  9521. */
  9522. serialize(): any;
  9523. /**
  9524. * Disposes the Shadow map and related Textures and effects.
  9525. */
  9526. dispose(): void;
  9527. }
  9528. /**
  9529. * Default implementation IShadowGenerator.
  9530. * This is the main object responsible of generating shadows in the framework.
  9531. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9532. */
  9533. export class ShadowGenerator implements IShadowGenerator {
  9534. /**
  9535. * Shadow generator mode None: no filtering applied.
  9536. */
  9537. static readonly FILTER_NONE: number;
  9538. /**
  9539. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9540. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9541. */
  9542. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9543. /**
  9544. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9545. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9546. */
  9547. static readonly FILTER_POISSONSAMPLING: number;
  9548. /**
  9549. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9550. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9551. */
  9552. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9553. /**
  9554. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9555. * edge artifacts on steep falloff.
  9556. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9557. */
  9558. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9559. /**
  9560. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9561. * edge artifacts on steep falloff.
  9562. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9563. */
  9564. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9565. /**
  9566. * Shadow generator mode PCF: Percentage Closer Filtering
  9567. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9568. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9569. */
  9570. static readonly FILTER_PCF: number;
  9571. /**
  9572. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9573. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9574. * Contact Hardening
  9575. */
  9576. static readonly FILTER_PCSS: number;
  9577. /**
  9578. * Reserved for PCF and PCSS
  9579. * Highest Quality.
  9580. *
  9581. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9582. *
  9583. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9584. */
  9585. static readonly QUALITY_HIGH: number;
  9586. /**
  9587. * Reserved for PCF and PCSS
  9588. * Good tradeoff for quality/perf cross devices
  9589. *
  9590. * Execute PCF on a 3*3 kernel.
  9591. *
  9592. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9593. */
  9594. static readonly QUALITY_MEDIUM: number;
  9595. /**
  9596. * Reserved for PCF and PCSS
  9597. * The lowest quality but the fastest.
  9598. *
  9599. * Execute PCF on a 1*1 kernel.
  9600. *
  9601. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9602. */
  9603. static readonly QUALITY_LOW: number;
  9604. /** Gets or sets the custom shader name to use */
  9605. customShaderOptions: ICustomShaderOptions;
  9606. /**
  9607. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9608. */
  9609. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9610. /**
  9611. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9612. */
  9613. onAfterShadowMapRenderObservable: Observable<Effect>;
  9614. /**
  9615. * Observable triggered before a mesh is rendered in the shadow map.
  9616. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9617. */
  9618. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9619. /**
  9620. * Observable triggered after a mesh is rendered in the shadow map.
  9621. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9622. */
  9623. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9624. private _bias;
  9625. /**
  9626. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9627. */
  9628. /**
  9629. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9630. */
  9631. bias: number;
  9632. private _normalBias;
  9633. /**
  9634. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9635. */
  9636. /**
  9637. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9638. */
  9639. normalBias: number;
  9640. private _blurBoxOffset;
  9641. /**
  9642. * Gets the blur box offset: offset applied during the blur pass.
  9643. * Only useful if useKernelBlur = false
  9644. */
  9645. /**
  9646. * Sets the blur box offset: offset applied during the blur pass.
  9647. * Only useful if useKernelBlur = false
  9648. */
  9649. blurBoxOffset: number;
  9650. private _blurScale;
  9651. /**
  9652. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9653. * 2 means half of the size.
  9654. */
  9655. /**
  9656. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9657. * 2 means half of the size.
  9658. */
  9659. blurScale: number;
  9660. private _blurKernel;
  9661. /**
  9662. * Gets the blur kernel: kernel size of the blur pass.
  9663. * Only useful if useKernelBlur = true
  9664. */
  9665. /**
  9666. * Sets the blur kernel: kernel size of the blur pass.
  9667. * Only useful if useKernelBlur = true
  9668. */
  9669. blurKernel: number;
  9670. private _useKernelBlur;
  9671. /**
  9672. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9673. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9674. */
  9675. /**
  9676. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9677. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9678. */
  9679. useKernelBlur: boolean;
  9680. private _depthScale;
  9681. /**
  9682. * Gets the depth scale used in ESM mode.
  9683. */
  9684. /**
  9685. * Sets the depth scale used in ESM mode.
  9686. * This can override the scale stored on the light.
  9687. */
  9688. depthScale: number;
  9689. private _filter;
  9690. /**
  9691. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9692. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9693. */
  9694. /**
  9695. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9696. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9697. */
  9698. filter: number;
  9699. /**
  9700. * Gets if the current filter is set to Poisson Sampling.
  9701. */
  9702. /**
  9703. * Sets the current filter to Poisson Sampling.
  9704. */
  9705. usePoissonSampling: boolean;
  9706. /**
  9707. * Gets if the current filter is set to ESM.
  9708. */
  9709. /**
  9710. * Sets the current filter is to ESM.
  9711. */
  9712. useExponentialShadowMap: boolean;
  9713. /**
  9714. * Gets if the current filter is set to filtered ESM.
  9715. */
  9716. /**
  9717. * Gets if the current filter is set to filtered ESM.
  9718. */
  9719. useBlurExponentialShadowMap: boolean;
  9720. /**
  9721. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9722. * exponential to prevent steep falloff artifacts).
  9723. */
  9724. /**
  9725. * Sets the current filter to "close ESM" (using the inverse of the
  9726. * exponential to prevent steep falloff artifacts).
  9727. */
  9728. useCloseExponentialShadowMap: boolean;
  9729. /**
  9730. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9731. * exponential to prevent steep falloff artifacts).
  9732. */
  9733. /**
  9734. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9735. * exponential to prevent steep falloff artifacts).
  9736. */
  9737. useBlurCloseExponentialShadowMap: boolean;
  9738. /**
  9739. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9740. */
  9741. /**
  9742. * Sets the current filter to "PCF" (percentage closer filtering).
  9743. */
  9744. usePercentageCloserFiltering: boolean;
  9745. private _filteringQuality;
  9746. /**
  9747. * Gets the PCF or PCSS Quality.
  9748. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9749. */
  9750. /**
  9751. * Sets the PCF or PCSS Quality.
  9752. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9753. */
  9754. filteringQuality: number;
  9755. /**
  9756. * Gets if the current filter is set to "PCSS" (contact hardening).
  9757. */
  9758. /**
  9759. * Sets the current filter to "PCSS" (contact hardening).
  9760. */
  9761. useContactHardeningShadow: boolean;
  9762. private _contactHardeningLightSizeUVRatio;
  9763. /**
  9764. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9765. * Using a ratio helps keeping shape stability independently of the map size.
  9766. *
  9767. * It does not account for the light projection as it was having too much
  9768. * instability during the light setup or during light position changes.
  9769. *
  9770. * Only valid if useContactHardeningShadow is true.
  9771. */
  9772. /**
  9773. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9774. * Using a ratio helps keeping shape stability independently of the map size.
  9775. *
  9776. * It does not account for the light projection as it was having too much
  9777. * instability during the light setup or during light position changes.
  9778. *
  9779. * Only valid if useContactHardeningShadow is true.
  9780. */
  9781. contactHardeningLightSizeUVRatio: number;
  9782. private _darkness;
  9783. /** Gets or sets the actual darkness of a shadow */
  9784. darkness: number;
  9785. /**
  9786. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9787. * 0 means strongest and 1 would means no shadow.
  9788. * @returns the darkness.
  9789. */
  9790. getDarkness(): number;
  9791. /**
  9792. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9793. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9794. * @returns the shadow generator allowing fluent coding.
  9795. */
  9796. setDarkness(darkness: number): ShadowGenerator;
  9797. private _transparencyShadow;
  9798. /** Gets or sets the ability to have transparent shadow */
  9799. transparencyShadow: boolean;
  9800. /**
  9801. * Sets the ability to have transparent shadow (boolean).
  9802. * @param transparent True if transparent else False
  9803. * @returns the shadow generator allowing fluent coding
  9804. */
  9805. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9806. private _shadowMap;
  9807. private _shadowMap2;
  9808. /**
  9809. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9810. * @returns The render target texture if present otherwise, null
  9811. */
  9812. getShadowMap(): Nullable<RenderTargetTexture>;
  9813. /**
  9814. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9815. * @returns The render target texture if the shadow map is present otherwise, null
  9816. */
  9817. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9818. /**
  9819. * Gets the class name of that object
  9820. * @returns "ShadowGenerator"
  9821. */
  9822. getClassName(): string;
  9823. /**
  9824. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9825. * @param mesh Mesh to add
  9826. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9827. * @returns the Shadow Generator itself
  9828. */
  9829. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9830. /**
  9831. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9832. * @param mesh Mesh to remove
  9833. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9834. * @returns the Shadow Generator itself
  9835. */
  9836. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9837. /**
  9838. * Controls the extent to which the shadows fade out at the edge of the frustum
  9839. * Used only by directionals and spots
  9840. */
  9841. frustumEdgeFalloff: number;
  9842. private _light;
  9843. /**
  9844. * Returns the associated light object.
  9845. * @returns the light generating the shadow
  9846. */
  9847. getLight(): IShadowLight;
  9848. /**
  9849. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9850. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9851. * It might on the other hand introduce peter panning.
  9852. */
  9853. forceBackFacesOnly: boolean;
  9854. private _scene;
  9855. private _lightDirection;
  9856. private _effect;
  9857. private _viewMatrix;
  9858. private _projectionMatrix;
  9859. private _transformMatrix;
  9860. private _cachedPosition;
  9861. private _cachedDirection;
  9862. private _cachedDefines;
  9863. private _currentRenderID;
  9864. private _boxBlurPostprocess;
  9865. private _kernelBlurXPostprocess;
  9866. private _kernelBlurYPostprocess;
  9867. private _blurPostProcesses;
  9868. private _mapSize;
  9869. private _currentFaceIndex;
  9870. private _currentFaceIndexCache;
  9871. private _textureType;
  9872. private _defaultTextureMatrix;
  9873. private _storedUniqueId;
  9874. /** @hidden */
  9875. static _SceneComponentInitialization: (scene: Scene) => void;
  9876. /**
  9877. * Creates a ShadowGenerator object.
  9878. * A ShadowGenerator is the required tool to use the shadows.
  9879. * Each light casting shadows needs to use its own ShadowGenerator.
  9880. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9881. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9882. * @param light The light object generating the shadows.
  9883. * @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.
  9884. */
  9885. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9886. private _initializeGenerator;
  9887. private _initializeShadowMap;
  9888. private _initializeBlurRTTAndPostProcesses;
  9889. private _renderForShadowMap;
  9890. private _renderSubMeshForShadowMap;
  9891. private _applyFilterValues;
  9892. /**
  9893. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9894. * @param onCompiled Callback triggered at the and of the effects compilation
  9895. * @param options Sets of optional options forcing the compilation with different modes
  9896. */
  9897. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9898. useInstances: boolean;
  9899. }>): void;
  9900. /**
  9901. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9902. * @param options Sets of optional options forcing the compilation with different modes
  9903. * @returns A promise that resolves when the compilation completes
  9904. */
  9905. forceCompilationAsync(options?: Partial<{
  9906. useInstances: boolean;
  9907. }>): Promise<void>;
  9908. /**
  9909. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9910. * @param subMesh The submesh we want to render in the shadow map
  9911. * @param useInstances Defines wether will draw in the map using instances
  9912. * @returns true if ready otherwise, false
  9913. */
  9914. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9915. /**
  9916. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9917. * @param defines Defines of the material we want to update
  9918. * @param lightIndex Index of the light in the enabled light list of the material
  9919. */
  9920. prepareDefines(defines: any, lightIndex: number): void;
  9921. /**
  9922. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9923. * defined in the generator but impacting the effect).
  9924. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9925. * @param effect The effect we are binfing the information for
  9926. */
  9927. bindShadowLight(lightIndex: string, effect: Effect): void;
  9928. /**
  9929. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9930. * (eq to shadow prjection matrix * light transform matrix)
  9931. * @returns The transform matrix used to create the shadow map
  9932. */
  9933. getTransformMatrix(): Matrix;
  9934. /**
  9935. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9936. * Cube and 2D textures for instance.
  9937. */
  9938. recreateShadowMap(): void;
  9939. private _disposeBlurPostProcesses;
  9940. private _disposeRTTandPostProcesses;
  9941. /**
  9942. * Disposes the ShadowGenerator.
  9943. * Returns nothing.
  9944. */
  9945. dispose(): void;
  9946. /**
  9947. * Serializes the shadow generator setup to a json object.
  9948. * @returns The serialized JSON object
  9949. */
  9950. serialize(): any;
  9951. /**
  9952. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9953. * @param parsedShadowGenerator The JSON object to parse
  9954. * @param scene The scene to create the shadow map for
  9955. * @returns The parsed shadow generator
  9956. */
  9957. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9958. }
  9959. }
  9960. declare module "babylonjs/Lights/light" {
  9961. import { Nullable } from "babylonjs/types";
  9962. import { Scene } from "babylonjs/scene";
  9963. import { Vector3 } from "babylonjs/Maths/math.vector";
  9964. import { Color3 } from "babylonjs/Maths/math.color";
  9965. import { Node } from "babylonjs/node";
  9966. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9967. import { Effect } from "babylonjs/Materials/effect";
  9968. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9969. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9970. /**
  9971. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9972. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9973. * 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.
  9974. */
  9975. export abstract class Light extends Node {
  9976. /**
  9977. * Falloff Default: light is falling off following the material specification:
  9978. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9979. */
  9980. static readonly FALLOFF_DEFAULT: number;
  9981. /**
  9982. * Falloff Physical: light is falling off following the inverse squared distance law.
  9983. */
  9984. static readonly FALLOFF_PHYSICAL: number;
  9985. /**
  9986. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9987. * to enhance interoperability with other engines.
  9988. */
  9989. static readonly FALLOFF_GLTF: number;
  9990. /**
  9991. * Falloff Standard: light is falling off like in the standard material
  9992. * to enhance interoperability with other materials.
  9993. */
  9994. static readonly FALLOFF_STANDARD: number;
  9995. /**
  9996. * If every light affecting the material is in this lightmapMode,
  9997. * material.lightmapTexture adds or multiplies
  9998. * (depends on material.useLightmapAsShadowmap)
  9999. * after every other light calculations.
  10000. */
  10001. static readonly LIGHTMAP_DEFAULT: number;
  10002. /**
  10003. * material.lightmapTexture as only diffuse lighting from this light
  10004. * adds only specular lighting from this light
  10005. * adds dynamic shadows
  10006. */
  10007. static readonly LIGHTMAP_SPECULAR: number;
  10008. /**
  10009. * material.lightmapTexture as only lighting
  10010. * no light calculation from this light
  10011. * only adds dynamic shadows from this light
  10012. */
  10013. static readonly LIGHTMAP_SHADOWSONLY: number;
  10014. /**
  10015. * Each light type uses the default quantity according to its type:
  10016. * point/spot lights use luminous intensity
  10017. * directional lights use illuminance
  10018. */
  10019. static readonly INTENSITYMODE_AUTOMATIC: number;
  10020. /**
  10021. * lumen (lm)
  10022. */
  10023. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  10024. /**
  10025. * candela (lm/sr)
  10026. */
  10027. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  10028. /**
  10029. * lux (lm/m^2)
  10030. */
  10031. static readonly INTENSITYMODE_ILLUMINANCE: number;
  10032. /**
  10033. * nit (cd/m^2)
  10034. */
  10035. static readonly INTENSITYMODE_LUMINANCE: number;
  10036. /**
  10037. * Light type const id of the point light.
  10038. */
  10039. static readonly LIGHTTYPEID_POINTLIGHT: number;
  10040. /**
  10041. * Light type const id of the directional light.
  10042. */
  10043. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  10044. /**
  10045. * Light type const id of the spot light.
  10046. */
  10047. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  10048. /**
  10049. * Light type const id of the hemispheric light.
  10050. */
  10051. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  10052. /**
  10053. * Diffuse gives the basic color to an object.
  10054. */
  10055. diffuse: Color3;
  10056. /**
  10057. * Specular produces a highlight color on an object.
  10058. * Note: This is note affecting PBR materials.
  10059. */
  10060. specular: Color3;
  10061. /**
  10062. * Defines the falloff type for this light. This lets overrriding how punctual light are
  10063. * falling off base on range or angle.
  10064. * This can be set to any values in Light.FALLOFF_x.
  10065. *
  10066. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  10067. * other types of materials.
  10068. */
  10069. falloffType: number;
  10070. /**
  10071. * Strength of the light.
  10072. * Note: By default it is define in the framework own unit.
  10073. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  10074. */
  10075. intensity: number;
  10076. private _range;
  10077. protected _inverseSquaredRange: number;
  10078. /**
  10079. * Defines how far from the source the light is impacting in scene units.
  10080. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10081. */
  10082. /**
  10083. * Defines how far from the source the light is impacting in scene units.
  10084. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10085. */
  10086. range: number;
  10087. /**
  10088. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10089. * of light.
  10090. */
  10091. private _photometricScale;
  10092. private _intensityMode;
  10093. /**
  10094. * Gets the photometric scale used to interpret the intensity.
  10095. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10096. */
  10097. /**
  10098. * Sets the photometric scale used to interpret the intensity.
  10099. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10100. */
  10101. intensityMode: number;
  10102. private _radius;
  10103. /**
  10104. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10105. */
  10106. /**
  10107. * sets the light radius used by PBR Materials to simulate soft area lights.
  10108. */
  10109. radius: number;
  10110. private _renderPriority;
  10111. /**
  10112. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10113. * exceeding the number allowed of the materials.
  10114. */
  10115. renderPriority: number;
  10116. private _shadowEnabled;
  10117. /**
  10118. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10119. * the current shadow generator.
  10120. */
  10121. /**
  10122. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10123. * the current shadow generator.
  10124. */
  10125. shadowEnabled: boolean;
  10126. private _includedOnlyMeshes;
  10127. /**
  10128. * Gets the only meshes impacted by this light.
  10129. */
  10130. /**
  10131. * Sets the only meshes impacted by this light.
  10132. */
  10133. includedOnlyMeshes: AbstractMesh[];
  10134. private _excludedMeshes;
  10135. /**
  10136. * Gets the meshes not impacted by this light.
  10137. */
  10138. /**
  10139. * Sets the meshes not impacted by this light.
  10140. */
  10141. excludedMeshes: AbstractMesh[];
  10142. private _excludeWithLayerMask;
  10143. /**
  10144. * Gets the layer id use to find what meshes are not impacted by the light.
  10145. * Inactive if 0
  10146. */
  10147. /**
  10148. * Sets the layer id use to find what meshes are not impacted by the light.
  10149. * Inactive if 0
  10150. */
  10151. excludeWithLayerMask: number;
  10152. private _includeOnlyWithLayerMask;
  10153. /**
  10154. * Gets the layer id use to find what meshes are impacted by the light.
  10155. * Inactive if 0
  10156. */
  10157. /**
  10158. * Sets the layer id use to find what meshes are impacted by the light.
  10159. * Inactive if 0
  10160. */
  10161. includeOnlyWithLayerMask: number;
  10162. private _lightmapMode;
  10163. /**
  10164. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10165. */
  10166. /**
  10167. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10168. */
  10169. lightmapMode: number;
  10170. /**
  10171. * Shadow generator associted to the light.
  10172. * @hidden Internal use only.
  10173. */
  10174. _shadowGenerator: Nullable<IShadowGenerator>;
  10175. /**
  10176. * @hidden Internal use only.
  10177. */
  10178. _excludedMeshesIds: string[];
  10179. /**
  10180. * @hidden Internal use only.
  10181. */
  10182. _includedOnlyMeshesIds: string[];
  10183. /**
  10184. * The current light unifom buffer.
  10185. * @hidden Internal use only.
  10186. */
  10187. _uniformBuffer: UniformBuffer;
  10188. /** @hidden */
  10189. _renderId: number;
  10190. /**
  10191. * Creates a Light object in the scene.
  10192. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10193. * @param name The firendly name of the light
  10194. * @param scene The scene the light belongs too
  10195. */
  10196. constructor(name: string, scene: Scene);
  10197. protected abstract _buildUniformLayout(): void;
  10198. /**
  10199. * Sets the passed Effect "effect" with the Light information.
  10200. * @param effect The effect to update
  10201. * @param lightIndex The index of the light in the effect to update
  10202. * @returns The light
  10203. */
  10204. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10205. /**
  10206. * Sets the passed Effect "effect" with the Light information.
  10207. * @param effect The effect to update
  10208. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10209. * @returns The light
  10210. */
  10211. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10212. /**
  10213. * Returns the string "Light".
  10214. * @returns the class name
  10215. */
  10216. getClassName(): string;
  10217. /** @hidden */
  10218. readonly _isLight: boolean;
  10219. /**
  10220. * Converts the light information to a readable string for debug purpose.
  10221. * @param fullDetails Supports for multiple levels of logging within scene loading
  10222. * @returns the human readable light info
  10223. */
  10224. toString(fullDetails?: boolean): string;
  10225. /** @hidden */
  10226. protected _syncParentEnabledState(): void;
  10227. /**
  10228. * Set the enabled state of this node.
  10229. * @param value - the new enabled state
  10230. */
  10231. setEnabled(value: boolean): void;
  10232. /**
  10233. * Returns the Light associated shadow generator if any.
  10234. * @return the associated shadow generator.
  10235. */
  10236. getShadowGenerator(): Nullable<IShadowGenerator>;
  10237. /**
  10238. * Returns a Vector3, the absolute light position in the World.
  10239. * @returns the world space position of the light
  10240. */
  10241. getAbsolutePosition(): Vector3;
  10242. /**
  10243. * Specifies if the light will affect the passed mesh.
  10244. * @param mesh The mesh to test against the light
  10245. * @return true the mesh is affected otherwise, false.
  10246. */
  10247. canAffectMesh(mesh: AbstractMesh): boolean;
  10248. /**
  10249. * Sort function to order lights for rendering.
  10250. * @param a First Light object to compare to second.
  10251. * @param b Second Light object to compare first.
  10252. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10253. */
  10254. static CompareLightsPriority(a: Light, b: Light): number;
  10255. /**
  10256. * Releases resources associated with this node.
  10257. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10258. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10259. */
  10260. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10261. /**
  10262. * Returns the light type ID (integer).
  10263. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10264. */
  10265. getTypeID(): number;
  10266. /**
  10267. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10268. * @returns the scaled intensity in intensity mode unit
  10269. */
  10270. getScaledIntensity(): number;
  10271. /**
  10272. * Returns a new Light object, named "name", from the current one.
  10273. * @param name The name of the cloned light
  10274. * @returns the new created light
  10275. */
  10276. clone(name: string): Nullable<Light>;
  10277. /**
  10278. * Serializes the current light into a Serialization object.
  10279. * @returns the serialized object.
  10280. */
  10281. serialize(): any;
  10282. /**
  10283. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10284. * This new light is named "name" and added to the passed scene.
  10285. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10286. * @param name The friendly name of the light
  10287. * @param scene The scene the new light will belong to
  10288. * @returns the constructor function
  10289. */
  10290. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10291. /**
  10292. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10293. * @param parsedLight The JSON representation of the light
  10294. * @param scene The scene to create the parsed light in
  10295. * @returns the created light after parsing
  10296. */
  10297. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10298. private _hookArrayForExcluded;
  10299. private _hookArrayForIncludedOnly;
  10300. private _resyncMeshes;
  10301. /**
  10302. * Forces the meshes to update their light related information in their rendering used effects
  10303. * @hidden Internal Use Only
  10304. */
  10305. _markMeshesAsLightDirty(): void;
  10306. /**
  10307. * Recomputes the cached photometric scale if needed.
  10308. */
  10309. private _computePhotometricScale;
  10310. /**
  10311. * Returns the Photometric Scale according to the light type and intensity mode.
  10312. */
  10313. private _getPhotometricScale;
  10314. /**
  10315. * Reorder the light in the scene according to their defined priority.
  10316. * @hidden Internal Use Only
  10317. */
  10318. _reorderLightsInScene(): void;
  10319. /**
  10320. * Prepares the list of defines specific to the light type.
  10321. * @param defines the list of defines
  10322. * @param lightIndex defines the index of the light for the effect
  10323. */
  10324. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10325. }
  10326. }
  10327. declare module "babylonjs/Actions/action" {
  10328. import { Observable } from "babylonjs/Misc/observable";
  10329. import { Condition } from "babylonjs/Actions/condition";
  10330. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10331. import { ActionManager } from "babylonjs/Actions/actionManager";
  10332. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10333. /**
  10334. * Interface used to define Action
  10335. */
  10336. export interface IAction {
  10337. /**
  10338. * Trigger for the action
  10339. */
  10340. trigger: number;
  10341. /** Options of the trigger */
  10342. triggerOptions: any;
  10343. /**
  10344. * Gets the trigger parameters
  10345. * @returns the trigger parameters
  10346. */
  10347. getTriggerParameter(): any;
  10348. /**
  10349. * Internal only - executes current action event
  10350. * @hidden
  10351. */
  10352. _executeCurrent(evt?: ActionEvent): void;
  10353. /**
  10354. * Serialize placeholder for child classes
  10355. * @param parent of child
  10356. * @returns the serialized object
  10357. */
  10358. serialize(parent: any): any;
  10359. /**
  10360. * Internal only
  10361. * @hidden
  10362. */
  10363. _prepare(): void;
  10364. /**
  10365. * Internal only - manager for action
  10366. * @hidden
  10367. */
  10368. _actionManager: AbstractActionManager;
  10369. /**
  10370. * Adds action to chain of actions, may be a DoNothingAction
  10371. * @param action defines the next action to execute
  10372. * @returns The action passed in
  10373. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10374. */
  10375. then(action: IAction): IAction;
  10376. }
  10377. /**
  10378. * The action to be carried out following a trigger
  10379. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10380. */
  10381. export class Action implements IAction {
  10382. /** the trigger, with or without parameters, for the action */
  10383. triggerOptions: any;
  10384. /**
  10385. * Trigger for the action
  10386. */
  10387. trigger: number;
  10388. /**
  10389. * Internal only - manager for action
  10390. * @hidden
  10391. */
  10392. _actionManager: ActionManager;
  10393. private _nextActiveAction;
  10394. private _child;
  10395. private _condition?;
  10396. private _triggerParameter;
  10397. /**
  10398. * An event triggered prior to action being executed.
  10399. */
  10400. onBeforeExecuteObservable: Observable<Action>;
  10401. /**
  10402. * Creates a new Action
  10403. * @param triggerOptions the trigger, with or without parameters, for the action
  10404. * @param condition an optional determinant of action
  10405. */
  10406. constructor(
  10407. /** the trigger, with or without parameters, for the action */
  10408. triggerOptions: any, condition?: Condition);
  10409. /**
  10410. * Internal only
  10411. * @hidden
  10412. */
  10413. _prepare(): void;
  10414. /**
  10415. * Gets the trigger parameters
  10416. * @returns the trigger parameters
  10417. */
  10418. getTriggerParameter(): any;
  10419. /**
  10420. * Internal only - executes current action event
  10421. * @hidden
  10422. */
  10423. _executeCurrent(evt?: ActionEvent): void;
  10424. /**
  10425. * Execute placeholder for child classes
  10426. * @param evt optional action event
  10427. */
  10428. execute(evt?: ActionEvent): void;
  10429. /**
  10430. * Skips to next active action
  10431. */
  10432. skipToNextActiveAction(): void;
  10433. /**
  10434. * Adds action to chain of actions, may be a DoNothingAction
  10435. * @param action defines the next action to execute
  10436. * @returns The action passed in
  10437. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10438. */
  10439. then(action: Action): Action;
  10440. /**
  10441. * Internal only
  10442. * @hidden
  10443. */
  10444. _getProperty(propertyPath: string): string;
  10445. /**
  10446. * Internal only
  10447. * @hidden
  10448. */
  10449. _getEffectiveTarget(target: any, propertyPath: string): any;
  10450. /**
  10451. * Serialize placeholder for child classes
  10452. * @param parent of child
  10453. * @returns the serialized object
  10454. */
  10455. serialize(parent: any): any;
  10456. /**
  10457. * Internal only called by serialize
  10458. * @hidden
  10459. */
  10460. protected _serialize(serializedAction: any, parent?: any): any;
  10461. /**
  10462. * Internal only
  10463. * @hidden
  10464. */
  10465. static _SerializeValueAsString: (value: any) => string;
  10466. /**
  10467. * Internal only
  10468. * @hidden
  10469. */
  10470. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10471. name: string;
  10472. targetType: string;
  10473. value: string;
  10474. };
  10475. }
  10476. }
  10477. declare module "babylonjs/Actions/condition" {
  10478. import { ActionManager } from "babylonjs/Actions/actionManager";
  10479. /**
  10480. * A Condition applied to an Action
  10481. */
  10482. export class Condition {
  10483. /**
  10484. * Internal only - manager for action
  10485. * @hidden
  10486. */
  10487. _actionManager: ActionManager;
  10488. /**
  10489. * Internal only
  10490. * @hidden
  10491. */
  10492. _evaluationId: number;
  10493. /**
  10494. * Internal only
  10495. * @hidden
  10496. */
  10497. _currentResult: boolean;
  10498. /**
  10499. * Creates a new Condition
  10500. * @param actionManager the manager of the action the condition is applied to
  10501. */
  10502. constructor(actionManager: ActionManager);
  10503. /**
  10504. * Check if the current condition is valid
  10505. * @returns a boolean
  10506. */
  10507. isValid(): boolean;
  10508. /**
  10509. * Internal only
  10510. * @hidden
  10511. */
  10512. _getProperty(propertyPath: string): string;
  10513. /**
  10514. * Internal only
  10515. * @hidden
  10516. */
  10517. _getEffectiveTarget(target: any, propertyPath: string): any;
  10518. /**
  10519. * Serialize placeholder for child classes
  10520. * @returns the serialized object
  10521. */
  10522. serialize(): any;
  10523. /**
  10524. * Internal only
  10525. * @hidden
  10526. */
  10527. protected _serialize(serializedCondition: any): any;
  10528. }
  10529. /**
  10530. * Defines specific conditional operators as extensions of Condition
  10531. */
  10532. export class ValueCondition extends Condition {
  10533. /** path to specify the property of the target the conditional operator uses */
  10534. propertyPath: string;
  10535. /** the value compared by the conditional operator against the current value of the property */
  10536. value: any;
  10537. /** the conditional operator, default ValueCondition.IsEqual */
  10538. operator: number;
  10539. /**
  10540. * Internal only
  10541. * @hidden
  10542. */
  10543. private static _IsEqual;
  10544. /**
  10545. * Internal only
  10546. * @hidden
  10547. */
  10548. private static _IsDifferent;
  10549. /**
  10550. * Internal only
  10551. * @hidden
  10552. */
  10553. private static _IsGreater;
  10554. /**
  10555. * Internal only
  10556. * @hidden
  10557. */
  10558. private static _IsLesser;
  10559. /**
  10560. * returns the number for IsEqual
  10561. */
  10562. static readonly IsEqual: number;
  10563. /**
  10564. * Returns the number for IsDifferent
  10565. */
  10566. static readonly IsDifferent: number;
  10567. /**
  10568. * Returns the number for IsGreater
  10569. */
  10570. static readonly IsGreater: number;
  10571. /**
  10572. * Returns the number for IsLesser
  10573. */
  10574. static readonly IsLesser: number;
  10575. /**
  10576. * Internal only The action manager for the condition
  10577. * @hidden
  10578. */
  10579. _actionManager: ActionManager;
  10580. /**
  10581. * Internal only
  10582. * @hidden
  10583. */
  10584. private _target;
  10585. /**
  10586. * Internal only
  10587. * @hidden
  10588. */
  10589. private _effectiveTarget;
  10590. /**
  10591. * Internal only
  10592. * @hidden
  10593. */
  10594. private _property;
  10595. /**
  10596. * Creates a new ValueCondition
  10597. * @param actionManager manager for the action the condition applies to
  10598. * @param target for the action
  10599. * @param propertyPath path to specify the property of the target the conditional operator uses
  10600. * @param value the value compared by the conditional operator against the current value of the property
  10601. * @param operator the conditional operator, default ValueCondition.IsEqual
  10602. */
  10603. constructor(actionManager: ActionManager, target: any,
  10604. /** path to specify the property of the target the conditional operator uses */
  10605. propertyPath: string,
  10606. /** the value compared by the conditional operator against the current value of the property */
  10607. value: any,
  10608. /** the conditional operator, default ValueCondition.IsEqual */
  10609. operator?: number);
  10610. /**
  10611. * Compares the given value with the property value for the specified conditional operator
  10612. * @returns the result of the comparison
  10613. */
  10614. isValid(): boolean;
  10615. /**
  10616. * Serialize the ValueCondition into a JSON compatible object
  10617. * @returns serialization object
  10618. */
  10619. serialize(): any;
  10620. /**
  10621. * Gets the name of the conditional operator for the ValueCondition
  10622. * @param operator the conditional operator
  10623. * @returns the name
  10624. */
  10625. static GetOperatorName(operator: number): string;
  10626. }
  10627. /**
  10628. * Defines a predicate condition as an extension of Condition
  10629. */
  10630. export class PredicateCondition extends Condition {
  10631. /** defines the predicate function used to validate the condition */
  10632. predicate: () => boolean;
  10633. /**
  10634. * Internal only - manager for action
  10635. * @hidden
  10636. */
  10637. _actionManager: ActionManager;
  10638. /**
  10639. * Creates a new PredicateCondition
  10640. * @param actionManager manager for the action the condition applies to
  10641. * @param predicate defines the predicate function used to validate the condition
  10642. */
  10643. constructor(actionManager: ActionManager,
  10644. /** defines the predicate function used to validate the condition */
  10645. predicate: () => boolean);
  10646. /**
  10647. * @returns the validity of the predicate condition
  10648. */
  10649. isValid(): boolean;
  10650. }
  10651. /**
  10652. * Defines a state condition as an extension of Condition
  10653. */
  10654. export class StateCondition extends Condition {
  10655. /** Value to compare with target state */
  10656. value: string;
  10657. /**
  10658. * Internal only - manager for action
  10659. * @hidden
  10660. */
  10661. _actionManager: ActionManager;
  10662. /**
  10663. * Internal only
  10664. * @hidden
  10665. */
  10666. private _target;
  10667. /**
  10668. * Creates a new StateCondition
  10669. * @param actionManager manager for the action the condition applies to
  10670. * @param target of the condition
  10671. * @param value to compare with target state
  10672. */
  10673. constructor(actionManager: ActionManager, target: any,
  10674. /** Value to compare with target state */
  10675. value: string);
  10676. /**
  10677. * Gets a boolean indicating if the current condition is met
  10678. * @returns the validity of the state
  10679. */
  10680. isValid(): boolean;
  10681. /**
  10682. * Serialize the StateCondition into a JSON compatible object
  10683. * @returns serialization object
  10684. */
  10685. serialize(): any;
  10686. }
  10687. }
  10688. declare module "babylonjs/Actions/directActions" {
  10689. import { Action } from "babylonjs/Actions/action";
  10690. import { Condition } from "babylonjs/Actions/condition";
  10691. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10692. /**
  10693. * This defines an action responsible to toggle a boolean once triggered.
  10694. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10695. */
  10696. export class SwitchBooleanAction extends Action {
  10697. /**
  10698. * The path to the boolean property in the target object
  10699. */
  10700. propertyPath: string;
  10701. private _target;
  10702. private _effectiveTarget;
  10703. private _property;
  10704. /**
  10705. * Instantiate the action
  10706. * @param triggerOptions defines the trigger options
  10707. * @param target defines the object containing the boolean
  10708. * @param propertyPath defines the path to the boolean property in the target object
  10709. * @param condition defines the trigger related conditions
  10710. */
  10711. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10712. /** @hidden */
  10713. _prepare(): void;
  10714. /**
  10715. * Execute the action toggle the boolean value.
  10716. */
  10717. execute(): void;
  10718. /**
  10719. * Serializes the actions and its related information.
  10720. * @param parent defines the object to serialize in
  10721. * @returns the serialized object
  10722. */
  10723. serialize(parent: any): any;
  10724. }
  10725. /**
  10726. * This defines an action responsible to set a the state field of the target
  10727. * to a desired value once triggered.
  10728. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10729. */
  10730. export class SetStateAction extends Action {
  10731. /**
  10732. * The value to store in the state field.
  10733. */
  10734. value: string;
  10735. private _target;
  10736. /**
  10737. * Instantiate the action
  10738. * @param triggerOptions defines the trigger options
  10739. * @param target defines the object containing the state property
  10740. * @param value defines the value to store in the state field
  10741. * @param condition defines the trigger related conditions
  10742. */
  10743. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10744. /**
  10745. * Execute the action and store the value on the target state property.
  10746. */
  10747. execute(): void;
  10748. /**
  10749. * Serializes the actions and its related information.
  10750. * @param parent defines the object to serialize in
  10751. * @returns the serialized object
  10752. */
  10753. serialize(parent: any): any;
  10754. }
  10755. /**
  10756. * This defines an action responsible to set a property of the target
  10757. * to a desired value once triggered.
  10758. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10759. */
  10760. export class SetValueAction extends Action {
  10761. /**
  10762. * The path of the property to set in the target.
  10763. */
  10764. propertyPath: string;
  10765. /**
  10766. * The value to set in the property
  10767. */
  10768. value: any;
  10769. private _target;
  10770. private _effectiveTarget;
  10771. private _property;
  10772. /**
  10773. * Instantiate the action
  10774. * @param triggerOptions defines the trigger options
  10775. * @param target defines the object containing the property
  10776. * @param propertyPath defines the path of the property to set in the target
  10777. * @param value defines the value to set in the property
  10778. * @param condition defines the trigger related conditions
  10779. */
  10780. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10781. /** @hidden */
  10782. _prepare(): void;
  10783. /**
  10784. * Execute the action and set the targetted property to the desired value.
  10785. */
  10786. execute(): void;
  10787. /**
  10788. * Serializes the actions and its related information.
  10789. * @param parent defines the object to serialize in
  10790. * @returns the serialized object
  10791. */
  10792. serialize(parent: any): any;
  10793. }
  10794. /**
  10795. * This defines an action responsible to increment the target value
  10796. * to a desired value once triggered.
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10798. */
  10799. export class IncrementValueAction extends Action {
  10800. /**
  10801. * The path of the property to increment in the target.
  10802. */
  10803. propertyPath: string;
  10804. /**
  10805. * The value we should increment the property by.
  10806. */
  10807. value: any;
  10808. private _target;
  10809. private _effectiveTarget;
  10810. private _property;
  10811. /**
  10812. * Instantiate the action
  10813. * @param triggerOptions defines the trigger options
  10814. * @param target defines the object containing the property
  10815. * @param propertyPath defines the path of the property to increment in the target
  10816. * @param value defines the value value we should increment the property by
  10817. * @param condition defines the trigger related conditions
  10818. */
  10819. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10820. /** @hidden */
  10821. _prepare(): void;
  10822. /**
  10823. * Execute the action and increment the target of the value amount.
  10824. */
  10825. execute(): void;
  10826. /**
  10827. * Serializes the actions and its related information.
  10828. * @param parent defines the object to serialize in
  10829. * @returns the serialized object
  10830. */
  10831. serialize(parent: any): any;
  10832. }
  10833. /**
  10834. * This defines an action responsible to start an animation once triggered.
  10835. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10836. */
  10837. export class PlayAnimationAction extends Action {
  10838. /**
  10839. * Where the animation should start (animation frame)
  10840. */
  10841. from: number;
  10842. /**
  10843. * Where the animation should stop (animation frame)
  10844. */
  10845. to: number;
  10846. /**
  10847. * Define if the animation should loop or stop after the first play.
  10848. */
  10849. loop?: boolean;
  10850. private _target;
  10851. /**
  10852. * Instantiate the action
  10853. * @param triggerOptions defines the trigger options
  10854. * @param target defines the target animation or animation name
  10855. * @param from defines from where the animation should start (animation frame)
  10856. * @param end defines where the animation should stop (animation frame)
  10857. * @param loop defines if the animation should loop or stop after the first play
  10858. * @param condition defines the trigger related conditions
  10859. */
  10860. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10861. /** @hidden */
  10862. _prepare(): void;
  10863. /**
  10864. * Execute the action and play the animation.
  10865. */
  10866. execute(): void;
  10867. /**
  10868. * Serializes the actions and its related information.
  10869. * @param parent defines the object to serialize in
  10870. * @returns the serialized object
  10871. */
  10872. serialize(parent: any): any;
  10873. }
  10874. /**
  10875. * This defines an action responsible to stop an animation once triggered.
  10876. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10877. */
  10878. export class StopAnimationAction extends Action {
  10879. private _target;
  10880. /**
  10881. * Instantiate the action
  10882. * @param triggerOptions defines the trigger options
  10883. * @param target defines the target animation or animation name
  10884. * @param condition defines the trigger related conditions
  10885. */
  10886. constructor(triggerOptions: any, target: any, condition?: Condition);
  10887. /** @hidden */
  10888. _prepare(): void;
  10889. /**
  10890. * Execute the action and stop the animation.
  10891. */
  10892. execute(): void;
  10893. /**
  10894. * Serializes the actions and its related information.
  10895. * @param parent defines the object to serialize in
  10896. * @returns the serialized object
  10897. */
  10898. serialize(parent: any): any;
  10899. }
  10900. /**
  10901. * This defines an action responsible that does nothing once triggered.
  10902. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10903. */
  10904. export class DoNothingAction extends Action {
  10905. /**
  10906. * Instantiate the action
  10907. * @param triggerOptions defines the trigger options
  10908. * @param condition defines the trigger related conditions
  10909. */
  10910. constructor(triggerOptions?: any, condition?: Condition);
  10911. /**
  10912. * Execute the action and do nothing.
  10913. */
  10914. execute(): void;
  10915. /**
  10916. * Serializes the actions and its related information.
  10917. * @param parent defines the object to serialize in
  10918. * @returns the serialized object
  10919. */
  10920. serialize(parent: any): any;
  10921. }
  10922. /**
  10923. * This defines an action responsible to trigger several actions once triggered.
  10924. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10925. */
  10926. export class CombineAction extends Action {
  10927. /**
  10928. * The list of aggregated animations to run.
  10929. */
  10930. children: Action[];
  10931. /**
  10932. * Instantiate the action
  10933. * @param triggerOptions defines the trigger options
  10934. * @param children defines the list of aggregated animations to run
  10935. * @param condition defines the trigger related conditions
  10936. */
  10937. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10938. /** @hidden */
  10939. _prepare(): void;
  10940. /**
  10941. * Execute the action and executes all the aggregated actions.
  10942. */
  10943. execute(evt: ActionEvent): void;
  10944. /**
  10945. * Serializes the actions and its related information.
  10946. * @param parent defines the object to serialize in
  10947. * @returns the serialized object
  10948. */
  10949. serialize(parent: any): any;
  10950. }
  10951. /**
  10952. * This defines an action responsible to run code (external event) once triggered.
  10953. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10954. */
  10955. export class ExecuteCodeAction extends Action {
  10956. /**
  10957. * The callback function to run.
  10958. */
  10959. func: (evt: ActionEvent) => void;
  10960. /**
  10961. * Instantiate the action
  10962. * @param triggerOptions defines the trigger options
  10963. * @param func defines the callback function to run
  10964. * @param condition defines the trigger related conditions
  10965. */
  10966. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10967. /**
  10968. * Execute the action and run the attached code.
  10969. */
  10970. execute(evt: ActionEvent): void;
  10971. }
  10972. /**
  10973. * This defines an action responsible to set the parent property of the target once triggered.
  10974. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10975. */
  10976. export class SetParentAction extends Action {
  10977. private _parent;
  10978. private _target;
  10979. /**
  10980. * Instantiate the action
  10981. * @param triggerOptions defines the trigger options
  10982. * @param target defines the target containing the parent property
  10983. * @param parent defines from where the animation should start (animation frame)
  10984. * @param condition defines the trigger related conditions
  10985. */
  10986. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10987. /** @hidden */
  10988. _prepare(): void;
  10989. /**
  10990. * Execute the action and set the parent property.
  10991. */
  10992. execute(): void;
  10993. /**
  10994. * Serializes the actions and its related information.
  10995. * @param parent defines the object to serialize in
  10996. * @returns the serialized object
  10997. */
  10998. serialize(parent: any): any;
  10999. }
  11000. }
  11001. declare module "babylonjs/Actions/actionManager" {
  11002. import { Nullable } from "babylonjs/types";
  11003. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11004. import { Scene } from "babylonjs/scene";
  11005. import { IAction } from "babylonjs/Actions/action";
  11006. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  11007. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  11008. /**
  11009. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  11010. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  11011. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11012. */
  11013. export class ActionManager extends AbstractActionManager {
  11014. /**
  11015. * Nothing
  11016. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11017. */
  11018. static readonly NothingTrigger: number;
  11019. /**
  11020. * On pick
  11021. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11022. */
  11023. static readonly OnPickTrigger: number;
  11024. /**
  11025. * On left pick
  11026. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11027. */
  11028. static readonly OnLeftPickTrigger: number;
  11029. /**
  11030. * On right pick
  11031. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11032. */
  11033. static readonly OnRightPickTrigger: number;
  11034. /**
  11035. * On center pick
  11036. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11037. */
  11038. static readonly OnCenterPickTrigger: number;
  11039. /**
  11040. * On pick down
  11041. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11042. */
  11043. static readonly OnPickDownTrigger: number;
  11044. /**
  11045. * On double pick
  11046. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11047. */
  11048. static readonly OnDoublePickTrigger: number;
  11049. /**
  11050. * On pick up
  11051. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11052. */
  11053. static readonly OnPickUpTrigger: number;
  11054. /**
  11055. * On pick out.
  11056. * This trigger will only be raised if you also declared a OnPickDown
  11057. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11058. */
  11059. static readonly OnPickOutTrigger: number;
  11060. /**
  11061. * On long press
  11062. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11063. */
  11064. static readonly OnLongPressTrigger: number;
  11065. /**
  11066. * On pointer over
  11067. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11068. */
  11069. static readonly OnPointerOverTrigger: number;
  11070. /**
  11071. * On pointer out
  11072. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11073. */
  11074. static readonly OnPointerOutTrigger: number;
  11075. /**
  11076. * On every frame
  11077. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11078. */
  11079. static readonly OnEveryFrameTrigger: number;
  11080. /**
  11081. * On intersection enter
  11082. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11083. */
  11084. static readonly OnIntersectionEnterTrigger: number;
  11085. /**
  11086. * On intersection exit
  11087. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11088. */
  11089. static readonly OnIntersectionExitTrigger: number;
  11090. /**
  11091. * On key down
  11092. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11093. */
  11094. static readonly OnKeyDownTrigger: number;
  11095. /**
  11096. * On key up
  11097. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11098. */
  11099. static readonly OnKeyUpTrigger: number;
  11100. private _scene;
  11101. /**
  11102. * Creates a new action manager
  11103. * @param scene defines the hosting scene
  11104. */
  11105. constructor(scene: Scene);
  11106. /**
  11107. * Releases all associated resources
  11108. */
  11109. dispose(): void;
  11110. /**
  11111. * Gets hosting scene
  11112. * @returns the hosting scene
  11113. */
  11114. getScene(): Scene;
  11115. /**
  11116. * Does this action manager handles actions of any of the given triggers
  11117. * @param triggers defines the triggers to be tested
  11118. * @return a boolean indicating whether one (or more) of the triggers is handled
  11119. */
  11120. hasSpecificTriggers(triggers: number[]): boolean;
  11121. /**
  11122. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11123. * speed.
  11124. * @param triggerA defines the trigger to be tested
  11125. * @param triggerB defines the trigger to be tested
  11126. * @return a boolean indicating whether one (or more) of the triggers is handled
  11127. */
  11128. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11129. /**
  11130. * Does this action manager handles actions of a given trigger
  11131. * @param trigger defines the trigger to be tested
  11132. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11133. * @return whether the trigger is handled
  11134. */
  11135. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11136. /**
  11137. * Does this action manager has pointer triggers
  11138. */
  11139. readonly hasPointerTriggers: boolean;
  11140. /**
  11141. * Does this action manager has pick triggers
  11142. */
  11143. readonly hasPickTriggers: boolean;
  11144. /**
  11145. * Registers an action to this action manager
  11146. * @param action defines the action to be registered
  11147. * @return the action amended (prepared) after registration
  11148. */
  11149. registerAction(action: IAction): Nullable<IAction>;
  11150. /**
  11151. * Unregisters an action to this action manager
  11152. * @param action defines the action to be unregistered
  11153. * @return a boolean indicating whether the action has been unregistered
  11154. */
  11155. unregisterAction(action: IAction): Boolean;
  11156. /**
  11157. * Process a specific trigger
  11158. * @param trigger defines the trigger to process
  11159. * @param evt defines the event details to be processed
  11160. */
  11161. processTrigger(trigger: number, evt?: IActionEvent): void;
  11162. /** @hidden */
  11163. _getEffectiveTarget(target: any, propertyPath: string): any;
  11164. /** @hidden */
  11165. _getProperty(propertyPath: string): string;
  11166. /**
  11167. * Serialize this manager to a JSON object
  11168. * @param name defines the property name to store this manager
  11169. * @returns a JSON representation of this manager
  11170. */
  11171. serialize(name: string): any;
  11172. /**
  11173. * Creates a new ActionManager from a JSON data
  11174. * @param parsedActions defines the JSON data to read from
  11175. * @param object defines the hosting mesh
  11176. * @param scene defines the hosting scene
  11177. */
  11178. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11179. /**
  11180. * Get a trigger name by index
  11181. * @param trigger defines the trigger index
  11182. * @returns a trigger name
  11183. */
  11184. static GetTriggerName(trigger: number): string;
  11185. }
  11186. }
  11187. declare module "babylonjs/Culling/ray" {
  11188. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11189. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11190. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11191. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11192. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11193. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11194. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11195. import { Plane } from "babylonjs/Maths/math.plane";
  11196. /**
  11197. * Class representing a ray with position and direction
  11198. */
  11199. export class Ray {
  11200. /** origin point */
  11201. origin: Vector3;
  11202. /** direction */
  11203. direction: Vector3;
  11204. /** length of the ray */
  11205. length: number;
  11206. private static readonly TmpVector3;
  11207. private _tmpRay;
  11208. /**
  11209. * Creates a new ray
  11210. * @param origin origin point
  11211. * @param direction direction
  11212. * @param length length of the ray
  11213. */
  11214. constructor(
  11215. /** origin point */
  11216. origin: Vector3,
  11217. /** direction */
  11218. direction: Vector3,
  11219. /** length of the ray */
  11220. length?: number);
  11221. /**
  11222. * Checks if the ray intersects a box
  11223. * @param minimum bound of the box
  11224. * @param maximum bound of the box
  11225. * @param intersectionTreshold extra extend to be added to the box in all direction
  11226. * @returns if the box was hit
  11227. */
  11228. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11229. /**
  11230. * Checks if the ray intersects a box
  11231. * @param box the bounding box to check
  11232. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11233. * @returns if the box was hit
  11234. */
  11235. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11236. /**
  11237. * If the ray hits a sphere
  11238. * @param sphere the bounding sphere to check
  11239. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11240. * @returns true if it hits the sphere
  11241. */
  11242. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11243. /**
  11244. * If the ray hits a triange
  11245. * @param vertex0 triangle vertex
  11246. * @param vertex1 triangle vertex
  11247. * @param vertex2 triangle vertex
  11248. * @returns intersection information if hit
  11249. */
  11250. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11251. /**
  11252. * Checks if ray intersects a plane
  11253. * @param plane the plane to check
  11254. * @returns the distance away it was hit
  11255. */
  11256. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11257. /**
  11258. * Calculate the intercept of a ray on a given axis
  11259. * @param axis to check 'x' | 'y' | 'z'
  11260. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11261. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11262. */
  11263. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11264. /**
  11265. * Checks if ray intersects a mesh
  11266. * @param mesh the mesh to check
  11267. * @param fastCheck if only the bounding box should checked
  11268. * @returns picking info of the intersecton
  11269. */
  11270. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11271. /**
  11272. * Checks if ray intersects a mesh
  11273. * @param meshes the meshes to check
  11274. * @param fastCheck if only the bounding box should checked
  11275. * @param results array to store result in
  11276. * @returns Array of picking infos
  11277. */
  11278. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11279. private _comparePickingInfo;
  11280. private static smallnum;
  11281. private static rayl;
  11282. /**
  11283. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11284. * @param sega the first point of the segment to test the intersection against
  11285. * @param segb the second point of the segment to test the intersection against
  11286. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11287. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11288. */
  11289. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11290. /**
  11291. * Update the ray from viewport position
  11292. * @param x position
  11293. * @param y y position
  11294. * @param viewportWidth viewport width
  11295. * @param viewportHeight viewport height
  11296. * @param world world matrix
  11297. * @param view view matrix
  11298. * @param projection projection matrix
  11299. * @returns this ray updated
  11300. */
  11301. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11302. /**
  11303. * Creates a ray with origin and direction of 0,0,0
  11304. * @returns the new ray
  11305. */
  11306. static Zero(): Ray;
  11307. /**
  11308. * Creates a new ray from screen space and viewport
  11309. * @param x position
  11310. * @param y y position
  11311. * @param viewportWidth viewport width
  11312. * @param viewportHeight viewport height
  11313. * @param world world matrix
  11314. * @param view view matrix
  11315. * @param projection projection matrix
  11316. * @returns new ray
  11317. */
  11318. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11319. /**
  11320. * 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
  11321. * transformed to the given world matrix.
  11322. * @param origin The origin point
  11323. * @param end The end point
  11324. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11325. * @returns the new ray
  11326. */
  11327. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11328. /**
  11329. * Transforms a ray by a matrix
  11330. * @param ray ray to transform
  11331. * @param matrix matrix to apply
  11332. * @returns the resulting new ray
  11333. */
  11334. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11335. /**
  11336. * Transforms a ray by a matrix
  11337. * @param ray ray to transform
  11338. * @param matrix matrix to apply
  11339. * @param result ray to store result in
  11340. */
  11341. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11342. /**
  11343. * Unproject a ray from screen space to object space
  11344. * @param sourceX defines the screen space x coordinate to use
  11345. * @param sourceY defines the screen space y coordinate to use
  11346. * @param viewportWidth defines the current width of the viewport
  11347. * @param viewportHeight defines the current height of the viewport
  11348. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11349. * @param view defines the view matrix to use
  11350. * @param projection defines the projection matrix to use
  11351. */
  11352. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11353. }
  11354. /**
  11355. * Type used to define predicate used to select faces when a mesh intersection is detected
  11356. */
  11357. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11358. module "babylonjs/scene" {
  11359. interface Scene {
  11360. /** @hidden */
  11361. _tempPickingRay: Nullable<Ray>;
  11362. /** @hidden */
  11363. _cachedRayForTransform: Ray;
  11364. /** @hidden */
  11365. _pickWithRayInverseMatrix: Matrix;
  11366. /** @hidden */
  11367. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11368. /** @hidden */
  11369. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11370. }
  11371. }
  11372. }
  11373. declare module "babylonjs/sceneComponent" {
  11374. import { Scene } from "babylonjs/scene";
  11375. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11376. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11377. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11378. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11379. import { Nullable } from "babylonjs/types";
  11380. import { Camera } from "babylonjs/Cameras/camera";
  11381. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11382. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11383. import { AbstractScene } from "babylonjs/abstractScene";
  11384. import { Mesh } from "babylonjs/Meshes/mesh";
  11385. /**
  11386. * Groups all the scene component constants in one place to ease maintenance.
  11387. * @hidden
  11388. */
  11389. export class SceneComponentConstants {
  11390. static readonly NAME_EFFECTLAYER: string;
  11391. static readonly NAME_LAYER: string;
  11392. static readonly NAME_LENSFLARESYSTEM: string;
  11393. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11394. static readonly NAME_PARTICLESYSTEM: string;
  11395. static readonly NAME_GAMEPAD: string;
  11396. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11397. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11398. static readonly NAME_DEPTHRENDERER: string;
  11399. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11400. static readonly NAME_SPRITE: string;
  11401. static readonly NAME_OUTLINERENDERER: string;
  11402. static readonly NAME_PROCEDURALTEXTURE: string;
  11403. static readonly NAME_SHADOWGENERATOR: string;
  11404. static readonly NAME_OCTREE: string;
  11405. static readonly NAME_PHYSICSENGINE: string;
  11406. static readonly NAME_AUDIO: string;
  11407. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11408. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11409. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11410. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11411. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11412. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11413. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11414. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11415. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11416. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11417. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11418. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11419. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11420. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11421. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11422. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11423. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11424. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11425. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11426. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11427. static readonly STEP_AFTERRENDER_AUDIO: number;
  11428. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11429. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11430. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11431. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11432. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11433. static readonly STEP_POINTERMOVE_SPRITE: number;
  11434. static readonly STEP_POINTERDOWN_SPRITE: number;
  11435. static readonly STEP_POINTERUP_SPRITE: number;
  11436. }
  11437. /**
  11438. * This represents a scene component.
  11439. *
  11440. * This is used to decouple the dependency the scene is having on the different workloads like
  11441. * layers, post processes...
  11442. */
  11443. export interface ISceneComponent {
  11444. /**
  11445. * The name of the component. Each component must have a unique name.
  11446. */
  11447. name: string;
  11448. /**
  11449. * The scene the component belongs to.
  11450. */
  11451. scene: Scene;
  11452. /**
  11453. * Register the component to one instance of a scene.
  11454. */
  11455. register(): void;
  11456. /**
  11457. * Rebuilds the elements related to this component in case of
  11458. * context lost for instance.
  11459. */
  11460. rebuild(): void;
  11461. /**
  11462. * Disposes the component and the associated ressources.
  11463. */
  11464. dispose(): void;
  11465. }
  11466. /**
  11467. * This represents a SERIALIZABLE scene component.
  11468. *
  11469. * This extends Scene Component to add Serialization methods on top.
  11470. */
  11471. export interface ISceneSerializableComponent extends ISceneComponent {
  11472. /**
  11473. * Adds all the elements from the container to the scene
  11474. * @param container the container holding the elements
  11475. */
  11476. addFromContainer(container: AbstractScene): void;
  11477. /**
  11478. * Removes all the elements in the container from the scene
  11479. * @param container contains the elements to remove
  11480. * @param dispose if the removed element should be disposed (default: false)
  11481. */
  11482. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11483. /**
  11484. * Serializes the component data to the specified json object
  11485. * @param serializationObject The object to serialize to
  11486. */
  11487. serialize(serializationObject: any): void;
  11488. }
  11489. /**
  11490. * Strong typing of a Mesh related stage step action
  11491. */
  11492. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11493. /**
  11494. * Strong typing of a Evaluate Sub Mesh related stage step action
  11495. */
  11496. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11497. /**
  11498. * Strong typing of a Active Mesh related stage step action
  11499. */
  11500. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11501. /**
  11502. * Strong typing of a Camera related stage step action
  11503. */
  11504. export type CameraStageAction = (camera: Camera) => void;
  11505. /**
  11506. * Strong typing of a Camera Frame buffer related stage step action
  11507. */
  11508. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11509. /**
  11510. * Strong typing of a Render Target related stage step action
  11511. */
  11512. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11513. /**
  11514. * Strong typing of a RenderingGroup related stage step action
  11515. */
  11516. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11517. /**
  11518. * Strong typing of a Mesh Render related stage step action
  11519. */
  11520. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11521. /**
  11522. * Strong typing of a simple stage step action
  11523. */
  11524. export type SimpleStageAction = () => void;
  11525. /**
  11526. * Strong typing of a render target action.
  11527. */
  11528. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11529. /**
  11530. * Strong typing of a pointer move action.
  11531. */
  11532. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  11533. /**
  11534. * Strong typing of a pointer up/down action.
  11535. */
  11536. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11537. /**
  11538. * Representation of a stage in the scene (Basically a list of ordered steps)
  11539. * @hidden
  11540. */
  11541. export class Stage<T extends Function> extends Array<{
  11542. index: number;
  11543. component: ISceneComponent;
  11544. action: T;
  11545. }> {
  11546. /**
  11547. * Hide ctor from the rest of the world.
  11548. * @param items The items to add.
  11549. */
  11550. private constructor();
  11551. /**
  11552. * Creates a new Stage.
  11553. * @returns A new instance of a Stage
  11554. */
  11555. static Create<T extends Function>(): Stage<T>;
  11556. /**
  11557. * Registers a step in an ordered way in the targeted stage.
  11558. * @param index Defines the position to register the step in
  11559. * @param component Defines the component attached to the step
  11560. * @param action Defines the action to launch during the step
  11561. */
  11562. registerStep(index: number, component: ISceneComponent, action: T): void;
  11563. /**
  11564. * Clears all the steps from the stage.
  11565. */
  11566. clear(): void;
  11567. }
  11568. }
  11569. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11570. import { Nullable } from "babylonjs/types";
  11571. import { Observable } from "babylonjs/Misc/observable";
  11572. import { Scene } from "babylonjs/scene";
  11573. import { Sprite } from "babylonjs/Sprites/sprite";
  11574. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11575. import { Ray } from "babylonjs/Culling/ray";
  11576. import { Camera } from "babylonjs/Cameras/camera";
  11577. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11578. import { ISceneComponent } from "babylonjs/sceneComponent";
  11579. module "babylonjs/scene" {
  11580. interface Scene {
  11581. /** @hidden */
  11582. _pointerOverSprite: Nullable<Sprite>;
  11583. /** @hidden */
  11584. _pickedDownSprite: Nullable<Sprite>;
  11585. /** @hidden */
  11586. _tempSpritePickingRay: Nullable<Ray>;
  11587. /**
  11588. * All of the sprite managers added to this scene
  11589. * @see http://doc.babylonjs.com/babylon101/sprites
  11590. */
  11591. spriteManagers: Array<ISpriteManager>;
  11592. /**
  11593. * An event triggered when sprites rendering is about to start
  11594. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11595. */
  11596. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11597. /**
  11598. * An event triggered when sprites rendering is done
  11599. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11600. */
  11601. onAfterSpritesRenderingObservable: Observable<Scene>;
  11602. /** @hidden */
  11603. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11604. /** Launch a ray to try to pick a sprite in the scene
  11605. * @param x position on screen
  11606. * @param y position on screen
  11607. * @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
  11608. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11609. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11610. * @returns a PickingInfo
  11611. */
  11612. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11613. /** Use the given ray to pick a sprite in the scene
  11614. * @param ray The ray (in world space) to use to pick meshes
  11615. * @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
  11616. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11617. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11618. * @returns a PickingInfo
  11619. */
  11620. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11621. /** @hidden */
  11622. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11623. /** Launch a ray to try to pick sprites in the scene
  11624. * @param x position on screen
  11625. * @param y position on screen
  11626. * @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
  11627. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11628. * @returns a PickingInfo array
  11629. */
  11630. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11631. /** Use the given ray to pick sprites in the scene
  11632. * @param ray The ray (in world space) to use to pick meshes
  11633. * @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
  11634. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11635. * @returns a PickingInfo array
  11636. */
  11637. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11638. /**
  11639. * Force the sprite under the pointer
  11640. * @param sprite defines the sprite to use
  11641. */
  11642. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11643. /**
  11644. * Gets the sprite under the pointer
  11645. * @returns a Sprite or null if no sprite is under the pointer
  11646. */
  11647. getPointerOverSprite(): Nullable<Sprite>;
  11648. }
  11649. }
  11650. /**
  11651. * Defines the sprite scene component responsible to manage sprites
  11652. * in a given scene.
  11653. */
  11654. export class SpriteSceneComponent implements ISceneComponent {
  11655. /**
  11656. * The component name helpfull to identify the component in the list of scene components.
  11657. */
  11658. readonly name: string;
  11659. /**
  11660. * The scene the component belongs to.
  11661. */
  11662. scene: Scene;
  11663. /** @hidden */
  11664. private _spritePredicate;
  11665. /**
  11666. * Creates a new instance of the component for the given scene
  11667. * @param scene Defines the scene to register the component in
  11668. */
  11669. constructor(scene: Scene);
  11670. /**
  11671. * Registers the component in a given scene
  11672. */
  11673. register(): void;
  11674. /**
  11675. * Rebuilds the elements related to this component in case of
  11676. * context lost for instance.
  11677. */
  11678. rebuild(): void;
  11679. /**
  11680. * Disposes the component and the associated ressources.
  11681. */
  11682. dispose(): void;
  11683. private _pickSpriteButKeepRay;
  11684. private _pointerMove;
  11685. private _pointerDown;
  11686. private _pointerUp;
  11687. }
  11688. }
  11689. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11690. /** @hidden */
  11691. export var fogFragmentDeclaration: {
  11692. name: string;
  11693. shader: string;
  11694. };
  11695. }
  11696. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11697. /** @hidden */
  11698. export var fogFragment: {
  11699. name: string;
  11700. shader: string;
  11701. };
  11702. }
  11703. declare module "babylonjs/Shaders/sprites.fragment" {
  11704. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11705. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11706. /** @hidden */
  11707. export var spritesPixelShader: {
  11708. name: string;
  11709. shader: string;
  11710. };
  11711. }
  11712. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11713. /** @hidden */
  11714. export var fogVertexDeclaration: {
  11715. name: string;
  11716. shader: string;
  11717. };
  11718. }
  11719. declare module "babylonjs/Shaders/sprites.vertex" {
  11720. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11721. /** @hidden */
  11722. export var spritesVertexShader: {
  11723. name: string;
  11724. shader: string;
  11725. };
  11726. }
  11727. declare module "babylonjs/Sprites/spriteManager" {
  11728. import { IDisposable, Scene } from "babylonjs/scene";
  11729. import { Nullable } from "babylonjs/types";
  11730. import { Observable } from "babylonjs/Misc/observable";
  11731. import { Sprite } from "babylonjs/Sprites/sprite";
  11732. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11733. import { Camera } from "babylonjs/Cameras/camera";
  11734. import { Texture } from "babylonjs/Materials/Textures/texture";
  11735. import "babylonjs/Shaders/sprites.fragment";
  11736. import "babylonjs/Shaders/sprites.vertex";
  11737. import { Ray } from "babylonjs/Culling/ray";
  11738. /**
  11739. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11740. */
  11741. export interface ISpriteManager extends IDisposable {
  11742. /**
  11743. * Restricts the camera to viewing objects with the same layerMask.
  11744. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11745. */
  11746. layerMask: number;
  11747. /**
  11748. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11749. */
  11750. isPickable: boolean;
  11751. /**
  11752. * Specifies the rendering group id for this mesh (0 by default)
  11753. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11754. */
  11755. renderingGroupId: number;
  11756. /**
  11757. * Defines the list of sprites managed by the manager.
  11758. */
  11759. sprites: Array<Sprite>;
  11760. /**
  11761. * Tests the intersection of a sprite with a specific ray.
  11762. * @param ray The ray we are sending to test the collision
  11763. * @param camera The camera space we are sending rays in
  11764. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11765. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11766. * @returns picking info or null.
  11767. */
  11768. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11769. /**
  11770. * Intersects the sprites with a ray
  11771. * @param ray defines the ray to intersect with
  11772. * @param camera defines the current active camera
  11773. * @param predicate defines a predicate used to select candidate sprites
  11774. * @returns null if no hit or a PickingInfo array
  11775. */
  11776. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11777. /**
  11778. * Renders the list of sprites on screen.
  11779. */
  11780. render(): void;
  11781. }
  11782. /**
  11783. * Class used to manage multiple sprites on the same spritesheet
  11784. * @see http://doc.babylonjs.com/babylon101/sprites
  11785. */
  11786. export class SpriteManager implements ISpriteManager {
  11787. /** defines the manager's name */
  11788. name: string;
  11789. /** Gets the list of sprites */
  11790. sprites: Sprite[];
  11791. /** Gets or sets the rendering group id (0 by default) */
  11792. renderingGroupId: number;
  11793. /** Gets or sets camera layer mask */
  11794. layerMask: number;
  11795. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11796. fogEnabled: boolean;
  11797. /** Gets or sets a boolean indicating if the sprites are pickable */
  11798. isPickable: boolean;
  11799. /** Defines the default width of a cell in the spritesheet */
  11800. cellWidth: number;
  11801. /** Defines the default height of a cell in the spritesheet */
  11802. cellHeight: number;
  11803. /** Associative array from JSON sprite data file */
  11804. private _cellData;
  11805. /** Array of sprite names from JSON sprite data file */
  11806. private _spriteMap;
  11807. /** True when packed cell data from JSON file is ready*/
  11808. private _packedAndReady;
  11809. /**
  11810. * An event triggered when the manager is disposed.
  11811. */
  11812. onDisposeObservable: Observable<SpriteManager>;
  11813. private _onDisposeObserver;
  11814. /**
  11815. * Callback called when the manager is disposed
  11816. */
  11817. onDispose: () => void;
  11818. private _capacity;
  11819. private _fromPacked;
  11820. private _spriteTexture;
  11821. private _epsilon;
  11822. private _scene;
  11823. private _vertexData;
  11824. private _buffer;
  11825. private _vertexBuffers;
  11826. private _indexBuffer;
  11827. private _effectBase;
  11828. private _effectFog;
  11829. /**
  11830. * Gets or sets the spritesheet texture
  11831. */
  11832. texture: Texture;
  11833. /**
  11834. * Creates a new sprite manager
  11835. * @param name defines the manager's name
  11836. * @param imgUrl defines the sprite sheet url
  11837. * @param capacity defines the maximum allowed number of sprites
  11838. * @param cellSize defines the size of a sprite cell
  11839. * @param scene defines the hosting scene
  11840. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11841. * @param samplingMode defines the smapling mode to use with spritesheet
  11842. * @param fromPacked set to false; do not alter
  11843. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11844. */
  11845. constructor(
  11846. /** defines the manager's name */
  11847. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11848. private _makePacked;
  11849. private _appendSpriteVertex;
  11850. /**
  11851. * Intersects the sprites with a ray
  11852. * @param ray defines the ray to intersect with
  11853. * @param camera defines the current active camera
  11854. * @param predicate defines a predicate used to select candidate sprites
  11855. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11856. * @returns null if no hit or a PickingInfo
  11857. */
  11858. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11859. /**
  11860. * Intersects the sprites with a ray
  11861. * @param ray defines the ray to intersect with
  11862. * @param camera defines the current active camera
  11863. * @param predicate defines a predicate used to select candidate sprites
  11864. * @returns null if no hit or a PickingInfo array
  11865. */
  11866. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11867. /**
  11868. * Render all child sprites
  11869. */
  11870. render(): void;
  11871. /**
  11872. * Release associated resources
  11873. */
  11874. dispose(): void;
  11875. }
  11876. }
  11877. declare module "babylonjs/Sprites/sprite" {
  11878. import { Vector3 } from "babylonjs/Maths/math.vector";
  11879. import { Nullable } from "babylonjs/types";
  11880. import { ActionManager } from "babylonjs/Actions/actionManager";
  11881. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11882. import { Color4 } from "babylonjs/Maths/math.color";
  11883. /**
  11884. * Class used to represent a sprite
  11885. * @see http://doc.babylonjs.com/babylon101/sprites
  11886. */
  11887. export class Sprite {
  11888. /** defines the name */
  11889. name: string;
  11890. /** Gets or sets the current world position */
  11891. position: Vector3;
  11892. /** Gets or sets the main color */
  11893. color: Color4;
  11894. /** Gets or sets the width */
  11895. width: number;
  11896. /** Gets or sets the height */
  11897. height: number;
  11898. /** Gets or sets rotation angle */
  11899. angle: number;
  11900. /** Gets or sets the cell index in the sprite sheet */
  11901. cellIndex: number;
  11902. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11903. cellRef: string;
  11904. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11905. invertU: number;
  11906. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11907. invertV: number;
  11908. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11909. disposeWhenFinishedAnimating: boolean;
  11910. /** Gets the list of attached animations */
  11911. animations: Animation[];
  11912. /** Gets or sets a boolean indicating if the sprite can be picked */
  11913. isPickable: boolean;
  11914. /**
  11915. * Gets or sets the associated action manager
  11916. */
  11917. actionManager: Nullable<ActionManager>;
  11918. private _animationStarted;
  11919. private _loopAnimation;
  11920. private _fromIndex;
  11921. private _toIndex;
  11922. private _delay;
  11923. private _direction;
  11924. private _manager;
  11925. private _time;
  11926. private _onAnimationEnd;
  11927. /**
  11928. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11929. */
  11930. isVisible: boolean;
  11931. /**
  11932. * Gets or sets the sprite size
  11933. */
  11934. size: number;
  11935. /**
  11936. * Creates a new Sprite
  11937. * @param name defines the name
  11938. * @param manager defines the manager
  11939. */
  11940. constructor(
  11941. /** defines the name */
  11942. name: string, manager: ISpriteManager);
  11943. /**
  11944. * Starts an animation
  11945. * @param from defines the initial key
  11946. * @param to defines the end key
  11947. * @param loop defines if the animation must loop
  11948. * @param delay defines the start delay (in ms)
  11949. * @param onAnimationEnd defines a callback to call when animation ends
  11950. */
  11951. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11952. /** Stops current animation (if any) */
  11953. stopAnimation(): void;
  11954. /** @hidden */
  11955. _animate(deltaTime: number): void;
  11956. /** Release associated resources */
  11957. dispose(): void;
  11958. }
  11959. }
  11960. declare module "babylonjs/Collisions/pickingInfo" {
  11961. import { Nullable } from "babylonjs/types";
  11962. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11963. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11964. import { Sprite } from "babylonjs/Sprites/sprite";
  11965. import { Ray } from "babylonjs/Culling/ray";
  11966. /**
  11967. * Information about the result of picking within a scene
  11968. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11969. */
  11970. export class PickingInfo {
  11971. /** @hidden */
  11972. _pickingUnavailable: boolean;
  11973. /**
  11974. * If the pick collided with an object
  11975. */
  11976. hit: boolean;
  11977. /**
  11978. * Distance away where the pick collided
  11979. */
  11980. distance: number;
  11981. /**
  11982. * The location of pick collision
  11983. */
  11984. pickedPoint: Nullable<Vector3>;
  11985. /**
  11986. * The mesh corresponding the the pick collision
  11987. */
  11988. pickedMesh: Nullable<AbstractMesh>;
  11989. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11990. bu: number;
  11991. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11992. bv: number;
  11993. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11994. faceId: number;
  11995. /** Id of the the submesh that was picked */
  11996. subMeshId: number;
  11997. /** If a sprite was picked, this will be the sprite the pick collided with */
  11998. pickedSprite: Nullable<Sprite>;
  11999. /**
  12000. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  12001. */
  12002. originMesh: Nullable<AbstractMesh>;
  12003. /**
  12004. * The ray that was used to perform the picking.
  12005. */
  12006. ray: Nullable<Ray>;
  12007. /**
  12008. * Gets the normal correspodning to the face the pick collided with
  12009. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  12010. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  12011. * @returns The normal correspodning to the face the pick collided with
  12012. */
  12013. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  12014. /**
  12015. * Gets the texture coordinates of where the pick occured
  12016. * @returns the vector containing the coordnates of the texture
  12017. */
  12018. getTextureCoordinates(): Nullable<Vector2>;
  12019. }
  12020. }
  12021. declare module "babylonjs/Events/pointerEvents" {
  12022. import { Nullable } from "babylonjs/types";
  12023. import { Vector2 } from "babylonjs/Maths/math.vector";
  12024. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  12025. import { Ray } from "babylonjs/Culling/ray";
  12026. /**
  12027. * Gather the list of pointer event types as constants.
  12028. */
  12029. export class PointerEventTypes {
  12030. /**
  12031. * 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.
  12032. */
  12033. static readonly POINTERDOWN: number;
  12034. /**
  12035. * The pointerup event is fired when a pointer is no longer active.
  12036. */
  12037. static readonly POINTERUP: number;
  12038. /**
  12039. * The pointermove event is fired when a pointer changes coordinates.
  12040. */
  12041. static readonly POINTERMOVE: number;
  12042. /**
  12043. * The pointerwheel event is fired when a mouse wheel has been rotated.
  12044. */
  12045. static readonly POINTERWHEEL: number;
  12046. /**
  12047. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  12048. */
  12049. static readonly POINTERPICK: number;
  12050. /**
  12051. * The pointertap event is fired when a the object has been touched and released without drag.
  12052. */
  12053. static readonly POINTERTAP: number;
  12054. /**
  12055. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  12056. */
  12057. static readonly POINTERDOUBLETAP: number;
  12058. }
  12059. /**
  12060. * Base class of pointer info types.
  12061. */
  12062. export class PointerInfoBase {
  12063. /**
  12064. * Defines the type of event (PointerEventTypes)
  12065. */
  12066. type: number;
  12067. /**
  12068. * Defines the related dom event
  12069. */
  12070. event: PointerEvent | MouseWheelEvent;
  12071. /**
  12072. * Instantiates the base class of pointers info.
  12073. * @param type Defines the type of event (PointerEventTypes)
  12074. * @param event Defines the related dom event
  12075. */
  12076. constructor(
  12077. /**
  12078. * Defines the type of event (PointerEventTypes)
  12079. */
  12080. type: number,
  12081. /**
  12082. * Defines the related dom event
  12083. */
  12084. event: PointerEvent | MouseWheelEvent);
  12085. }
  12086. /**
  12087. * This class is used to store pointer related info for the onPrePointerObservable event.
  12088. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12089. */
  12090. export class PointerInfoPre extends PointerInfoBase {
  12091. /**
  12092. * Ray from a pointer if availible (eg. 6dof controller)
  12093. */
  12094. ray: Nullable<Ray>;
  12095. /**
  12096. * Defines the local position of the pointer on the canvas.
  12097. */
  12098. localPosition: Vector2;
  12099. /**
  12100. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12101. */
  12102. skipOnPointerObservable: boolean;
  12103. /**
  12104. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12105. * @param type Defines the type of event (PointerEventTypes)
  12106. * @param event Defines the related dom event
  12107. * @param localX Defines the local x coordinates of the pointer when the event occured
  12108. * @param localY Defines the local y coordinates of the pointer when the event occured
  12109. */
  12110. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12111. }
  12112. /**
  12113. * This type contains all the data related to a pointer event in Babylon.js.
  12114. * 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.
  12115. */
  12116. export class PointerInfo extends PointerInfoBase {
  12117. /**
  12118. * Defines the picking info associated to the info (if any)\
  12119. */
  12120. pickInfo: Nullable<PickingInfo>;
  12121. /**
  12122. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12123. * @param type Defines the type of event (PointerEventTypes)
  12124. * @param event Defines the related dom event
  12125. * @param pickInfo Defines the picking info associated to the info (if any)\
  12126. */
  12127. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12128. /**
  12129. * Defines the picking info associated to the info (if any)\
  12130. */
  12131. pickInfo: Nullable<PickingInfo>);
  12132. }
  12133. /**
  12134. * Data relating to a touch event on the screen.
  12135. */
  12136. export interface PointerTouch {
  12137. /**
  12138. * X coordinate of touch.
  12139. */
  12140. x: number;
  12141. /**
  12142. * Y coordinate of touch.
  12143. */
  12144. y: number;
  12145. /**
  12146. * Id of touch. Unique for each finger.
  12147. */
  12148. pointerId: number;
  12149. /**
  12150. * Event type passed from DOM.
  12151. */
  12152. type: any;
  12153. }
  12154. }
  12155. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12156. import { Observable } from "babylonjs/Misc/observable";
  12157. import { Nullable } from "babylonjs/types";
  12158. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12159. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12160. /**
  12161. * Manage the mouse inputs to control the movement of a free camera.
  12162. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12163. */
  12164. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12165. /**
  12166. * Define if touch is enabled in the mouse input
  12167. */
  12168. touchEnabled: boolean;
  12169. /**
  12170. * Defines the camera the input is attached to.
  12171. */
  12172. camera: FreeCamera;
  12173. /**
  12174. * Defines the buttons associated with the input to handle camera move.
  12175. */
  12176. buttons: number[];
  12177. /**
  12178. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12179. */
  12180. angularSensibility: number;
  12181. private _pointerInput;
  12182. private _onMouseMove;
  12183. private _observer;
  12184. private previousPosition;
  12185. /**
  12186. * Observable for when a pointer move event occurs containing the move offset
  12187. */
  12188. onPointerMovedObservable: Observable<{
  12189. offsetX: number;
  12190. offsetY: number;
  12191. }>;
  12192. /**
  12193. * @hidden
  12194. * If the camera should be rotated automatically based on pointer movement
  12195. */
  12196. _allowCameraRotation: boolean;
  12197. /**
  12198. * Manage the mouse inputs to control the movement of a free camera.
  12199. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12200. * @param touchEnabled Defines if touch is enabled or not
  12201. */
  12202. constructor(
  12203. /**
  12204. * Define if touch is enabled in the mouse input
  12205. */
  12206. touchEnabled?: boolean);
  12207. /**
  12208. * Attach the input controls to a specific dom element to get the input from.
  12209. * @param element Defines the element the controls should be listened from
  12210. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12211. */
  12212. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12213. /**
  12214. * Called on JS contextmenu event.
  12215. * Override this method to provide functionality.
  12216. */
  12217. protected onContextMenu(evt: PointerEvent): void;
  12218. /**
  12219. * Detach the current controls from the specified dom element.
  12220. * @param element Defines the element to stop listening the inputs from
  12221. */
  12222. detachControl(element: Nullable<HTMLElement>): void;
  12223. /**
  12224. * Gets the class name of the current intput.
  12225. * @returns the class name
  12226. */
  12227. getClassName(): string;
  12228. /**
  12229. * Get the friendly name associated with the input class.
  12230. * @returns the input friendly name
  12231. */
  12232. getSimpleName(): string;
  12233. }
  12234. }
  12235. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12236. import { Nullable } from "babylonjs/types";
  12237. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12238. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12239. /**
  12240. * Manage the touch inputs to control the movement of a free camera.
  12241. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12242. */
  12243. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12244. /**
  12245. * Defines the camera the input is attached to.
  12246. */
  12247. camera: FreeCamera;
  12248. /**
  12249. * Defines the touch sensibility for rotation.
  12250. * The higher the faster.
  12251. */
  12252. touchAngularSensibility: number;
  12253. /**
  12254. * Defines the touch sensibility for move.
  12255. * The higher the faster.
  12256. */
  12257. touchMoveSensibility: number;
  12258. private _offsetX;
  12259. private _offsetY;
  12260. private _pointerPressed;
  12261. private _pointerInput;
  12262. private _observer;
  12263. private _onLostFocus;
  12264. /**
  12265. * Attach the input controls to a specific dom element to get the input from.
  12266. * @param element Defines the element the controls should be listened from
  12267. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12268. */
  12269. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12270. /**
  12271. * Detach the current controls from the specified dom element.
  12272. * @param element Defines the element to stop listening the inputs from
  12273. */
  12274. detachControl(element: Nullable<HTMLElement>): void;
  12275. /**
  12276. * Update the current camera state depending on the inputs that have been used this frame.
  12277. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12278. */
  12279. checkInputs(): void;
  12280. /**
  12281. * Gets the class name of the current intput.
  12282. * @returns the class name
  12283. */
  12284. getClassName(): string;
  12285. /**
  12286. * Get the friendly name associated with the input class.
  12287. * @returns the input friendly name
  12288. */
  12289. getSimpleName(): string;
  12290. }
  12291. }
  12292. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12293. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12294. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12295. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12296. import { Nullable } from "babylonjs/types";
  12297. /**
  12298. * Default Inputs manager for the FreeCamera.
  12299. * It groups all the default supported inputs for ease of use.
  12300. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12301. */
  12302. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12303. /**
  12304. * @hidden
  12305. */
  12306. _mouseInput: Nullable<FreeCameraMouseInput>;
  12307. /**
  12308. * Instantiates a new FreeCameraInputsManager.
  12309. * @param camera Defines the camera the inputs belong to
  12310. */
  12311. constructor(camera: FreeCamera);
  12312. /**
  12313. * Add keyboard input support to the input manager.
  12314. * @returns the current input manager
  12315. */
  12316. addKeyboard(): FreeCameraInputsManager;
  12317. /**
  12318. * Add mouse input support to the input manager.
  12319. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12320. * @returns the current input manager
  12321. */
  12322. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12323. /**
  12324. * Removes the mouse input support from the manager
  12325. * @returns the current input manager
  12326. */
  12327. removeMouse(): FreeCameraInputsManager;
  12328. /**
  12329. * Add touch input support to the input manager.
  12330. * @returns the current input manager
  12331. */
  12332. addTouch(): FreeCameraInputsManager;
  12333. /**
  12334. * Remove all attached input methods from a camera
  12335. */
  12336. clear(): void;
  12337. }
  12338. }
  12339. declare module "babylonjs/Cameras/freeCamera" {
  12340. import { Vector3 } from "babylonjs/Maths/math.vector";
  12341. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12342. import { Scene } from "babylonjs/scene";
  12343. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12344. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12345. /**
  12346. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12347. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12348. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12349. */
  12350. export class FreeCamera extends TargetCamera {
  12351. /**
  12352. * Define the collision ellipsoid of the camera.
  12353. * This is helpful to simulate a camera body like the player body around the camera
  12354. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12355. */
  12356. ellipsoid: Vector3;
  12357. /**
  12358. * Define an offset for the position of the ellipsoid around the camera.
  12359. * This can be helpful to determine the center of the body near the gravity center of the body
  12360. * instead of its head.
  12361. */
  12362. ellipsoidOffset: Vector3;
  12363. /**
  12364. * Enable or disable collisions of the camera with the rest of the scene objects.
  12365. */
  12366. checkCollisions: boolean;
  12367. /**
  12368. * Enable or disable gravity on the camera.
  12369. */
  12370. applyGravity: boolean;
  12371. /**
  12372. * Define the input manager associated to the camera.
  12373. */
  12374. inputs: FreeCameraInputsManager;
  12375. /**
  12376. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12377. * Higher values reduce sensitivity.
  12378. */
  12379. /**
  12380. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12381. * Higher values reduce sensitivity.
  12382. */
  12383. angularSensibility: number;
  12384. /**
  12385. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12386. */
  12387. keysUp: number[];
  12388. /**
  12389. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12390. */
  12391. keysDown: number[];
  12392. /**
  12393. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12394. */
  12395. keysLeft: number[];
  12396. /**
  12397. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12398. */
  12399. keysRight: number[];
  12400. /**
  12401. * Event raised when the camera collide with a mesh in the scene.
  12402. */
  12403. onCollide: (collidedMesh: AbstractMesh) => void;
  12404. private _collider;
  12405. private _needMoveForGravity;
  12406. private _oldPosition;
  12407. private _diffPosition;
  12408. private _newPosition;
  12409. /** @hidden */
  12410. _localDirection: Vector3;
  12411. /** @hidden */
  12412. _transformedDirection: Vector3;
  12413. /**
  12414. * Instantiates a Free Camera.
  12415. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12416. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12417. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12418. * @param name Define the name of the camera in the scene
  12419. * @param position Define the start position of the camera in the scene
  12420. * @param scene Define the scene the camera belongs to
  12421. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12422. */
  12423. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12424. /**
  12425. * Attached controls to the current camera.
  12426. * @param element Defines the element the controls should be listened from
  12427. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12428. */
  12429. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12430. /**
  12431. * Detach the current controls from the camera.
  12432. * The camera will stop reacting to inputs.
  12433. * @param element Defines the element to stop listening the inputs from
  12434. */
  12435. detachControl(element: HTMLElement): void;
  12436. private _collisionMask;
  12437. /**
  12438. * Define a collision mask to limit the list of object the camera can collide with
  12439. */
  12440. collisionMask: number;
  12441. /** @hidden */
  12442. _collideWithWorld(displacement: Vector3): void;
  12443. private _onCollisionPositionChange;
  12444. /** @hidden */
  12445. _checkInputs(): void;
  12446. /** @hidden */
  12447. _decideIfNeedsToMove(): boolean;
  12448. /** @hidden */
  12449. _updatePosition(): void;
  12450. /**
  12451. * Destroy the camera and release the current resources hold by it.
  12452. */
  12453. dispose(): void;
  12454. /**
  12455. * Gets the current object class name.
  12456. * @return the class name
  12457. */
  12458. getClassName(): string;
  12459. }
  12460. }
  12461. declare module "babylonjs/Gamepads/gamepad" {
  12462. import { Observable } from "babylonjs/Misc/observable";
  12463. /**
  12464. * Represents a gamepad control stick position
  12465. */
  12466. export class StickValues {
  12467. /**
  12468. * The x component of the control stick
  12469. */
  12470. x: number;
  12471. /**
  12472. * The y component of the control stick
  12473. */
  12474. y: number;
  12475. /**
  12476. * Initializes the gamepad x and y control stick values
  12477. * @param x The x component of the gamepad control stick value
  12478. * @param y The y component of the gamepad control stick value
  12479. */
  12480. constructor(
  12481. /**
  12482. * The x component of the control stick
  12483. */
  12484. x: number,
  12485. /**
  12486. * The y component of the control stick
  12487. */
  12488. y: number);
  12489. }
  12490. /**
  12491. * An interface which manages callbacks for gamepad button changes
  12492. */
  12493. export interface GamepadButtonChanges {
  12494. /**
  12495. * Called when a gamepad has been changed
  12496. */
  12497. changed: boolean;
  12498. /**
  12499. * Called when a gamepad press event has been triggered
  12500. */
  12501. pressChanged: boolean;
  12502. /**
  12503. * Called when a touch event has been triggered
  12504. */
  12505. touchChanged: boolean;
  12506. /**
  12507. * Called when a value has changed
  12508. */
  12509. valueChanged: boolean;
  12510. }
  12511. /**
  12512. * Represents a gamepad
  12513. */
  12514. export class Gamepad {
  12515. /**
  12516. * The id of the gamepad
  12517. */
  12518. id: string;
  12519. /**
  12520. * The index of the gamepad
  12521. */
  12522. index: number;
  12523. /**
  12524. * The browser gamepad
  12525. */
  12526. browserGamepad: any;
  12527. /**
  12528. * Specifies what type of gamepad this represents
  12529. */
  12530. type: number;
  12531. private _leftStick;
  12532. private _rightStick;
  12533. /** @hidden */
  12534. _isConnected: boolean;
  12535. private _leftStickAxisX;
  12536. private _leftStickAxisY;
  12537. private _rightStickAxisX;
  12538. private _rightStickAxisY;
  12539. /**
  12540. * Triggered when the left control stick has been changed
  12541. */
  12542. private _onleftstickchanged;
  12543. /**
  12544. * Triggered when the right control stick has been changed
  12545. */
  12546. private _onrightstickchanged;
  12547. /**
  12548. * Represents a gamepad controller
  12549. */
  12550. static GAMEPAD: number;
  12551. /**
  12552. * Represents a generic controller
  12553. */
  12554. static GENERIC: number;
  12555. /**
  12556. * Represents an XBox controller
  12557. */
  12558. static XBOX: number;
  12559. /**
  12560. * Represents a pose-enabled controller
  12561. */
  12562. static POSE_ENABLED: number;
  12563. /**
  12564. * Represents an Dual Shock controller
  12565. */
  12566. static DUALSHOCK: number;
  12567. /**
  12568. * Specifies whether the left control stick should be Y-inverted
  12569. */
  12570. protected _invertLeftStickY: boolean;
  12571. /**
  12572. * Specifies if the gamepad has been connected
  12573. */
  12574. readonly isConnected: boolean;
  12575. /**
  12576. * Initializes the gamepad
  12577. * @param id The id of the gamepad
  12578. * @param index The index of the gamepad
  12579. * @param browserGamepad The browser gamepad
  12580. * @param leftStickX The x component of the left joystick
  12581. * @param leftStickY The y component of the left joystick
  12582. * @param rightStickX The x component of the right joystick
  12583. * @param rightStickY The y component of the right joystick
  12584. */
  12585. constructor(
  12586. /**
  12587. * The id of the gamepad
  12588. */
  12589. id: string,
  12590. /**
  12591. * The index of the gamepad
  12592. */
  12593. index: number,
  12594. /**
  12595. * The browser gamepad
  12596. */
  12597. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12598. /**
  12599. * Callback triggered when the left joystick has changed
  12600. * @param callback
  12601. */
  12602. onleftstickchanged(callback: (values: StickValues) => void): void;
  12603. /**
  12604. * Callback triggered when the right joystick has changed
  12605. * @param callback
  12606. */
  12607. onrightstickchanged(callback: (values: StickValues) => void): void;
  12608. /**
  12609. * Gets the left joystick
  12610. */
  12611. /**
  12612. * Sets the left joystick values
  12613. */
  12614. leftStick: StickValues;
  12615. /**
  12616. * Gets the right joystick
  12617. */
  12618. /**
  12619. * Sets the right joystick value
  12620. */
  12621. rightStick: StickValues;
  12622. /**
  12623. * Updates the gamepad joystick positions
  12624. */
  12625. update(): void;
  12626. /**
  12627. * Disposes the gamepad
  12628. */
  12629. dispose(): void;
  12630. }
  12631. /**
  12632. * Represents a generic gamepad
  12633. */
  12634. export class GenericPad extends Gamepad {
  12635. private _buttons;
  12636. private _onbuttondown;
  12637. private _onbuttonup;
  12638. /**
  12639. * Observable triggered when a button has been pressed
  12640. */
  12641. onButtonDownObservable: Observable<number>;
  12642. /**
  12643. * Observable triggered when a button has been released
  12644. */
  12645. onButtonUpObservable: Observable<number>;
  12646. /**
  12647. * Callback triggered when a button has been pressed
  12648. * @param callback Called when a button has been pressed
  12649. */
  12650. onbuttondown(callback: (buttonPressed: number) => void): void;
  12651. /**
  12652. * Callback triggered when a button has been released
  12653. * @param callback Called when a button has been released
  12654. */
  12655. onbuttonup(callback: (buttonReleased: number) => void): void;
  12656. /**
  12657. * Initializes the generic gamepad
  12658. * @param id The id of the generic gamepad
  12659. * @param index The index of the generic gamepad
  12660. * @param browserGamepad The browser gamepad
  12661. */
  12662. constructor(id: string, index: number, browserGamepad: any);
  12663. private _setButtonValue;
  12664. /**
  12665. * Updates the generic gamepad
  12666. */
  12667. update(): void;
  12668. /**
  12669. * Disposes the generic gamepad
  12670. */
  12671. dispose(): void;
  12672. }
  12673. }
  12674. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12675. import { Nullable } from "babylonjs/types";
  12676. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12677. import { Scene } from "babylonjs/scene";
  12678. module "babylonjs/Engines/engine" {
  12679. interface Engine {
  12680. /**
  12681. * Creates a raw texture
  12682. * @param data defines the data to store in the texture
  12683. * @param width defines the width of the texture
  12684. * @param height defines the height of the texture
  12685. * @param format defines the format of the data
  12686. * @param generateMipMaps defines if the engine should generate the mip levels
  12687. * @param invertY defines if data must be stored with Y axis inverted
  12688. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12689. * @param compression defines the compression used (null by default)
  12690. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12691. * @returns the raw texture inside an InternalTexture
  12692. */
  12693. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12694. /**
  12695. * Update a raw texture
  12696. * @param texture defines the texture to update
  12697. * @param data defines the data to store in the texture
  12698. * @param format defines the format of the data
  12699. * @param invertY defines if data must be stored with Y axis inverted
  12700. */
  12701. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12702. /**
  12703. * Update a raw texture
  12704. * @param texture defines the texture to update
  12705. * @param data defines the data to store in the texture
  12706. * @param format defines the format of the data
  12707. * @param invertY defines if data must be stored with Y axis inverted
  12708. * @param compression defines the compression used (null by default)
  12709. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12710. */
  12711. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12712. /**
  12713. * Creates a new raw cube texture
  12714. * @param data defines the array of data to use to create each face
  12715. * @param size defines the size of the textures
  12716. * @param format defines the format of the data
  12717. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12718. * @param generateMipMaps defines if the engine should generate the mip levels
  12719. * @param invertY defines if data must be stored with Y axis inverted
  12720. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12721. * @param compression defines the compression used (null by default)
  12722. * @returns the cube texture as an InternalTexture
  12723. */
  12724. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12725. /**
  12726. * Update a raw cube texture
  12727. * @param texture defines the texture to udpdate
  12728. * @param data defines the data to store
  12729. * @param format defines the data format
  12730. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12731. * @param invertY defines if data must be stored with Y axis inverted
  12732. */
  12733. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12734. /**
  12735. * Update a raw cube texture
  12736. * @param texture defines the texture to udpdate
  12737. * @param data defines the data to store
  12738. * @param format defines the data format
  12739. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12740. * @param invertY defines if data must be stored with Y axis inverted
  12741. * @param compression defines the compression used (null by default)
  12742. */
  12743. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12744. /**
  12745. * Update a raw cube texture
  12746. * @param texture defines the texture to udpdate
  12747. * @param data defines the data to store
  12748. * @param format defines the data format
  12749. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12750. * @param invertY defines if data must be stored with Y axis inverted
  12751. * @param compression defines the compression used (null by default)
  12752. * @param level defines which level of the texture to update
  12753. */
  12754. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12755. /**
  12756. * Creates a new raw cube texture from a specified url
  12757. * @param url defines the url where the data is located
  12758. * @param scene defines the current scene
  12759. * @param size defines the size of the textures
  12760. * @param format defines the format of the data
  12761. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12762. * @param noMipmap defines if the engine should avoid generating the mip levels
  12763. * @param callback defines a callback used to extract texture data from loaded data
  12764. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12765. * @param onLoad defines a callback called when texture is loaded
  12766. * @param onError defines a callback called if there is an error
  12767. * @returns the cube texture as an InternalTexture
  12768. */
  12769. 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;
  12770. /**
  12771. * Creates a new raw cube texture from a specified url
  12772. * @param url defines the url where the data is located
  12773. * @param scene defines the current scene
  12774. * @param size defines the size of the textures
  12775. * @param format defines the format of the data
  12776. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12777. * @param noMipmap defines if the engine should avoid generating the mip levels
  12778. * @param callback defines a callback used to extract texture data from loaded data
  12779. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12780. * @param onLoad defines a callback called when texture is loaded
  12781. * @param onError defines a callback called if there is an error
  12782. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12783. * @param invertY defines if data must be stored with Y axis inverted
  12784. * @returns the cube texture as an InternalTexture
  12785. */
  12786. 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;
  12787. /**
  12788. * Creates a new raw 3D texture
  12789. * @param data defines the data used to create the texture
  12790. * @param width defines the width of the texture
  12791. * @param height defines the height of the texture
  12792. * @param depth defines the depth of the texture
  12793. * @param format defines the format of the texture
  12794. * @param generateMipMaps defines if the engine must generate mip levels
  12795. * @param invertY defines if data must be stored with Y axis inverted
  12796. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12797. * @param compression defines the compressed used (can be null)
  12798. * @param textureType defines the compressed used (can be null)
  12799. * @returns a new raw 3D texture (stored in an InternalTexture)
  12800. */
  12801. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12802. /**
  12803. * Update a raw 3D texture
  12804. * @param texture defines the texture to update
  12805. * @param data defines the data to store
  12806. * @param format defines the data format
  12807. * @param invertY defines if data must be stored with Y axis inverted
  12808. */
  12809. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12810. /**
  12811. * Update a raw 3D texture
  12812. * @param texture defines the texture to update
  12813. * @param data defines the data to store
  12814. * @param format defines the data format
  12815. * @param invertY defines if data must be stored with Y axis inverted
  12816. * @param compression defines the used compression (can be null)
  12817. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12818. */
  12819. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12820. /**
  12821. * Creates a new raw 2D array texture
  12822. * @param data defines the data used to create the texture
  12823. * @param width defines the width of the texture
  12824. * @param height defines the height of the texture
  12825. * @param depth defines the number of layers of the texture
  12826. * @param format defines the format of the texture
  12827. * @param generateMipMaps defines if the engine must generate mip levels
  12828. * @param invertY defines if data must be stored with Y axis inverted
  12829. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12830. * @param compression defines the compressed used (can be null)
  12831. * @param textureType defines the compressed used (can be null)
  12832. * @returns a new raw 2D array texture (stored in an InternalTexture)
  12833. */
  12834. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12835. /**
  12836. * Update a raw 2D array texture
  12837. * @param texture defines the texture to update
  12838. * @param data defines the data to store
  12839. * @param format defines the data format
  12840. * @param invertY defines if data must be stored with Y axis inverted
  12841. */
  12842. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12843. /**
  12844. * Update a raw 2D array texture
  12845. * @param texture defines the texture to update
  12846. * @param data defines the data to store
  12847. * @param format defines the data format
  12848. * @param invertY defines if data must be stored with Y axis inverted
  12849. * @param compression defines the used compression (can be null)
  12850. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12851. */
  12852. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12853. }
  12854. }
  12855. }
  12856. declare module "babylonjs/Materials/Textures/rawTexture" {
  12857. import { Scene } from "babylonjs/scene";
  12858. import { Texture } from "babylonjs/Materials/Textures/texture";
  12859. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12860. /**
  12861. * Raw texture can help creating a texture directly from an array of data.
  12862. * This can be super useful if you either get the data from an uncompressed source or
  12863. * if you wish to create your texture pixel by pixel.
  12864. */
  12865. export class RawTexture extends Texture {
  12866. /**
  12867. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12868. */
  12869. format: number;
  12870. private _engine;
  12871. /**
  12872. * Instantiates a new RawTexture.
  12873. * Raw texture can help creating a texture directly from an array of data.
  12874. * This can be super useful if you either get the data from an uncompressed source or
  12875. * if you wish to create your texture pixel by pixel.
  12876. * @param data define the array of data to use to create the texture
  12877. * @param width define the width of the texture
  12878. * @param height define the height of the texture
  12879. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12880. * @param scene define the scene the texture belongs to
  12881. * @param generateMipMaps define whether mip maps should be generated or not
  12882. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12883. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12884. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12885. */
  12886. constructor(data: ArrayBufferView, width: number, height: number,
  12887. /**
  12888. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12889. */
  12890. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12891. /**
  12892. * Updates the texture underlying data.
  12893. * @param data Define the new data of the texture
  12894. */
  12895. update(data: ArrayBufferView): void;
  12896. /**
  12897. * Creates a luminance texture from some data.
  12898. * @param data Define the texture data
  12899. * @param width Define the width of the texture
  12900. * @param height Define the height of the texture
  12901. * @param scene Define the scene the texture belongs to
  12902. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12903. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12904. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12905. * @returns the luminance texture
  12906. */
  12907. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12908. /**
  12909. * Creates a luminance alpha texture from some data.
  12910. * @param data Define the texture data
  12911. * @param width Define the width of the texture
  12912. * @param height Define the height of the texture
  12913. * @param scene Define the scene the texture belongs to
  12914. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12915. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12916. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12917. * @returns the luminance alpha texture
  12918. */
  12919. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12920. /**
  12921. * Creates an alpha texture from some data.
  12922. * @param data Define the texture data
  12923. * @param width Define the width of the texture
  12924. * @param height Define the height of the texture
  12925. * @param scene Define the scene the texture belongs to
  12926. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12927. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12928. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12929. * @returns the alpha texture
  12930. */
  12931. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12932. /**
  12933. * Creates a RGB texture from some data.
  12934. * @param data Define the texture data
  12935. * @param width Define the width of the texture
  12936. * @param height Define the height of the texture
  12937. * @param scene Define the scene the texture belongs to
  12938. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12939. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12940. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12941. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12942. * @returns the RGB alpha texture
  12943. */
  12944. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12945. /**
  12946. * Creates a RGBA texture from some data.
  12947. * @param data Define the texture data
  12948. * @param width Define the width of the texture
  12949. * @param height Define the height of the texture
  12950. * @param scene Define the scene the texture belongs to
  12951. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12952. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12953. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12954. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12955. * @returns the RGBA texture
  12956. */
  12957. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12958. /**
  12959. * Creates a R texture from some data.
  12960. * @param data Define the texture data
  12961. * @param width Define the width of the texture
  12962. * @param height Define the height of the texture
  12963. * @param scene Define the scene the texture belongs to
  12964. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12965. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12966. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12967. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12968. * @returns the R texture
  12969. */
  12970. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12971. }
  12972. }
  12973. declare module "babylonjs/Maths/math.size" {
  12974. /**
  12975. * Interface for the size containing width and height
  12976. */
  12977. export interface ISize {
  12978. /**
  12979. * Width
  12980. */
  12981. width: number;
  12982. /**
  12983. * Heighht
  12984. */
  12985. height: number;
  12986. }
  12987. /**
  12988. * Size containing widht and height
  12989. */
  12990. export class Size implements ISize {
  12991. /**
  12992. * Width
  12993. */
  12994. width: number;
  12995. /**
  12996. * Height
  12997. */
  12998. height: number;
  12999. /**
  13000. * Creates a Size object from the given width and height (floats).
  13001. * @param width width of the new size
  13002. * @param height height of the new size
  13003. */
  13004. constructor(width: number, height: number);
  13005. /**
  13006. * Returns a string with the Size width and height
  13007. * @returns a string with the Size width and height
  13008. */
  13009. toString(): string;
  13010. /**
  13011. * "Size"
  13012. * @returns the string "Size"
  13013. */
  13014. getClassName(): string;
  13015. /**
  13016. * Returns the Size hash code.
  13017. * @returns a hash code for a unique width and height
  13018. */
  13019. getHashCode(): number;
  13020. /**
  13021. * Updates the current size from the given one.
  13022. * @param src the given size
  13023. */
  13024. copyFrom(src: Size): void;
  13025. /**
  13026. * Updates in place the current Size from the given floats.
  13027. * @param width width of the new size
  13028. * @param height height of the new size
  13029. * @returns the updated Size.
  13030. */
  13031. copyFromFloats(width: number, height: number): Size;
  13032. /**
  13033. * Updates in place the current Size from the given floats.
  13034. * @param width width to set
  13035. * @param height height to set
  13036. * @returns the updated Size.
  13037. */
  13038. set(width: number, height: number): Size;
  13039. /**
  13040. * Multiplies the width and height by numbers
  13041. * @param w factor to multiple the width by
  13042. * @param h factor to multiple the height by
  13043. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  13044. */
  13045. multiplyByFloats(w: number, h: number): Size;
  13046. /**
  13047. * Clones the size
  13048. * @returns a new Size copied from the given one.
  13049. */
  13050. clone(): Size;
  13051. /**
  13052. * True if the current Size and the given one width and height are strictly equal.
  13053. * @param other the other size to compare against
  13054. * @returns True if the current Size and the given one width and height are strictly equal.
  13055. */
  13056. equals(other: Size): boolean;
  13057. /**
  13058. * The surface of the Size : width * height (float).
  13059. */
  13060. readonly surface: number;
  13061. /**
  13062. * Create a new size of zero
  13063. * @returns a new Size set to (0.0, 0.0)
  13064. */
  13065. static Zero(): Size;
  13066. /**
  13067. * Sums the width and height of two sizes
  13068. * @param otherSize size to add to this size
  13069. * @returns a new Size set as the addition result of the current Size and the given one.
  13070. */
  13071. add(otherSize: Size): Size;
  13072. /**
  13073. * Subtracts the width and height of two
  13074. * @param otherSize size to subtract to this size
  13075. * @returns a new Size set as the subtraction result of the given one from the current Size.
  13076. */
  13077. subtract(otherSize: Size): Size;
  13078. /**
  13079. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  13080. * @param start starting size to lerp between
  13081. * @param end end size to lerp between
  13082. * @param amount amount to lerp between the start and end values
  13083. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  13084. */
  13085. static Lerp(start: Size, end: Size, amount: number): Size;
  13086. }
  13087. }
  13088. declare module "babylonjs/Animations/runtimeAnimation" {
  13089. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  13090. import { Animatable } from "babylonjs/Animations/animatable";
  13091. import { Scene } from "babylonjs/scene";
  13092. /**
  13093. * Defines a runtime animation
  13094. */
  13095. export class RuntimeAnimation {
  13096. private _events;
  13097. /**
  13098. * The current frame of the runtime animation
  13099. */
  13100. private _currentFrame;
  13101. /**
  13102. * The animation used by the runtime animation
  13103. */
  13104. private _animation;
  13105. /**
  13106. * The target of the runtime animation
  13107. */
  13108. private _target;
  13109. /**
  13110. * The initiating animatable
  13111. */
  13112. private _host;
  13113. /**
  13114. * The original value of the runtime animation
  13115. */
  13116. private _originalValue;
  13117. /**
  13118. * The original blend value of the runtime animation
  13119. */
  13120. private _originalBlendValue;
  13121. /**
  13122. * The offsets cache of the runtime animation
  13123. */
  13124. private _offsetsCache;
  13125. /**
  13126. * The high limits cache of the runtime animation
  13127. */
  13128. private _highLimitsCache;
  13129. /**
  13130. * Specifies if the runtime animation has been stopped
  13131. */
  13132. private _stopped;
  13133. /**
  13134. * The blending factor of the runtime animation
  13135. */
  13136. private _blendingFactor;
  13137. /**
  13138. * The BabylonJS scene
  13139. */
  13140. private _scene;
  13141. /**
  13142. * The current value of the runtime animation
  13143. */
  13144. private _currentValue;
  13145. /** @hidden */
  13146. _animationState: _IAnimationState;
  13147. /**
  13148. * The active target of the runtime animation
  13149. */
  13150. private _activeTargets;
  13151. private _currentActiveTarget;
  13152. private _directTarget;
  13153. /**
  13154. * The target path of the runtime animation
  13155. */
  13156. private _targetPath;
  13157. /**
  13158. * The weight of the runtime animation
  13159. */
  13160. private _weight;
  13161. /**
  13162. * The ratio offset of the runtime animation
  13163. */
  13164. private _ratioOffset;
  13165. /**
  13166. * The previous delay of the runtime animation
  13167. */
  13168. private _previousDelay;
  13169. /**
  13170. * The previous ratio of the runtime animation
  13171. */
  13172. private _previousRatio;
  13173. private _enableBlending;
  13174. private _keys;
  13175. private _minFrame;
  13176. private _maxFrame;
  13177. private _minValue;
  13178. private _maxValue;
  13179. private _targetIsArray;
  13180. /**
  13181. * Gets the current frame of the runtime animation
  13182. */
  13183. readonly currentFrame: number;
  13184. /**
  13185. * Gets the weight of the runtime animation
  13186. */
  13187. readonly weight: number;
  13188. /**
  13189. * Gets the current value of the runtime animation
  13190. */
  13191. readonly currentValue: any;
  13192. /**
  13193. * Gets the target path of the runtime animation
  13194. */
  13195. readonly targetPath: string;
  13196. /**
  13197. * Gets the actual target of the runtime animation
  13198. */
  13199. readonly target: any;
  13200. /** @hidden */
  13201. _onLoop: () => void;
  13202. /**
  13203. * Create a new RuntimeAnimation object
  13204. * @param target defines the target of the animation
  13205. * @param animation defines the source animation object
  13206. * @param scene defines the hosting scene
  13207. * @param host defines the initiating Animatable
  13208. */
  13209. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13210. private _preparePath;
  13211. /**
  13212. * Gets the animation from the runtime animation
  13213. */
  13214. readonly animation: Animation;
  13215. /**
  13216. * Resets the runtime animation to the beginning
  13217. * @param restoreOriginal defines whether to restore the target property to the original value
  13218. */
  13219. reset(restoreOriginal?: boolean): void;
  13220. /**
  13221. * Specifies if the runtime animation is stopped
  13222. * @returns Boolean specifying if the runtime animation is stopped
  13223. */
  13224. isStopped(): boolean;
  13225. /**
  13226. * Disposes of the runtime animation
  13227. */
  13228. dispose(): void;
  13229. /**
  13230. * Apply the interpolated value to the target
  13231. * @param currentValue defines the value computed by the animation
  13232. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13233. */
  13234. setValue(currentValue: any, weight: number): void;
  13235. private _getOriginalValues;
  13236. private _setValue;
  13237. /**
  13238. * Gets the loop pmode of the runtime animation
  13239. * @returns Loop Mode
  13240. */
  13241. private _getCorrectLoopMode;
  13242. /**
  13243. * Move the current animation to a given frame
  13244. * @param frame defines the frame to move to
  13245. */
  13246. goToFrame(frame: number): void;
  13247. /**
  13248. * @hidden Internal use only
  13249. */
  13250. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13251. /**
  13252. * Execute the current animation
  13253. * @param delay defines the delay to add to the current frame
  13254. * @param from defines the lower bound of the animation range
  13255. * @param to defines the upper bound of the animation range
  13256. * @param loop defines if the current animation must loop
  13257. * @param speedRatio defines the current speed ratio
  13258. * @param weight defines the weight of the animation (default is -1 so no weight)
  13259. * @param onLoop optional callback called when animation loops
  13260. * @returns a boolean indicating if the animation is running
  13261. */
  13262. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13263. }
  13264. }
  13265. declare module "babylonjs/Animations/animatable" {
  13266. import { Animation } from "babylonjs/Animations/animation";
  13267. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13268. import { Nullable } from "babylonjs/types";
  13269. import { Observable } from "babylonjs/Misc/observable";
  13270. import { Scene } from "babylonjs/scene";
  13271. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13272. import { Node } from "babylonjs/node";
  13273. /**
  13274. * Class used to store an actual running animation
  13275. */
  13276. export class Animatable {
  13277. /** defines the target object */
  13278. target: any;
  13279. /** defines the starting frame number (default is 0) */
  13280. fromFrame: number;
  13281. /** defines the ending frame number (default is 100) */
  13282. toFrame: number;
  13283. /** defines if the animation must loop (default is false) */
  13284. loopAnimation: boolean;
  13285. /** defines a callback to call when animation ends if it is not looping */
  13286. onAnimationEnd?: (() => void) | null | undefined;
  13287. /** defines a callback to call when animation loops */
  13288. onAnimationLoop?: (() => void) | null | undefined;
  13289. private _localDelayOffset;
  13290. private _pausedDelay;
  13291. private _runtimeAnimations;
  13292. private _paused;
  13293. private _scene;
  13294. private _speedRatio;
  13295. private _weight;
  13296. private _syncRoot;
  13297. /**
  13298. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13299. * This will only apply for non looping animation (default is true)
  13300. */
  13301. disposeOnEnd: boolean;
  13302. /**
  13303. * Gets a boolean indicating if the animation has started
  13304. */
  13305. animationStarted: boolean;
  13306. /**
  13307. * Observer raised when the animation ends
  13308. */
  13309. onAnimationEndObservable: Observable<Animatable>;
  13310. /**
  13311. * Observer raised when the animation loops
  13312. */
  13313. onAnimationLoopObservable: Observable<Animatable>;
  13314. /**
  13315. * Gets the root Animatable used to synchronize and normalize animations
  13316. */
  13317. readonly syncRoot: Nullable<Animatable>;
  13318. /**
  13319. * Gets the current frame of the first RuntimeAnimation
  13320. * Used to synchronize Animatables
  13321. */
  13322. readonly masterFrame: number;
  13323. /**
  13324. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13325. */
  13326. weight: number;
  13327. /**
  13328. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13329. */
  13330. speedRatio: number;
  13331. /**
  13332. * Creates a new Animatable
  13333. * @param scene defines the hosting scene
  13334. * @param target defines the target object
  13335. * @param fromFrame defines the starting frame number (default is 0)
  13336. * @param toFrame defines the ending frame number (default is 100)
  13337. * @param loopAnimation defines if the animation must loop (default is false)
  13338. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13339. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13340. * @param animations defines a group of animation to add to the new Animatable
  13341. * @param onAnimationLoop defines a callback to call when animation loops
  13342. */
  13343. constructor(scene: Scene,
  13344. /** defines the target object */
  13345. target: any,
  13346. /** defines the starting frame number (default is 0) */
  13347. fromFrame?: number,
  13348. /** defines the ending frame number (default is 100) */
  13349. toFrame?: number,
  13350. /** defines if the animation must loop (default is false) */
  13351. loopAnimation?: boolean, speedRatio?: number,
  13352. /** defines a callback to call when animation ends if it is not looping */
  13353. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13354. /** defines a callback to call when animation loops */
  13355. onAnimationLoop?: (() => void) | null | undefined);
  13356. /**
  13357. * Synchronize and normalize current Animatable with a source Animatable
  13358. * This is useful when using animation weights and when animations are not of the same length
  13359. * @param root defines the root Animatable to synchronize with
  13360. * @returns the current Animatable
  13361. */
  13362. syncWith(root: Animatable): Animatable;
  13363. /**
  13364. * Gets the list of runtime animations
  13365. * @returns an array of RuntimeAnimation
  13366. */
  13367. getAnimations(): RuntimeAnimation[];
  13368. /**
  13369. * Adds more animations to the current animatable
  13370. * @param target defines the target of the animations
  13371. * @param animations defines the new animations to add
  13372. */
  13373. appendAnimations(target: any, animations: Animation[]): void;
  13374. /**
  13375. * Gets the source animation for a specific property
  13376. * @param property defines the propertyu to look for
  13377. * @returns null or the source animation for the given property
  13378. */
  13379. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13380. /**
  13381. * Gets the runtime animation for a specific property
  13382. * @param property defines the propertyu to look for
  13383. * @returns null or the runtime animation for the given property
  13384. */
  13385. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13386. /**
  13387. * Resets the animatable to its original state
  13388. */
  13389. reset(): void;
  13390. /**
  13391. * Allows the animatable to blend with current running animations
  13392. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13393. * @param blendingSpeed defines the blending speed to use
  13394. */
  13395. enableBlending(blendingSpeed: number): void;
  13396. /**
  13397. * Disable animation blending
  13398. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13399. */
  13400. disableBlending(): void;
  13401. /**
  13402. * Jump directly to a given frame
  13403. * @param frame defines the frame to jump to
  13404. */
  13405. goToFrame(frame: number): void;
  13406. /**
  13407. * Pause the animation
  13408. */
  13409. pause(): void;
  13410. /**
  13411. * Restart the animation
  13412. */
  13413. restart(): void;
  13414. private _raiseOnAnimationEnd;
  13415. /**
  13416. * Stop and delete the current animation
  13417. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13418. * @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)
  13419. */
  13420. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13421. /**
  13422. * Wait asynchronously for the animation to end
  13423. * @returns a promise which will be fullfilled when the animation ends
  13424. */
  13425. waitAsync(): Promise<Animatable>;
  13426. /** @hidden */
  13427. _animate(delay: number): boolean;
  13428. }
  13429. module "babylonjs/scene" {
  13430. interface Scene {
  13431. /** @hidden */
  13432. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13433. /** @hidden */
  13434. _processLateAnimationBindingsForMatrices(holder: {
  13435. totalWeight: number;
  13436. animations: RuntimeAnimation[];
  13437. originalValue: Matrix;
  13438. }): any;
  13439. /** @hidden */
  13440. _processLateAnimationBindingsForQuaternions(holder: {
  13441. totalWeight: number;
  13442. animations: RuntimeAnimation[];
  13443. originalValue: Quaternion;
  13444. }, refQuaternion: Quaternion): Quaternion;
  13445. /** @hidden */
  13446. _processLateAnimationBindings(): void;
  13447. /**
  13448. * Will start the animation sequence of a given target
  13449. * @param target defines the target
  13450. * @param from defines from which frame should animation start
  13451. * @param to defines until which frame should animation run.
  13452. * @param weight defines the weight to apply to the animation (1.0 by default)
  13453. * @param loop defines if the animation loops
  13454. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13455. * @param onAnimationEnd defines the function to be executed when the animation ends
  13456. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13457. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13458. * @param onAnimationLoop defines the callback to call when an animation loops
  13459. * @returns the animatable object created for this animation
  13460. */
  13461. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13462. /**
  13463. * Will start the animation sequence of a given target
  13464. * @param target defines the target
  13465. * @param from defines from which frame should animation start
  13466. * @param to defines until which frame should animation run.
  13467. * @param loop defines if the animation loops
  13468. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13469. * @param onAnimationEnd defines the function to be executed when the animation ends
  13470. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13471. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13472. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13473. * @param onAnimationLoop defines the callback to call when an animation loops
  13474. * @returns the animatable object created for this animation
  13475. */
  13476. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13477. /**
  13478. * Will start the animation sequence of a given target and its hierarchy
  13479. * @param target defines the target
  13480. * @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.
  13481. * @param from defines from which frame should animation start
  13482. * @param to defines until which frame should animation run.
  13483. * @param loop defines if the animation loops
  13484. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13485. * @param onAnimationEnd defines the function to be executed when the animation ends
  13486. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13487. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13488. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13489. * @param onAnimationLoop defines the callback to call when an animation loops
  13490. * @returns the list of created animatables
  13491. */
  13492. 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[];
  13493. /**
  13494. * Begin a new animation on a given node
  13495. * @param target defines the target where the animation will take place
  13496. * @param animations defines the list of animations to start
  13497. * @param from defines the initial value
  13498. * @param to defines the final value
  13499. * @param loop defines if you want animation to loop (off by default)
  13500. * @param speedRatio defines the speed ratio to apply to all animations
  13501. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13502. * @param onAnimationLoop defines the callback to call when an animation loops
  13503. * @returns the list of created animatables
  13504. */
  13505. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13506. /**
  13507. * Begin a new animation on a given node and its hierarchy
  13508. * @param target defines the root node where the animation will take place
  13509. * @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.
  13510. * @param animations defines the list of animations to start
  13511. * @param from defines the initial value
  13512. * @param to defines the final value
  13513. * @param loop defines if you want animation to loop (off by default)
  13514. * @param speedRatio defines the speed ratio to apply to all animations
  13515. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13516. * @param onAnimationLoop defines the callback to call when an animation loops
  13517. * @returns the list of animatables created for all nodes
  13518. */
  13519. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13520. /**
  13521. * Gets the animatable associated with a specific target
  13522. * @param target defines the target of the animatable
  13523. * @returns the required animatable if found
  13524. */
  13525. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13526. /**
  13527. * Gets all animatables associated with a given target
  13528. * @param target defines the target to look animatables for
  13529. * @returns an array of Animatables
  13530. */
  13531. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13532. /**
  13533. * Stops and removes all animations that have been applied to the scene
  13534. */
  13535. stopAllAnimations(): void;
  13536. /**
  13537. * Gets the current delta time used by animation engine
  13538. */
  13539. deltaTime: number;
  13540. }
  13541. }
  13542. module "babylonjs/Bones/bone" {
  13543. interface Bone {
  13544. /**
  13545. * Copy an animation range from another bone
  13546. * @param source defines the source bone
  13547. * @param rangeName defines the range name to copy
  13548. * @param frameOffset defines the frame offset
  13549. * @param rescaleAsRequired defines if rescaling must be applied if required
  13550. * @param skelDimensionsRatio defines the scaling ratio
  13551. * @returns true if operation was successful
  13552. */
  13553. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13554. }
  13555. }
  13556. }
  13557. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13558. /**
  13559. * Class used to override all child animations of a given target
  13560. */
  13561. export class AnimationPropertiesOverride {
  13562. /**
  13563. * Gets or sets a value indicating if animation blending must be used
  13564. */
  13565. enableBlending: boolean;
  13566. /**
  13567. * Gets or sets the blending speed to use when enableBlending is true
  13568. */
  13569. blendingSpeed: number;
  13570. /**
  13571. * Gets or sets the default loop mode to use
  13572. */
  13573. loopMode: number;
  13574. }
  13575. }
  13576. declare module "babylonjs/Bones/skeleton" {
  13577. import { Bone } from "babylonjs/Bones/bone";
  13578. import { Observable } from "babylonjs/Misc/observable";
  13579. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13580. import { Scene } from "babylonjs/scene";
  13581. import { Nullable } from "babylonjs/types";
  13582. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13583. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13584. import { Animatable } from "babylonjs/Animations/animatable";
  13585. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13586. import { Animation } from "babylonjs/Animations/animation";
  13587. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13588. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13589. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13590. /**
  13591. * Class used to handle skinning animations
  13592. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13593. */
  13594. export class Skeleton implements IAnimatable {
  13595. /** defines the skeleton name */
  13596. name: string;
  13597. /** defines the skeleton Id */
  13598. id: string;
  13599. /**
  13600. * Defines the list of child bones
  13601. */
  13602. bones: Bone[];
  13603. /**
  13604. * Defines an estimate of the dimension of the skeleton at rest
  13605. */
  13606. dimensionsAtRest: Vector3;
  13607. /**
  13608. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13609. */
  13610. needInitialSkinMatrix: boolean;
  13611. /**
  13612. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13613. */
  13614. overrideMesh: Nullable<AbstractMesh>;
  13615. /**
  13616. * Gets the list of animations attached to this skeleton
  13617. */
  13618. animations: Array<Animation>;
  13619. private _scene;
  13620. private _isDirty;
  13621. private _transformMatrices;
  13622. private _transformMatrixTexture;
  13623. private _meshesWithPoseMatrix;
  13624. private _animatables;
  13625. private _identity;
  13626. private _synchronizedWithMesh;
  13627. private _ranges;
  13628. private _lastAbsoluteTransformsUpdateId;
  13629. private _canUseTextureForBones;
  13630. private _uniqueId;
  13631. /** @hidden */
  13632. _numBonesWithLinkedTransformNode: number;
  13633. /** @hidden */
  13634. _hasWaitingData: Nullable<boolean>;
  13635. /**
  13636. * Specifies if the skeleton should be serialized
  13637. */
  13638. doNotSerialize: boolean;
  13639. private _useTextureToStoreBoneMatrices;
  13640. /**
  13641. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13642. * Please note that this option is not available if the hardware does not support it
  13643. */
  13644. useTextureToStoreBoneMatrices: boolean;
  13645. private _animationPropertiesOverride;
  13646. /**
  13647. * Gets or sets the animation properties override
  13648. */
  13649. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13650. /**
  13651. * List of inspectable custom properties (used by the Inspector)
  13652. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13653. */
  13654. inspectableCustomProperties: IInspectable[];
  13655. /**
  13656. * An observable triggered before computing the skeleton's matrices
  13657. */
  13658. onBeforeComputeObservable: Observable<Skeleton>;
  13659. /**
  13660. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13661. */
  13662. readonly isUsingTextureForMatrices: boolean;
  13663. /**
  13664. * Gets the unique ID of this skeleton
  13665. */
  13666. readonly uniqueId: number;
  13667. /**
  13668. * Creates a new skeleton
  13669. * @param name defines the skeleton name
  13670. * @param id defines the skeleton Id
  13671. * @param scene defines the hosting scene
  13672. */
  13673. constructor(
  13674. /** defines the skeleton name */
  13675. name: string,
  13676. /** defines the skeleton Id */
  13677. id: string, scene: Scene);
  13678. /**
  13679. * Gets the current object class name.
  13680. * @return the class name
  13681. */
  13682. getClassName(): string;
  13683. /**
  13684. * Returns an array containing the root bones
  13685. * @returns an array containing the root bones
  13686. */
  13687. getChildren(): Array<Bone>;
  13688. /**
  13689. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13690. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13691. * @returns a Float32Array containing matrices data
  13692. */
  13693. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13694. /**
  13695. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13696. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13697. * @returns a raw texture containing the data
  13698. */
  13699. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13700. /**
  13701. * Gets the current hosting scene
  13702. * @returns a scene object
  13703. */
  13704. getScene(): Scene;
  13705. /**
  13706. * Gets a string representing the current skeleton data
  13707. * @param fullDetails defines a boolean indicating if we want a verbose version
  13708. * @returns a string representing the current skeleton data
  13709. */
  13710. toString(fullDetails?: boolean): string;
  13711. /**
  13712. * Get bone's index searching by name
  13713. * @param name defines bone's name to search for
  13714. * @return the indice of the bone. Returns -1 if not found
  13715. */
  13716. getBoneIndexByName(name: string): number;
  13717. /**
  13718. * Creater a new animation range
  13719. * @param name defines the name of the range
  13720. * @param from defines the start key
  13721. * @param to defines the end key
  13722. */
  13723. createAnimationRange(name: string, from: number, to: number): void;
  13724. /**
  13725. * Delete a specific animation range
  13726. * @param name defines the name of the range
  13727. * @param deleteFrames defines if frames must be removed as well
  13728. */
  13729. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13730. /**
  13731. * Gets a specific animation range
  13732. * @param name defines the name of the range to look for
  13733. * @returns the requested animation range or null if not found
  13734. */
  13735. getAnimationRange(name: string): Nullable<AnimationRange>;
  13736. /**
  13737. * Gets the list of all animation ranges defined on this skeleton
  13738. * @returns an array
  13739. */
  13740. getAnimationRanges(): Nullable<AnimationRange>[];
  13741. /**
  13742. * Copy animation range from a source skeleton.
  13743. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13744. * @param source defines the source skeleton
  13745. * @param name defines the name of the range to copy
  13746. * @param rescaleAsRequired defines if rescaling must be applied if required
  13747. * @returns true if operation was successful
  13748. */
  13749. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13750. /**
  13751. * Forces the skeleton to go to rest pose
  13752. */
  13753. returnToRest(): void;
  13754. private _getHighestAnimationFrame;
  13755. /**
  13756. * Begin a specific animation range
  13757. * @param name defines the name of the range to start
  13758. * @param loop defines if looping must be turned on (false by default)
  13759. * @param speedRatio defines the speed ratio to apply (1 by default)
  13760. * @param onAnimationEnd defines a callback which will be called when animation will end
  13761. * @returns a new animatable
  13762. */
  13763. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13764. /** @hidden */
  13765. _markAsDirty(): void;
  13766. /** @hidden */
  13767. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13768. /** @hidden */
  13769. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13770. private _computeTransformMatrices;
  13771. /**
  13772. * Build all resources required to render a skeleton
  13773. */
  13774. prepare(): void;
  13775. /**
  13776. * Gets the list of animatables currently running for this skeleton
  13777. * @returns an array of animatables
  13778. */
  13779. getAnimatables(): IAnimatable[];
  13780. /**
  13781. * Clone the current skeleton
  13782. * @param name defines the name of the new skeleton
  13783. * @param id defines the id of the new skeleton
  13784. * @returns the new skeleton
  13785. */
  13786. clone(name: string, id?: string): Skeleton;
  13787. /**
  13788. * Enable animation blending for this skeleton
  13789. * @param blendingSpeed defines the blending speed to apply
  13790. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13791. */
  13792. enableBlending(blendingSpeed?: number): void;
  13793. /**
  13794. * Releases all resources associated with the current skeleton
  13795. */
  13796. dispose(): void;
  13797. /**
  13798. * Serialize the skeleton in a JSON object
  13799. * @returns a JSON object
  13800. */
  13801. serialize(): any;
  13802. /**
  13803. * Creates a new skeleton from serialized data
  13804. * @param parsedSkeleton defines the serialized data
  13805. * @param scene defines the hosting scene
  13806. * @returns a new skeleton
  13807. */
  13808. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13809. /**
  13810. * Compute all node absolute transforms
  13811. * @param forceUpdate defines if computation must be done even if cache is up to date
  13812. */
  13813. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13814. /**
  13815. * Gets the root pose matrix
  13816. * @returns a matrix
  13817. */
  13818. getPoseMatrix(): Nullable<Matrix>;
  13819. /**
  13820. * Sorts bones per internal index
  13821. */
  13822. sortBones(): void;
  13823. private _sortBones;
  13824. }
  13825. }
  13826. declare module "babylonjs/Bones/bone" {
  13827. import { Skeleton } from "babylonjs/Bones/skeleton";
  13828. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13829. import { Nullable } from "babylonjs/types";
  13830. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13831. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13832. import { Node } from "babylonjs/node";
  13833. import { Space } from "babylonjs/Maths/math.axis";
  13834. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13835. /**
  13836. * Class used to store bone information
  13837. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13838. */
  13839. export class Bone extends Node {
  13840. /**
  13841. * defines the bone name
  13842. */
  13843. name: string;
  13844. private static _tmpVecs;
  13845. private static _tmpQuat;
  13846. private static _tmpMats;
  13847. /**
  13848. * Gets the list of child bones
  13849. */
  13850. children: Bone[];
  13851. /** Gets the animations associated with this bone */
  13852. animations: import("babylonjs/Animations/animation").Animation[];
  13853. /**
  13854. * Gets or sets bone length
  13855. */
  13856. length: number;
  13857. /**
  13858. * @hidden Internal only
  13859. * Set this value to map this bone to a different index in the transform matrices
  13860. * Set this value to -1 to exclude the bone from the transform matrices
  13861. */
  13862. _index: Nullable<number>;
  13863. private _skeleton;
  13864. private _localMatrix;
  13865. private _restPose;
  13866. private _baseMatrix;
  13867. private _absoluteTransform;
  13868. private _invertedAbsoluteTransform;
  13869. private _parent;
  13870. private _scalingDeterminant;
  13871. private _worldTransform;
  13872. private _localScaling;
  13873. private _localRotation;
  13874. private _localPosition;
  13875. private _needToDecompose;
  13876. private _needToCompose;
  13877. /** @hidden */
  13878. _linkedTransformNode: Nullable<TransformNode>;
  13879. /** @hidden */
  13880. _waitingTransformNodeId: Nullable<string>;
  13881. /** @hidden */
  13882. /** @hidden */
  13883. _matrix: Matrix;
  13884. /**
  13885. * Create a new bone
  13886. * @param name defines the bone name
  13887. * @param skeleton defines the parent skeleton
  13888. * @param parentBone defines the parent (can be null if the bone is the root)
  13889. * @param localMatrix defines the local matrix
  13890. * @param restPose defines the rest pose matrix
  13891. * @param baseMatrix defines the base matrix
  13892. * @param index defines index of the bone in the hiearchy
  13893. */
  13894. constructor(
  13895. /**
  13896. * defines the bone name
  13897. */
  13898. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13899. /**
  13900. * Gets the current object class name.
  13901. * @return the class name
  13902. */
  13903. getClassName(): string;
  13904. /**
  13905. * Gets the parent skeleton
  13906. * @returns a skeleton
  13907. */
  13908. getSkeleton(): Skeleton;
  13909. /**
  13910. * Gets parent bone
  13911. * @returns a bone or null if the bone is the root of the bone hierarchy
  13912. */
  13913. getParent(): Nullable<Bone>;
  13914. /**
  13915. * Returns an array containing the root bones
  13916. * @returns an array containing the root bones
  13917. */
  13918. getChildren(): Array<Bone>;
  13919. /**
  13920. * Gets the node index in matrix array generated for rendering
  13921. * @returns the node index
  13922. */
  13923. getIndex(): number;
  13924. /**
  13925. * Sets the parent bone
  13926. * @param parent defines the parent (can be null if the bone is the root)
  13927. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13928. */
  13929. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13930. /**
  13931. * Gets the local matrix
  13932. * @returns a matrix
  13933. */
  13934. getLocalMatrix(): Matrix;
  13935. /**
  13936. * Gets the base matrix (initial matrix which remains unchanged)
  13937. * @returns a matrix
  13938. */
  13939. getBaseMatrix(): Matrix;
  13940. /**
  13941. * Gets the rest pose matrix
  13942. * @returns a matrix
  13943. */
  13944. getRestPose(): Matrix;
  13945. /**
  13946. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13947. */
  13948. getWorldMatrix(): Matrix;
  13949. /**
  13950. * Sets the local matrix to rest pose matrix
  13951. */
  13952. returnToRest(): void;
  13953. /**
  13954. * Gets the inverse of the absolute transform matrix.
  13955. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13956. * @returns a matrix
  13957. */
  13958. getInvertedAbsoluteTransform(): Matrix;
  13959. /**
  13960. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13961. * @returns a matrix
  13962. */
  13963. getAbsoluteTransform(): Matrix;
  13964. /**
  13965. * Links with the given transform node.
  13966. * The local matrix of this bone is copied from the transform node every frame.
  13967. * @param transformNode defines the transform node to link to
  13968. */
  13969. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13970. /**
  13971. * Gets the node used to drive the bone's transformation
  13972. * @returns a transform node or null
  13973. */
  13974. getTransformNode(): Nullable<TransformNode>;
  13975. /** Gets or sets current position (in local space) */
  13976. position: Vector3;
  13977. /** Gets or sets current rotation (in local space) */
  13978. rotation: Vector3;
  13979. /** Gets or sets current rotation quaternion (in local space) */
  13980. rotationQuaternion: Quaternion;
  13981. /** Gets or sets current scaling (in local space) */
  13982. scaling: Vector3;
  13983. /**
  13984. * Gets the animation properties override
  13985. */
  13986. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13987. private _decompose;
  13988. private _compose;
  13989. /**
  13990. * Update the base and local matrices
  13991. * @param matrix defines the new base or local matrix
  13992. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13993. * @param updateLocalMatrix defines if the local matrix should be updated
  13994. */
  13995. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13996. /** @hidden */
  13997. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13998. /**
  13999. * Flag the bone as dirty (Forcing it to update everything)
  14000. */
  14001. markAsDirty(): void;
  14002. /** @hidden */
  14003. _markAsDirtyAndCompose(): void;
  14004. private _markAsDirtyAndDecompose;
  14005. /**
  14006. * Translate the bone in local or world space
  14007. * @param vec The amount to translate the bone
  14008. * @param space The space that the translation is in
  14009. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14010. */
  14011. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14012. /**
  14013. * Set the postion of the bone in local or world space
  14014. * @param position The position to set the bone
  14015. * @param space The space that the position is in
  14016. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14017. */
  14018. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14019. /**
  14020. * Set the absolute position of the bone (world space)
  14021. * @param position The position to set the bone
  14022. * @param mesh The mesh that this bone is attached to
  14023. */
  14024. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  14025. /**
  14026. * Scale the bone on the x, y and z axes (in local space)
  14027. * @param x The amount to scale the bone on the x axis
  14028. * @param y The amount to scale the bone on the y axis
  14029. * @param z The amount to scale the bone on the z axis
  14030. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  14031. */
  14032. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  14033. /**
  14034. * Set the bone scaling in local space
  14035. * @param scale defines the scaling vector
  14036. */
  14037. setScale(scale: Vector3): void;
  14038. /**
  14039. * Gets the current scaling in local space
  14040. * @returns the current scaling vector
  14041. */
  14042. getScale(): Vector3;
  14043. /**
  14044. * Gets the current scaling in local space and stores it in a target vector
  14045. * @param result defines the target vector
  14046. */
  14047. getScaleToRef(result: Vector3): void;
  14048. /**
  14049. * Set the yaw, pitch, and roll of the bone in local or world space
  14050. * @param yaw The rotation of the bone on the y axis
  14051. * @param pitch The rotation of the bone on the x axis
  14052. * @param roll The rotation of the bone on the z axis
  14053. * @param space The space that the axes of rotation are in
  14054. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14055. */
  14056. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  14057. /**
  14058. * Add a rotation to the bone on an axis in local or world space
  14059. * @param axis The axis to rotate the bone on
  14060. * @param amount The amount to rotate the bone
  14061. * @param space The space that the axis is in
  14062. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14063. */
  14064. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  14065. /**
  14066. * Set the rotation of the bone to a particular axis angle in local or world space
  14067. * @param axis The axis to rotate the bone on
  14068. * @param angle The angle that the bone should be rotated to
  14069. * @param space The space that the axis is in
  14070. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14071. */
  14072. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  14073. /**
  14074. * Set the euler rotation of the bone in local of world space
  14075. * @param rotation The euler rotation that the bone should be set to
  14076. * @param space The space that the rotation is in
  14077. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14078. */
  14079. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14080. /**
  14081. * Set the quaternion rotation of the bone in local of world space
  14082. * @param quat The quaternion rotation that the bone should be set to
  14083. * @param space The space that the rotation is in
  14084. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14085. */
  14086. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  14087. /**
  14088. * Set the rotation matrix of the bone in local of world space
  14089. * @param rotMat The rotation matrix that the bone should be set to
  14090. * @param space The space that the rotation is in
  14091. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14092. */
  14093. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  14094. private _rotateWithMatrix;
  14095. private _getNegativeRotationToRef;
  14096. /**
  14097. * Get the position of the bone in local or world space
  14098. * @param space The space that the returned position is in
  14099. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14100. * @returns The position of the bone
  14101. */
  14102. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14103. /**
  14104. * Copy the position of the bone to a vector3 in local or world space
  14105. * @param space The space that the returned position is in
  14106. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14107. * @param result The vector3 to copy the position to
  14108. */
  14109. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  14110. /**
  14111. * Get the absolute position of the bone (world space)
  14112. * @param mesh The mesh that this bone is attached to
  14113. * @returns The absolute position of the bone
  14114. */
  14115. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  14116. /**
  14117. * Copy the absolute position of the bone (world space) to the result param
  14118. * @param mesh The mesh that this bone is attached to
  14119. * @param result The vector3 to copy the absolute position to
  14120. */
  14121. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  14122. /**
  14123. * Compute the absolute transforms of this bone and its children
  14124. */
  14125. computeAbsoluteTransforms(): void;
  14126. /**
  14127. * Get the world direction from an axis that is in the local space of the bone
  14128. * @param localAxis The local direction that is used to compute the world direction
  14129. * @param mesh The mesh that this bone is attached to
  14130. * @returns The world direction
  14131. */
  14132. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14133. /**
  14134. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14135. * @param localAxis The local direction that is used to compute the world direction
  14136. * @param mesh The mesh that this bone is attached to
  14137. * @param result The vector3 that the world direction will be copied to
  14138. */
  14139. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14140. /**
  14141. * Get the euler rotation of the bone in local or world space
  14142. * @param space The space that the rotation should be in
  14143. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14144. * @returns The euler rotation
  14145. */
  14146. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14147. /**
  14148. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14149. * @param space The space that the rotation should be in
  14150. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14151. * @param result The vector3 that the rotation should be copied to
  14152. */
  14153. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14154. /**
  14155. * Get the quaternion rotation of the bone in either local or world space
  14156. * @param space The space that the rotation should be in
  14157. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14158. * @returns The quaternion rotation
  14159. */
  14160. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14161. /**
  14162. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14163. * @param space The space that the rotation should be in
  14164. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14165. * @param result The quaternion that the rotation should be copied to
  14166. */
  14167. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14168. /**
  14169. * Get the rotation matrix of the bone in local or world space
  14170. * @param space The space that the rotation should be in
  14171. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14172. * @returns The rotation matrix
  14173. */
  14174. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14175. /**
  14176. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14177. * @param space The space that the rotation should be in
  14178. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14179. * @param result The quaternion that the rotation should be copied to
  14180. */
  14181. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14182. /**
  14183. * Get the world position of a point that is in the local space of the bone
  14184. * @param position The local position
  14185. * @param mesh The mesh that this bone is attached to
  14186. * @returns The world position
  14187. */
  14188. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14189. /**
  14190. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14191. * @param position The local position
  14192. * @param mesh The mesh that this bone is attached to
  14193. * @param result The vector3 that the world position should be copied to
  14194. */
  14195. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14196. /**
  14197. * Get the local position of a point that is in world space
  14198. * @param position The world position
  14199. * @param mesh The mesh that this bone is attached to
  14200. * @returns The local position
  14201. */
  14202. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14203. /**
  14204. * Get the local position of a point that is in world space and copy it to the result param
  14205. * @param position The world position
  14206. * @param mesh The mesh that this bone is attached to
  14207. * @param result The vector3 that the local position should be copied to
  14208. */
  14209. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14210. }
  14211. }
  14212. declare module "babylonjs/Meshes/transformNode" {
  14213. import { DeepImmutable } from "babylonjs/types";
  14214. import { Observable } from "babylonjs/Misc/observable";
  14215. import { Nullable } from "babylonjs/types";
  14216. import { Camera } from "babylonjs/Cameras/camera";
  14217. import { Scene } from "babylonjs/scene";
  14218. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14219. import { Node } from "babylonjs/node";
  14220. import { Bone } from "babylonjs/Bones/bone";
  14221. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14222. import { Space } from "babylonjs/Maths/math.axis";
  14223. /**
  14224. * 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.
  14225. * @see https://doc.babylonjs.com/how_to/transformnode
  14226. */
  14227. export class TransformNode extends Node {
  14228. /**
  14229. * Object will not rotate to face the camera
  14230. */
  14231. static BILLBOARDMODE_NONE: number;
  14232. /**
  14233. * Object will rotate to face the camera but only on the x axis
  14234. */
  14235. static BILLBOARDMODE_X: number;
  14236. /**
  14237. * Object will rotate to face the camera but only on the y axis
  14238. */
  14239. static BILLBOARDMODE_Y: number;
  14240. /**
  14241. * Object will rotate to face the camera but only on the z axis
  14242. */
  14243. static BILLBOARDMODE_Z: number;
  14244. /**
  14245. * Object will rotate to face the camera
  14246. */
  14247. static BILLBOARDMODE_ALL: number;
  14248. /**
  14249. * Object will rotate to face the camera's position instead of orientation
  14250. */
  14251. static BILLBOARDMODE_USE_POSITION: number;
  14252. private _forward;
  14253. private _forwardInverted;
  14254. private _up;
  14255. private _right;
  14256. private _rightInverted;
  14257. private _position;
  14258. private _rotation;
  14259. private _rotationQuaternion;
  14260. protected _scaling: Vector3;
  14261. protected _isDirty: boolean;
  14262. private _transformToBoneReferal;
  14263. private _isAbsoluteSynced;
  14264. private _billboardMode;
  14265. /**
  14266. * Gets or sets the billboard mode. Default is 0.
  14267. *
  14268. * | Value | Type | Description |
  14269. * | --- | --- | --- |
  14270. * | 0 | BILLBOARDMODE_NONE | |
  14271. * | 1 | BILLBOARDMODE_X | |
  14272. * | 2 | BILLBOARDMODE_Y | |
  14273. * | 4 | BILLBOARDMODE_Z | |
  14274. * | 7 | BILLBOARDMODE_ALL | |
  14275. *
  14276. */
  14277. billboardMode: number;
  14278. private _preserveParentRotationForBillboard;
  14279. /**
  14280. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14281. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14282. */
  14283. preserveParentRotationForBillboard: boolean;
  14284. /**
  14285. * 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
  14286. */
  14287. scalingDeterminant: number;
  14288. private _infiniteDistance;
  14289. /**
  14290. * Gets or sets the distance of the object to max, often used by skybox
  14291. */
  14292. infiniteDistance: boolean;
  14293. /**
  14294. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14295. * By default the system will update normals to compensate
  14296. */
  14297. ignoreNonUniformScaling: boolean;
  14298. /**
  14299. * 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
  14300. */
  14301. reIntegrateRotationIntoRotationQuaternion: boolean;
  14302. /** @hidden */
  14303. _poseMatrix: Nullable<Matrix>;
  14304. /** @hidden */
  14305. _localMatrix: Matrix;
  14306. private _usePivotMatrix;
  14307. private _absolutePosition;
  14308. private _absoluteScaling;
  14309. private _absoluteRotationQuaternion;
  14310. private _pivotMatrix;
  14311. private _pivotMatrixInverse;
  14312. protected _postMultiplyPivotMatrix: boolean;
  14313. protected _isWorldMatrixFrozen: boolean;
  14314. /** @hidden */
  14315. _indexInSceneTransformNodesArray: number;
  14316. /**
  14317. * An event triggered after the world matrix is updated
  14318. */
  14319. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14320. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14321. /**
  14322. * Gets a string identifying the name of the class
  14323. * @returns "TransformNode" string
  14324. */
  14325. getClassName(): string;
  14326. /**
  14327. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14328. */
  14329. position: Vector3;
  14330. /**
  14331. * 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)).
  14332. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14333. */
  14334. rotation: Vector3;
  14335. /**
  14336. * 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)).
  14337. */
  14338. scaling: Vector3;
  14339. /**
  14340. * 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).
  14341. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14342. */
  14343. rotationQuaternion: Nullable<Quaternion>;
  14344. /**
  14345. * The forward direction of that transform in world space.
  14346. */
  14347. readonly forward: Vector3;
  14348. /**
  14349. * The up direction of that transform in world space.
  14350. */
  14351. readonly up: Vector3;
  14352. /**
  14353. * The right direction of that transform in world space.
  14354. */
  14355. readonly right: Vector3;
  14356. /**
  14357. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14358. * @param matrix the matrix to copy the pose from
  14359. * @returns this TransformNode.
  14360. */
  14361. updatePoseMatrix(matrix: Matrix): TransformNode;
  14362. /**
  14363. * Returns the mesh Pose matrix.
  14364. * @returns the pose matrix
  14365. */
  14366. getPoseMatrix(): Matrix;
  14367. /** @hidden */
  14368. _isSynchronized(): boolean;
  14369. /** @hidden */
  14370. _initCache(): void;
  14371. /**
  14372. * Flag the transform node as dirty (Forcing it to update everything)
  14373. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14374. * @returns this transform node
  14375. */
  14376. markAsDirty(property: string): TransformNode;
  14377. /**
  14378. * Returns the current mesh absolute position.
  14379. * Returns a Vector3.
  14380. */
  14381. readonly absolutePosition: Vector3;
  14382. /**
  14383. * Returns the current mesh absolute scaling.
  14384. * Returns a Vector3.
  14385. */
  14386. readonly absoluteScaling: Vector3;
  14387. /**
  14388. * Returns the current mesh absolute rotation.
  14389. * Returns a Quaternion.
  14390. */
  14391. readonly absoluteRotationQuaternion: Quaternion;
  14392. /**
  14393. * Sets a new matrix to apply before all other transformation
  14394. * @param matrix defines the transform matrix
  14395. * @returns the current TransformNode
  14396. */
  14397. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14398. /**
  14399. * Sets a new pivot matrix to the current node
  14400. * @param matrix defines the new pivot matrix to use
  14401. * @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
  14402. * @returns the current TransformNode
  14403. */
  14404. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14405. /**
  14406. * Returns the mesh pivot matrix.
  14407. * Default : Identity.
  14408. * @returns the matrix
  14409. */
  14410. getPivotMatrix(): Matrix;
  14411. /**
  14412. * Instantiate (when possible) or clone that node with its hierarchy
  14413. * @param newParent defines the new parent to use for the instance (or clone)
  14414. * @param options defines options to configure how copy is done
  14415. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  14416. * @returns an instance (or a clone) of the current node with its hiearchy
  14417. */
  14418. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  14419. doNotInstantiate: boolean;
  14420. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  14421. /**
  14422. * Prevents the World matrix to be computed any longer
  14423. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14424. * @returns the TransformNode.
  14425. */
  14426. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14427. /**
  14428. * Allows back the World matrix computation.
  14429. * @returns the TransformNode.
  14430. */
  14431. unfreezeWorldMatrix(): this;
  14432. /**
  14433. * True if the World matrix has been frozen.
  14434. */
  14435. readonly isWorldMatrixFrozen: boolean;
  14436. /**
  14437. * Retuns the mesh absolute position in the World.
  14438. * @returns a Vector3.
  14439. */
  14440. getAbsolutePosition(): Vector3;
  14441. /**
  14442. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14443. * @param absolutePosition the absolute position to set
  14444. * @returns the TransformNode.
  14445. */
  14446. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14447. /**
  14448. * Sets the mesh position in its local space.
  14449. * @param vector3 the position to set in localspace
  14450. * @returns the TransformNode.
  14451. */
  14452. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14453. /**
  14454. * Returns the mesh position in the local space from the current World matrix values.
  14455. * @returns a new Vector3.
  14456. */
  14457. getPositionExpressedInLocalSpace(): Vector3;
  14458. /**
  14459. * Translates the mesh along the passed Vector3 in its local space.
  14460. * @param vector3 the distance to translate in localspace
  14461. * @returns the TransformNode.
  14462. */
  14463. locallyTranslate(vector3: Vector3): TransformNode;
  14464. private static _lookAtVectorCache;
  14465. /**
  14466. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14467. * @param targetPoint the position (must be in same space as current mesh) to look at
  14468. * @param yawCor optional yaw (y-axis) correction in radians
  14469. * @param pitchCor optional pitch (x-axis) correction in radians
  14470. * @param rollCor optional roll (z-axis) correction in radians
  14471. * @param space the choosen space of the target
  14472. * @returns the TransformNode.
  14473. */
  14474. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14475. /**
  14476. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14477. * This Vector3 is expressed in the World space.
  14478. * @param localAxis axis to rotate
  14479. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14480. */
  14481. getDirection(localAxis: Vector3): Vector3;
  14482. /**
  14483. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14484. * localAxis is expressed in the mesh local space.
  14485. * result is computed in the Wordl space from the mesh World matrix.
  14486. * @param localAxis axis to rotate
  14487. * @param result the resulting transformnode
  14488. * @returns this TransformNode.
  14489. */
  14490. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14491. /**
  14492. * Sets this transform node rotation to the given local axis.
  14493. * @param localAxis the axis in local space
  14494. * @param yawCor optional yaw (y-axis) correction in radians
  14495. * @param pitchCor optional pitch (x-axis) correction in radians
  14496. * @param rollCor optional roll (z-axis) correction in radians
  14497. * @returns this TransformNode
  14498. */
  14499. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14500. /**
  14501. * Sets a new pivot point to the current node
  14502. * @param point defines the new pivot point to use
  14503. * @param space defines if the point is in world or local space (local by default)
  14504. * @returns the current TransformNode
  14505. */
  14506. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14507. /**
  14508. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14509. * @returns the pivot point
  14510. */
  14511. getPivotPoint(): Vector3;
  14512. /**
  14513. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14514. * @param result the vector3 to store the result
  14515. * @returns this TransformNode.
  14516. */
  14517. getPivotPointToRef(result: Vector3): TransformNode;
  14518. /**
  14519. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14520. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14521. */
  14522. getAbsolutePivotPoint(): Vector3;
  14523. /**
  14524. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14525. * @param result vector3 to store the result
  14526. * @returns this TransformNode.
  14527. */
  14528. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14529. /**
  14530. * Defines the passed node as the parent of the current node.
  14531. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14532. * @see https://doc.babylonjs.com/how_to/parenting
  14533. * @param node the node ot set as the parent
  14534. * @returns this TransformNode.
  14535. */
  14536. setParent(node: Nullable<Node>): TransformNode;
  14537. private _nonUniformScaling;
  14538. /**
  14539. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14540. */
  14541. readonly nonUniformScaling: boolean;
  14542. /** @hidden */
  14543. _updateNonUniformScalingState(value: boolean): boolean;
  14544. /**
  14545. * Attach the current TransformNode to another TransformNode associated with a bone
  14546. * @param bone Bone affecting the TransformNode
  14547. * @param affectedTransformNode TransformNode associated with the bone
  14548. * @returns this object
  14549. */
  14550. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14551. /**
  14552. * Detach the transform node if its associated with a bone
  14553. * @returns this object
  14554. */
  14555. detachFromBone(): TransformNode;
  14556. private static _rotationAxisCache;
  14557. /**
  14558. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14559. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14560. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14561. * The passed axis is also normalized.
  14562. * @param axis the axis to rotate around
  14563. * @param amount the amount to rotate in radians
  14564. * @param space Space to rotate in (Default: local)
  14565. * @returns the TransformNode.
  14566. */
  14567. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14568. /**
  14569. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14570. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14571. * The passed axis is also normalized. .
  14572. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14573. * @param point the point to rotate around
  14574. * @param axis the axis to rotate around
  14575. * @param amount the amount to rotate in radians
  14576. * @returns the TransformNode
  14577. */
  14578. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14579. /**
  14580. * Translates the mesh along the axis vector for the passed distance in the given space.
  14581. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14582. * @param axis the axis to translate in
  14583. * @param distance the distance to translate
  14584. * @param space Space to rotate in (Default: local)
  14585. * @returns the TransformNode.
  14586. */
  14587. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14588. /**
  14589. * Adds a rotation step to the mesh current rotation.
  14590. * x, y, z are Euler angles expressed in radians.
  14591. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14592. * This means this rotation is made in the mesh local space only.
  14593. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14594. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14595. * ```javascript
  14596. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14597. * ```
  14598. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14599. * 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.
  14600. * @param x Rotation to add
  14601. * @param y Rotation to add
  14602. * @param z Rotation to add
  14603. * @returns the TransformNode.
  14604. */
  14605. addRotation(x: number, y: number, z: number): TransformNode;
  14606. /**
  14607. * @hidden
  14608. */
  14609. protected _getEffectiveParent(): Nullable<Node>;
  14610. /**
  14611. * Computes the world matrix of the node
  14612. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14613. * @returns the world matrix
  14614. */
  14615. computeWorldMatrix(force?: boolean): Matrix;
  14616. protected _afterComputeWorldMatrix(): void;
  14617. /**
  14618. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14619. * @param func callback function to add
  14620. *
  14621. * @returns the TransformNode.
  14622. */
  14623. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14624. /**
  14625. * Removes a registered callback function.
  14626. * @param func callback function to remove
  14627. * @returns the TransformNode.
  14628. */
  14629. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14630. /**
  14631. * Gets the position of the current mesh in camera space
  14632. * @param camera defines the camera to use
  14633. * @returns a position
  14634. */
  14635. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14636. /**
  14637. * Returns the distance from the mesh to the active camera
  14638. * @param camera defines the camera to use
  14639. * @returns the distance
  14640. */
  14641. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14642. /**
  14643. * Clone the current transform node
  14644. * @param name Name of the new clone
  14645. * @param newParent New parent for the clone
  14646. * @param doNotCloneChildren Do not clone children hierarchy
  14647. * @returns the new transform node
  14648. */
  14649. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14650. /**
  14651. * Serializes the objects information.
  14652. * @param currentSerializationObject defines the object to serialize in
  14653. * @returns the serialized object
  14654. */
  14655. serialize(currentSerializationObject?: any): any;
  14656. /**
  14657. * Returns a new TransformNode object parsed from the source provided.
  14658. * @param parsedTransformNode is the source.
  14659. * @param scene the scne the object belongs to
  14660. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14661. * @returns a new TransformNode object parsed from the source provided.
  14662. */
  14663. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14664. /**
  14665. * Get all child-transformNodes of this node
  14666. * @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
  14667. * @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
  14668. * @returns an array of TransformNode
  14669. */
  14670. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14671. /**
  14672. * Releases resources associated with this transform node.
  14673. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14674. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14675. */
  14676. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14677. /**
  14678. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14679. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14680. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14681. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14682. * @returns the current mesh
  14683. */
  14684. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14685. private _syncAbsoluteScalingAndRotation;
  14686. }
  14687. }
  14688. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14689. import { Observable } from "babylonjs/Misc/observable";
  14690. import { Nullable } from "babylonjs/types";
  14691. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14692. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14693. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14694. import { Ray } from "babylonjs/Culling/ray";
  14695. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14696. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14697. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14698. /**
  14699. * Defines the types of pose enabled controllers that are supported
  14700. */
  14701. export enum PoseEnabledControllerType {
  14702. /**
  14703. * HTC Vive
  14704. */
  14705. VIVE = 0,
  14706. /**
  14707. * Oculus Rift
  14708. */
  14709. OCULUS = 1,
  14710. /**
  14711. * Windows mixed reality
  14712. */
  14713. WINDOWS = 2,
  14714. /**
  14715. * Samsung gear VR
  14716. */
  14717. GEAR_VR = 3,
  14718. /**
  14719. * Google Daydream
  14720. */
  14721. DAYDREAM = 4,
  14722. /**
  14723. * Generic
  14724. */
  14725. GENERIC = 5
  14726. }
  14727. /**
  14728. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14729. */
  14730. export interface MutableGamepadButton {
  14731. /**
  14732. * Value of the button/trigger
  14733. */
  14734. value: number;
  14735. /**
  14736. * If the button/trigger is currently touched
  14737. */
  14738. touched: boolean;
  14739. /**
  14740. * If the button/trigger is currently pressed
  14741. */
  14742. pressed: boolean;
  14743. }
  14744. /**
  14745. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14746. * @hidden
  14747. */
  14748. export interface ExtendedGamepadButton extends GamepadButton {
  14749. /**
  14750. * If the button/trigger is currently pressed
  14751. */
  14752. readonly pressed: boolean;
  14753. /**
  14754. * If the button/trigger is currently touched
  14755. */
  14756. readonly touched: boolean;
  14757. /**
  14758. * Value of the button/trigger
  14759. */
  14760. readonly value: number;
  14761. }
  14762. /** @hidden */
  14763. export interface _GamePadFactory {
  14764. /**
  14765. * Returns wether or not the current gamepad can be created for this type of controller.
  14766. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14767. * @returns true if it can be created, otherwise false
  14768. */
  14769. canCreate(gamepadInfo: any): boolean;
  14770. /**
  14771. * Creates a new instance of the Gamepad.
  14772. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14773. * @returns the new gamepad instance
  14774. */
  14775. create(gamepadInfo: any): Gamepad;
  14776. }
  14777. /**
  14778. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14779. */
  14780. export class PoseEnabledControllerHelper {
  14781. /** @hidden */
  14782. static _ControllerFactories: _GamePadFactory[];
  14783. /** @hidden */
  14784. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14785. /**
  14786. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14787. * @param vrGamepad the gamepad to initialized
  14788. * @returns a vr controller of the type the gamepad identified as
  14789. */
  14790. static InitiateController(vrGamepad: any): Gamepad;
  14791. }
  14792. /**
  14793. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14794. */
  14795. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14796. /**
  14797. * If the controller is used in a webXR session
  14798. */
  14799. isXR: boolean;
  14800. private _deviceRoomPosition;
  14801. private _deviceRoomRotationQuaternion;
  14802. /**
  14803. * The device position in babylon space
  14804. */
  14805. devicePosition: Vector3;
  14806. /**
  14807. * The device rotation in babylon space
  14808. */
  14809. deviceRotationQuaternion: Quaternion;
  14810. /**
  14811. * The scale factor of the device in babylon space
  14812. */
  14813. deviceScaleFactor: number;
  14814. /**
  14815. * (Likely devicePosition should be used instead) The device position in its room space
  14816. */
  14817. position: Vector3;
  14818. /**
  14819. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14820. */
  14821. rotationQuaternion: Quaternion;
  14822. /**
  14823. * The type of controller (Eg. Windows mixed reality)
  14824. */
  14825. controllerType: PoseEnabledControllerType;
  14826. protected _calculatedPosition: Vector3;
  14827. private _calculatedRotation;
  14828. /**
  14829. * The raw pose from the device
  14830. */
  14831. rawPose: DevicePose;
  14832. private _trackPosition;
  14833. private _maxRotationDistFromHeadset;
  14834. private _draggedRoomRotation;
  14835. /**
  14836. * @hidden
  14837. */
  14838. _disableTrackPosition(fixedPosition: Vector3): void;
  14839. /**
  14840. * Internal, the mesh attached to the controller
  14841. * @hidden
  14842. */
  14843. _mesh: Nullable<AbstractMesh>;
  14844. private _poseControlledCamera;
  14845. private _leftHandSystemQuaternion;
  14846. /**
  14847. * Internal, matrix used to convert room space to babylon space
  14848. * @hidden
  14849. */
  14850. _deviceToWorld: Matrix;
  14851. /**
  14852. * Node to be used when casting a ray from the controller
  14853. * @hidden
  14854. */
  14855. _pointingPoseNode: Nullable<TransformNode>;
  14856. /**
  14857. * Name of the child mesh that can be used to cast a ray from the controller
  14858. */
  14859. static readonly POINTING_POSE: string;
  14860. /**
  14861. * Creates a new PoseEnabledController from a gamepad
  14862. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14863. */
  14864. constructor(browserGamepad: any);
  14865. private _workingMatrix;
  14866. /**
  14867. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14868. */
  14869. update(): void;
  14870. /**
  14871. * Updates only the pose device and mesh without doing any button event checking
  14872. */
  14873. protected _updatePoseAndMesh(): void;
  14874. /**
  14875. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14876. * @param poseData raw pose fromthe device
  14877. */
  14878. updateFromDevice(poseData: DevicePose): void;
  14879. /**
  14880. * @hidden
  14881. */
  14882. _meshAttachedObservable: Observable<AbstractMesh>;
  14883. /**
  14884. * Attaches a mesh to the controller
  14885. * @param mesh the mesh to be attached
  14886. */
  14887. attachToMesh(mesh: AbstractMesh): void;
  14888. /**
  14889. * Attaches the controllers mesh to a camera
  14890. * @param camera the camera the mesh should be attached to
  14891. */
  14892. attachToPoseControlledCamera(camera: TargetCamera): void;
  14893. /**
  14894. * Disposes of the controller
  14895. */
  14896. dispose(): void;
  14897. /**
  14898. * The mesh that is attached to the controller
  14899. */
  14900. readonly mesh: Nullable<AbstractMesh>;
  14901. /**
  14902. * Gets the ray of the controller in the direction the controller is pointing
  14903. * @param length the length the resulting ray should be
  14904. * @returns a ray in the direction the controller is pointing
  14905. */
  14906. getForwardRay(length?: number): Ray;
  14907. }
  14908. }
  14909. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14910. import { Observable } from "babylonjs/Misc/observable";
  14911. import { Scene } from "babylonjs/scene";
  14912. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14913. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14914. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14915. import { Nullable } from "babylonjs/types";
  14916. /**
  14917. * Defines the WebVRController object that represents controllers tracked in 3D space
  14918. */
  14919. export abstract class WebVRController extends PoseEnabledController {
  14920. /**
  14921. * Internal, the default controller model for the controller
  14922. */
  14923. protected _defaultModel: Nullable<AbstractMesh>;
  14924. /**
  14925. * Fired when the trigger state has changed
  14926. */
  14927. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14928. /**
  14929. * Fired when the main button state has changed
  14930. */
  14931. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14932. /**
  14933. * Fired when the secondary button state has changed
  14934. */
  14935. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14936. /**
  14937. * Fired when the pad state has changed
  14938. */
  14939. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14940. /**
  14941. * Fired when controllers stick values have changed
  14942. */
  14943. onPadValuesChangedObservable: Observable<StickValues>;
  14944. /**
  14945. * Array of button availible on the controller
  14946. */
  14947. protected _buttons: Array<MutableGamepadButton>;
  14948. private _onButtonStateChange;
  14949. /**
  14950. * Fired when a controller button's state has changed
  14951. * @param callback the callback containing the button that was modified
  14952. */
  14953. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14954. /**
  14955. * X and Y axis corresponding to the controllers joystick
  14956. */
  14957. pad: StickValues;
  14958. /**
  14959. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14960. */
  14961. hand: string;
  14962. /**
  14963. * The default controller model for the controller
  14964. */
  14965. readonly defaultModel: Nullable<AbstractMesh>;
  14966. /**
  14967. * Creates a new WebVRController from a gamepad
  14968. * @param vrGamepad the gamepad that the WebVRController should be created from
  14969. */
  14970. constructor(vrGamepad: any);
  14971. /**
  14972. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14973. */
  14974. update(): void;
  14975. /**
  14976. * Function to be called when a button is modified
  14977. */
  14978. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14979. /**
  14980. * Loads a mesh and attaches it to the controller
  14981. * @param scene the scene the mesh should be added to
  14982. * @param meshLoaded callback for when the mesh has been loaded
  14983. */
  14984. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14985. private _setButtonValue;
  14986. private _changes;
  14987. private _checkChanges;
  14988. /**
  14989. * Disposes of th webVRCOntroller
  14990. */
  14991. dispose(): void;
  14992. }
  14993. }
  14994. declare module "babylonjs/Lights/hemisphericLight" {
  14995. import { Nullable } from "babylonjs/types";
  14996. import { Scene } from "babylonjs/scene";
  14997. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14998. import { Color3 } from "babylonjs/Maths/math.color";
  14999. import { Effect } from "babylonjs/Materials/effect";
  15000. import { Light } from "babylonjs/Lights/light";
  15001. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  15002. /**
  15003. * The HemisphericLight simulates the ambient environment light,
  15004. * so the passed direction is the light reflection direction, not the incoming direction.
  15005. */
  15006. export class HemisphericLight extends Light {
  15007. /**
  15008. * The groundColor is the light in the opposite direction to the one specified during creation.
  15009. * 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.
  15010. */
  15011. groundColor: Color3;
  15012. /**
  15013. * The light reflection direction, not the incoming direction.
  15014. */
  15015. direction: Vector3;
  15016. /**
  15017. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  15018. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  15019. * The HemisphericLight can't cast shadows.
  15020. * Documentation : https://doc.babylonjs.com/babylon101/lights
  15021. * @param name The friendly name of the light
  15022. * @param direction The direction of the light reflection
  15023. * @param scene The scene the light belongs to
  15024. */
  15025. constructor(name: string, direction: Vector3, scene: Scene);
  15026. protected _buildUniformLayout(): void;
  15027. /**
  15028. * Returns the string "HemisphericLight".
  15029. * @return The class name
  15030. */
  15031. getClassName(): string;
  15032. /**
  15033. * Sets the HemisphericLight direction towards the passed target (Vector3).
  15034. * Returns the updated direction.
  15035. * @param target The target the direction should point to
  15036. * @return The computed direction
  15037. */
  15038. setDirectionToTarget(target: Vector3): Vector3;
  15039. /**
  15040. * Returns the shadow generator associated to the light.
  15041. * @returns Always null for hemispheric lights because it does not support shadows.
  15042. */
  15043. getShadowGenerator(): Nullable<IShadowGenerator>;
  15044. /**
  15045. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  15046. * @param effect The effect to update
  15047. * @param lightIndex The index of the light in the effect to update
  15048. * @returns The hemispheric light
  15049. */
  15050. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  15051. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  15052. /**
  15053. * Computes the world matrix of the node
  15054. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  15055. * @param useWasUpdatedFlag defines a reserved property
  15056. * @returns the world matrix
  15057. */
  15058. computeWorldMatrix(): Matrix;
  15059. /**
  15060. * Returns the integer 3.
  15061. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  15062. */
  15063. getTypeID(): number;
  15064. /**
  15065. * Prepares the list of defines specific to the light type.
  15066. * @param defines the list of defines
  15067. * @param lightIndex defines the index of the light for the effect
  15068. */
  15069. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  15070. }
  15071. }
  15072. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  15073. /** @hidden */
  15074. export var vrMultiviewToSingleviewPixelShader: {
  15075. name: string;
  15076. shader: string;
  15077. };
  15078. }
  15079. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  15080. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15081. import { Scene } from "babylonjs/scene";
  15082. /**
  15083. * Renders to multiple views with a single draw call
  15084. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  15085. */
  15086. export class MultiviewRenderTarget extends RenderTargetTexture {
  15087. /**
  15088. * Creates a multiview render target
  15089. * @param scene scene used with the render target
  15090. * @param size the size of the render target (used for each view)
  15091. */
  15092. constructor(scene: Scene, size?: number | {
  15093. width: number;
  15094. height: number;
  15095. } | {
  15096. ratio: number;
  15097. });
  15098. /**
  15099. * @hidden
  15100. * @param faceIndex the face index, if its a cube texture
  15101. */
  15102. _bindFrameBuffer(faceIndex?: number): void;
  15103. /**
  15104. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  15105. * @returns the view count
  15106. */
  15107. getViewCount(): number;
  15108. }
  15109. }
  15110. declare module "babylonjs/Maths/math.frustum" {
  15111. import { Matrix } from "babylonjs/Maths/math.vector";
  15112. import { DeepImmutable } from "babylonjs/types";
  15113. import { Plane } from "babylonjs/Maths/math.plane";
  15114. /**
  15115. * Represents a camera frustum
  15116. */
  15117. export class Frustum {
  15118. /**
  15119. * Gets the planes representing the frustum
  15120. * @param transform matrix to be applied to the returned planes
  15121. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  15122. */
  15123. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  15124. /**
  15125. * Gets the near frustum plane transformed by the transform matrix
  15126. * @param transform transformation matrix to be applied to the resulting frustum plane
  15127. * @param frustumPlane the resuling frustum plane
  15128. */
  15129. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15130. /**
  15131. * Gets the far frustum plane transformed by the transform matrix
  15132. * @param transform transformation matrix to be applied to the resulting frustum plane
  15133. * @param frustumPlane the resuling frustum plane
  15134. */
  15135. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15136. /**
  15137. * Gets the left frustum plane transformed by the transform matrix
  15138. * @param transform transformation matrix to be applied to the resulting frustum plane
  15139. * @param frustumPlane the resuling frustum plane
  15140. */
  15141. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15142. /**
  15143. * Gets the right frustum plane transformed by the transform matrix
  15144. * @param transform transformation matrix to be applied to the resulting frustum plane
  15145. * @param frustumPlane the resuling frustum plane
  15146. */
  15147. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15148. /**
  15149. * Gets the top frustum plane transformed by the transform matrix
  15150. * @param transform transformation matrix to be applied to the resulting frustum plane
  15151. * @param frustumPlane the resuling frustum plane
  15152. */
  15153. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15154. /**
  15155. * Gets the bottom frustum plane transformed by the transform matrix
  15156. * @param transform transformation matrix to be applied to the resulting frustum plane
  15157. * @param frustumPlane the resuling frustum plane
  15158. */
  15159. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15160. /**
  15161. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15162. * @param transform transformation matrix to be applied to the resulting frustum planes
  15163. * @param frustumPlanes the resuling frustum planes
  15164. */
  15165. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15166. }
  15167. }
  15168. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15169. import { Camera } from "babylonjs/Cameras/camera";
  15170. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15171. import { Nullable } from "babylonjs/types";
  15172. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15173. import { Matrix } from "babylonjs/Maths/math.vector";
  15174. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15175. module "babylonjs/Engines/engine" {
  15176. interface Engine {
  15177. /**
  15178. * Creates a new multiview render target
  15179. * @param width defines the width of the texture
  15180. * @param height defines the height of the texture
  15181. * @returns the created multiview texture
  15182. */
  15183. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15184. /**
  15185. * Binds a multiview framebuffer to be drawn to
  15186. * @param multiviewTexture texture to bind
  15187. */
  15188. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15189. }
  15190. }
  15191. module "babylonjs/Cameras/camera" {
  15192. interface Camera {
  15193. /**
  15194. * @hidden
  15195. * 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)
  15196. */
  15197. _useMultiviewToSingleView: boolean;
  15198. /**
  15199. * @hidden
  15200. * 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)
  15201. */
  15202. _multiviewTexture: Nullable<RenderTargetTexture>;
  15203. /**
  15204. * @hidden
  15205. * ensures the multiview texture of the camera exists and has the specified width/height
  15206. * @param width height to set on the multiview texture
  15207. * @param height width to set on the multiview texture
  15208. */
  15209. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15210. }
  15211. }
  15212. module "babylonjs/scene" {
  15213. interface Scene {
  15214. /** @hidden */
  15215. _transformMatrixR: Matrix;
  15216. /** @hidden */
  15217. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15218. /** @hidden */
  15219. _createMultiviewUbo(): void;
  15220. /** @hidden */
  15221. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15222. /** @hidden */
  15223. _renderMultiviewToSingleView(camera: Camera): void;
  15224. }
  15225. }
  15226. }
  15227. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15228. import { Camera } from "babylonjs/Cameras/camera";
  15229. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15230. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15231. import "babylonjs/Engines/Extensions/engine.multiview";
  15232. /**
  15233. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15234. * This will not be used for webXR as it supports displaying texture arrays directly
  15235. */
  15236. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15237. /**
  15238. * Initializes a VRMultiviewToSingleview
  15239. * @param name name of the post process
  15240. * @param camera camera to be applied to
  15241. * @param scaleFactor scaling factor to the size of the output texture
  15242. */
  15243. constructor(name: string, camera: Camera, scaleFactor: number);
  15244. }
  15245. }
  15246. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15247. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15248. import { Nullable } from "babylonjs/types";
  15249. import { Size } from "babylonjs/Maths/math.size";
  15250. import { Observable } from "babylonjs/Misc/observable";
  15251. import { WebVROptions } from "babylonjs/Cameras/VR/webVRCamera";
  15252. /**
  15253. * Interface used to define additional presentation attributes
  15254. */
  15255. export interface IVRPresentationAttributes {
  15256. /**
  15257. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  15258. */
  15259. highRefreshRate: boolean;
  15260. /**
  15261. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  15262. */
  15263. foveationLevel: number;
  15264. }
  15265. module "babylonjs/Engines/engine" {
  15266. interface Engine {
  15267. /** @hidden */
  15268. _vrDisplay: any;
  15269. /** @hidden */
  15270. _vrSupported: boolean;
  15271. /** @hidden */
  15272. _oldSize: Size;
  15273. /** @hidden */
  15274. _oldHardwareScaleFactor: number;
  15275. /** @hidden */
  15276. _vrExclusivePointerMode: boolean;
  15277. /** @hidden */
  15278. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15279. /** @hidden */
  15280. _onVRDisplayPointerRestricted: () => void;
  15281. /** @hidden */
  15282. _onVRDisplayPointerUnrestricted: () => void;
  15283. /** @hidden */
  15284. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15285. /** @hidden */
  15286. _onVrDisplayDisconnect: Nullable<() => void>;
  15287. /** @hidden */
  15288. _onVrDisplayPresentChange: Nullable<() => void>;
  15289. /**
  15290. * Observable signaled when VR display mode changes
  15291. */
  15292. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15293. /**
  15294. * Observable signaled when VR request present is complete
  15295. */
  15296. onVRRequestPresentComplete: Observable<boolean>;
  15297. /**
  15298. * Observable signaled when VR request present starts
  15299. */
  15300. onVRRequestPresentStart: Observable<Engine>;
  15301. /**
  15302. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15303. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15304. */
  15305. isInVRExclusivePointerMode: boolean;
  15306. /**
  15307. * Gets a boolean indicating if a webVR device was detected
  15308. * @returns true if a webVR device was detected
  15309. */
  15310. isVRDevicePresent(): boolean;
  15311. /**
  15312. * Gets the current webVR device
  15313. * @returns the current webVR device (or null)
  15314. */
  15315. getVRDevice(): any;
  15316. /**
  15317. * Initializes a webVR display and starts listening to display change events
  15318. * The onVRDisplayChangedObservable will be notified upon these changes
  15319. * @returns A promise containing a VRDisplay and if vr is supported
  15320. */
  15321. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15322. /** @hidden */
  15323. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15324. /**
  15325. * Gets or sets the presentation attributes used to configure VR rendering
  15326. */
  15327. vrPresentationAttributes?: IVRPresentationAttributes;
  15328. /**
  15329. * Call this function to switch to webVR mode
  15330. * Will do nothing if webVR is not supported or if there is no webVR device
  15331. * @param options the webvr options provided to the camera. mainly used for multiview
  15332. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15333. */
  15334. enableVR(options: WebVROptions): void;
  15335. /** @hidden */
  15336. _onVRFullScreenTriggered(): void;
  15337. }
  15338. }
  15339. }
  15340. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15341. import { Nullable } from "babylonjs/types";
  15342. import { Observable } from "babylonjs/Misc/observable";
  15343. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15344. import { Scene } from "babylonjs/scene";
  15345. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15346. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15347. import { Node } from "babylonjs/node";
  15348. import { Ray } from "babylonjs/Culling/ray";
  15349. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15350. import "babylonjs/Engines/Extensions/engine.webVR";
  15351. /**
  15352. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15353. * IMPORTANT!! The data is right-hand data.
  15354. * @export
  15355. * @interface DevicePose
  15356. */
  15357. export interface DevicePose {
  15358. /**
  15359. * The position of the device, values in array are [x,y,z].
  15360. */
  15361. readonly position: Nullable<Float32Array>;
  15362. /**
  15363. * The linearVelocity of the device, values in array are [x,y,z].
  15364. */
  15365. readonly linearVelocity: Nullable<Float32Array>;
  15366. /**
  15367. * The linearAcceleration of the device, values in array are [x,y,z].
  15368. */
  15369. readonly linearAcceleration: Nullable<Float32Array>;
  15370. /**
  15371. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15372. */
  15373. readonly orientation: Nullable<Float32Array>;
  15374. /**
  15375. * The angularVelocity of the device, values in array are [x,y,z].
  15376. */
  15377. readonly angularVelocity: Nullable<Float32Array>;
  15378. /**
  15379. * The angularAcceleration of the device, values in array are [x,y,z].
  15380. */
  15381. readonly angularAcceleration: Nullable<Float32Array>;
  15382. }
  15383. /**
  15384. * Interface representing a pose controlled object in Babylon.
  15385. * A pose controlled object has both regular pose values as well as pose values
  15386. * from an external device such as a VR head mounted display
  15387. */
  15388. export interface PoseControlled {
  15389. /**
  15390. * The position of the object in babylon space.
  15391. */
  15392. position: Vector3;
  15393. /**
  15394. * The rotation quaternion of the object in babylon space.
  15395. */
  15396. rotationQuaternion: Quaternion;
  15397. /**
  15398. * The position of the device in babylon space.
  15399. */
  15400. devicePosition?: Vector3;
  15401. /**
  15402. * The rotation quaternion of the device in babylon space.
  15403. */
  15404. deviceRotationQuaternion: Quaternion;
  15405. /**
  15406. * The raw pose coming from the device.
  15407. */
  15408. rawPose: Nullable<DevicePose>;
  15409. /**
  15410. * The scale of the device to be used when translating from device space to babylon space.
  15411. */
  15412. deviceScaleFactor: number;
  15413. /**
  15414. * Updates the poseControlled values based on the input device pose.
  15415. * @param poseData the pose data to update the object with
  15416. */
  15417. updateFromDevice(poseData: DevicePose): void;
  15418. }
  15419. /**
  15420. * Set of options to customize the webVRCamera
  15421. */
  15422. export interface WebVROptions {
  15423. /**
  15424. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15425. */
  15426. trackPosition?: boolean;
  15427. /**
  15428. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15429. */
  15430. positionScale?: number;
  15431. /**
  15432. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15433. */
  15434. displayName?: string;
  15435. /**
  15436. * Should the native controller meshes be initialized. (default: true)
  15437. */
  15438. controllerMeshes?: boolean;
  15439. /**
  15440. * Creating a default HemiLight only on controllers. (default: true)
  15441. */
  15442. defaultLightingOnControllers?: boolean;
  15443. /**
  15444. * If you don't want to use the default VR button of the helper. (default: false)
  15445. */
  15446. useCustomVRButton?: boolean;
  15447. /**
  15448. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15449. */
  15450. customVRButton?: HTMLButtonElement;
  15451. /**
  15452. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15453. */
  15454. rayLength?: number;
  15455. /**
  15456. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15457. */
  15458. defaultHeight?: number;
  15459. /**
  15460. * If multiview should be used if availible (default: false)
  15461. */
  15462. useMultiview?: boolean;
  15463. }
  15464. /**
  15465. * This represents a WebVR camera.
  15466. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15467. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15468. */
  15469. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15470. private webVROptions;
  15471. /**
  15472. * @hidden
  15473. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15474. */
  15475. _vrDevice: any;
  15476. /**
  15477. * The rawPose of the vrDevice.
  15478. */
  15479. rawPose: Nullable<DevicePose>;
  15480. private _onVREnabled;
  15481. private _specsVersion;
  15482. private _attached;
  15483. private _frameData;
  15484. protected _descendants: Array<Node>;
  15485. private _deviceRoomPosition;
  15486. /** @hidden */
  15487. _deviceRoomRotationQuaternion: Quaternion;
  15488. private _standingMatrix;
  15489. /**
  15490. * Represents device position in babylon space.
  15491. */
  15492. devicePosition: Vector3;
  15493. /**
  15494. * Represents device rotation in babylon space.
  15495. */
  15496. deviceRotationQuaternion: Quaternion;
  15497. /**
  15498. * The scale of the device to be used when translating from device space to babylon space.
  15499. */
  15500. deviceScaleFactor: number;
  15501. private _deviceToWorld;
  15502. private _worldToDevice;
  15503. /**
  15504. * References to the webVR controllers for the vrDevice.
  15505. */
  15506. controllers: Array<WebVRController>;
  15507. /**
  15508. * Emits an event when a controller is attached.
  15509. */
  15510. onControllersAttachedObservable: Observable<WebVRController[]>;
  15511. /**
  15512. * Emits an event when a controller's mesh has been loaded;
  15513. */
  15514. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15515. /**
  15516. * Emits an event when the HMD's pose has been updated.
  15517. */
  15518. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15519. private _poseSet;
  15520. /**
  15521. * If the rig cameras be used as parent instead of this camera.
  15522. */
  15523. rigParenting: boolean;
  15524. private _lightOnControllers;
  15525. private _defaultHeight?;
  15526. /**
  15527. * Instantiates a WebVRFreeCamera.
  15528. * @param name The name of the WebVRFreeCamera
  15529. * @param position The starting anchor position for the camera
  15530. * @param scene The scene the camera belongs to
  15531. * @param webVROptions a set of customizable options for the webVRCamera
  15532. */
  15533. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15534. /**
  15535. * Gets the device distance from the ground in meters.
  15536. * @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.
  15537. */
  15538. deviceDistanceToRoomGround(): number;
  15539. /**
  15540. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15541. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15542. */
  15543. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15544. /**
  15545. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15546. * @returns A promise with a boolean set to if the standing matrix is supported.
  15547. */
  15548. useStandingMatrixAsync(): Promise<boolean>;
  15549. /**
  15550. * Disposes the camera
  15551. */
  15552. dispose(): void;
  15553. /**
  15554. * Gets a vrController by name.
  15555. * @param name The name of the controller to retreive
  15556. * @returns the controller matching the name specified or null if not found
  15557. */
  15558. getControllerByName(name: string): Nullable<WebVRController>;
  15559. private _leftController;
  15560. /**
  15561. * The controller corresponding to the users left hand.
  15562. */
  15563. readonly leftController: Nullable<WebVRController>;
  15564. private _rightController;
  15565. /**
  15566. * The controller corresponding to the users right hand.
  15567. */
  15568. readonly rightController: Nullable<WebVRController>;
  15569. /**
  15570. * Casts a ray forward from the vrCamera's gaze.
  15571. * @param length Length of the ray (default: 100)
  15572. * @returns the ray corresponding to the gaze
  15573. */
  15574. getForwardRay(length?: number): Ray;
  15575. /**
  15576. * @hidden
  15577. * Updates the camera based on device's frame data
  15578. */
  15579. _checkInputs(): void;
  15580. /**
  15581. * Updates the poseControlled values based on the input device pose.
  15582. * @param poseData Pose coming from the device
  15583. */
  15584. updateFromDevice(poseData: DevicePose): void;
  15585. private _htmlElementAttached;
  15586. private _detachIfAttached;
  15587. /**
  15588. * WebVR's attach control will start broadcasting frames to the device.
  15589. * Note that in certain browsers (chrome for example) this function must be called
  15590. * within a user-interaction callback. Example:
  15591. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15592. *
  15593. * @param element html element to attach the vrDevice to
  15594. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15595. */
  15596. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15597. /**
  15598. * Detaches the camera from the html element and disables VR
  15599. *
  15600. * @param element html element to detach from
  15601. */
  15602. detachControl(element: HTMLElement): void;
  15603. /**
  15604. * @returns the name of this class
  15605. */
  15606. getClassName(): string;
  15607. /**
  15608. * Calls resetPose on the vrDisplay
  15609. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15610. */
  15611. resetToCurrentRotation(): void;
  15612. /**
  15613. * @hidden
  15614. * Updates the rig cameras (left and right eye)
  15615. */
  15616. _updateRigCameras(): void;
  15617. private _workingVector;
  15618. private _oneVector;
  15619. private _workingMatrix;
  15620. private updateCacheCalled;
  15621. private _correctPositionIfNotTrackPosition;
  15622. /**
  15623. * @hidden
  15624. * Updates the cached values of the camera
  15625. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15626. */
  15627. _updateCache(ignoreParentClass?: boolean): void;
  15628. /**
  15629. * @hidden
  15630. * Get current device position in babylon world
  15631. */
  15632. _computeDevicePosition(): void;
  15633. /**
  15634. * Updates the current device position and rotation in the babylon world
  15635. */
  15636. update(): void;
  15637. /**
  15638. * @hidden
  15639. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15640. * @returns an identity matrix
  15641. */
  15642. _getViewMatrix(): Matrix;
  15643. private _tmpMatrix;
  15644. /**
  15645. * This function is called by the two RIG cameras.
  15646. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15647. * @hidden
  15648. */
  15649. _getWebVRViewMatrix(): Matrix;
  15650. /** @hidden */
  15651. _getWebVRProjectionMatrix(): Matrix;
  15652. private _onGamepadConnectedObserver;
  15653. private _onGamepadDisconnectedObserver;
  15654. private _updateCacheWhenTrackingDisabledObserver;
  15655. /**
  15656. * Initializes the controllers and their meshes
  15657. */
  15658. initControllers(): void;
  15659. }
  15660. }
  15661. declare module "babylonjs/PostProcesses/postProcess" {
  15662. import { Nullable } from "babylonjs/types";
  15663. import { SmartArray } from "babylonjs/Misc/smartArray";
  15664. import { Observable } from "babylonjs/Misc/observable";
  15665. import { Vector2 } from "babylonjs/Maths/math.vector";
  15666. import { Camera } from "babylonjs/Cameras/camera";
  15667. import { Effect } from "babylonjs/Materials/effect";
  15668. import "babylonjs/Shaders/postprocess.vertex";
  15669. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15670. import { Engine } from "babylonjs/Engines/engine";
  15671. import { Color4 } from "babylonjs/Maths/math.color";
  15672. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15673. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15674. /**
  15675. * Size options for a post process
  15676. */
  15677. export type PostProcessOptions = {
  15678. width: number;
  15679. height: number;
  15680. };
  15681. /**
  15682. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15683. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15684. */
  15685. export class PostProcess {
  15686. /** Name of the PostProcess. */
  15687. name: string;
  15688. /**
  15689. * Gets or sets the unique id of the post process
  15690. */
  15691. uniqueId: number;
  15692. /**
  15693. * Width of the texture to apply the post process on
  15694. */
  15695. width: number;
  15696. /**
  15697. * Height of the texture to apply the post process on
  15698. */
  15699. height: number;
  15700. /**
  15701. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15702. * @hidden
  15703. */
  15704. _outputTexture: Nullable<InternalTexture>;
  15705. /**
  15706. * Sampling mode used by the shader
  15707. * See https://doc.babylonjs.com/classes/3.1/texture
  15708. */
  15709. renderTargetSamplingMode: number;
  15710. /**
  15711. * Clear color to use when screen clearing
  15712. */
  15713. clearColor: Color4;
  15714. /**
  15715. * If the buffer needs to be cleared before applying the post process. (default: true)
  15716. * Should be set to false if shader will overwrite all previous pixels.
  15717. */
  15718. autoClear: boolean;
  15719. /**
  15720. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15721. */
  15722. alphaMode: number;
  15723. /**
  15724. * Sets the setAlphaBlendConstants of the babylon engine
  15725. */
  15726. alphaConstants: Color4;
  15727. /**
  15728. * Animations to be used for the post processing
  15729. */
  15730. animations: import("babylonjs/Animations/animation").Animation[];
  15731. /**
  15732. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15733. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15734. */
  15735. enablePixelPerfectMode: boolean;
  15736. /**
  15737. * Force the postprocess to be applied without taking in account viewport
  15738. */
  15739. forceFullscreenViewport: boolean;
  15740. /**
  15741. * List of inspectable custom properties (used by the Inspector)
  15742. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15743. */
  15744. inspectableCustomProperties: IInspectable[];
  15745. /**
  15746. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15747. *
  15748. * | Value | Type | Description |
  15749. * | ----- | ----------------------------------- | ----------- |
  15750. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15751. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15752. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15753. *
  15754. */
  15755. scaleMode: number;
  15756. /**
  15757. * Force textures to be a power of two (default: false)
  15758. */
  15759. alwaysForcePOT: boolean;
  15760. private _samples;
  15761. /**
  15762. * Number of sample textures (default: 1)
  15763. */
  15764. samples: number;
  15765. /**
  15766. * Modify the scale of the post process to be the same as the viewport (default: false)
  15767. */
  15768. adaptScaleToCurrentViewport: boolean;
  15769. private _camera;
  15770. private _scene;
  15771. private _engine;
  15772. private _options;
  15773. private _reusable;
  15774. private _textureType;
  15775. /**
  15776. * Smart array of input and output textures for the post process.
  15777. * @hidden
  15778. */
  15779. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15780. /**
  15781. * The index in _textures that corresponds to the output texture.
  15782. * @hidden
  15783. */
  15784. _currentRenderTextureInd: number;
  15785. private _effect;
  15786. private _samplers;
  15787. private _fragmentUrl;
  15788. private _vertexUrl;
  15789. private _parameters;
  15790. private _scaleRatio;
  15791. protected _indexParameters: any;
  15792. private _shareOutputWithPostProcess;
  15793. private _texelSize;
  15794. private _forcedOutputTexture;
  15795. /**
  15796. * Returns the fragment url or shader name used in the post process.
  15797. * @returns the fragment url or name in the shader store.
  15798. */
  15799. getEffectName(): string;
  15800. /**
  15801. * An event triggered when the postprocess is activated.
  15802. */
  15803. onActivateObservable: Observable<Camera>;
  15804. private _onActivateObserver;
  15805. /**
  15806. * A function that is added to the onActivateObservable
  15807. */
  15808. onActivate: Nullable<(camera: Camera) => void>;
  15809. /**
  15810. * An event triggered when the postprocess changes its size.
  15811. */
  15812. onSizeChangedObservable: Observable<PostProcess>;
  15813. private _onSizeChangedObserver;
  15814. /**
  15815. * A function that is added to the onSizeChangedObservable
  15816. */
  15817. onSizeChanged: (postProcess: PostProcess) => void;
  15818. /**
  15819. * An event triggered when the postprocess applies its effect.
  15820. */
  15821. onApplyObservable: Observable<Effect>;
  15822. private _onApplyObserver;
  15823. /**
  15824. * A function that is added to the onApplyObservable
  15825. */
  15826. onApply: (effect: Effect) => void;
  15827. /**
  15828. * An event triggered before rendering the postprocess
  15829. */
  15830. onBeforeRenderObservable: Observable<Effect>;
  15831. private _onBeforeRenderObserver;
  15832. /**
  15833. * A function that is added to the onBeforeRenderObservable
  15834. */
  15835. onBeforeRender: (effect: Effect) => void;
  15836. /**
  15837. * An event triggered after rendering the postprocess
  15838. */
  15839. onAfterRenderObservable: Observable<Effect>;
  15840. private _onAfterRenderObserver;
  15841. /**
  15842. * A function that is added to the onAfterRenderObservable
  15843. */
  15844. onAfterRender: (efect: Effect) => void;
  15845. /**
  15846. * 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
  15847. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15848. */
  15849. inputTexture: InternalTexture;
  15850. /**
  15851. * Gets the camera which post process is applied to.
  15852. * @returns The camera the post process is applied to.
  15853. */
  15854. getCamera(): Camera;
  15855. /**
  15856. * Gets the texel size of the postprocess.
  15857. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15858. */
  15859. readonly texelSize: Vector2;
  15860. /**
  15861. * Creates a new instance PostProcess
  15862. * @param name The name of the PostProcess.
  15863. * @param fragmentUrl The url of the fragment shader to be used.
  15864. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15865. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15866. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15867. * @param camera The camera to apply the render pass to.
  15868. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15869. * @param engine The engine which the post process will be applied. (default: current engine)
  15870. * @param reusable If the post process can be reused on the same frame. (default: false)
  15871. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15872. * @param textureType Type of textures used when performing the post process. (default: 0)
  15873. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15874. * @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
  15875. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15876. */
  15877. constructor(
  15878. /** Name of the PostProcess. */
  15879. 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);
  15880. /**
  15881. * Gets a string idenfifying the name of the class
  15882. * @returns "PostProcess" string
  15883. */
  15884. getClassName(): string;
  15885. /**
  15886. * Gets the engine which this post process belongs to.
  15887. * @returns The engine the post process was enabled with.
  15888. */
  15889. getEngine(): Engine;
  15890. /**
  15891. * The effect that is created when initializing the post process.
  15892. * @returns The created effect corresponding the the postprocess.
  15893. */
  15894. getEffect(): Effect;
  15895. /**
  15896. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15897. * @param postProcess The post process to share the output with.
  15898. * @returns This post process.
  15899. */
  15900. shareOutputWith(postProcess: PostProcess): PostProcess;
  15901. /**
  15902. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15903. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15904. */
  15905. useOwnOutput(): void;
  15906. /**
  15907. * Updates the effect with the current post process compile time values and recompiles the shader.
  15908. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15909. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15910. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15911. * @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
  15912. * @param onCompiled Called when the shader has been compiled.
  15913. * @param onError Called if there is an error when compiling a shader.
  15914. */
  15915. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15916. /**
  15917. * The post process is reusable if it can be used multiple times within one frame.
  15918. * @returns If the post process is reusable
  15919. */
  15920. isReusable(): boolean;
  15921. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15922. markTextureDirty(): void;
  15923. /**
  15924. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15925. * 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.
  15926. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15927. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15928. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15929. * @returns The target texture that was bound to be written to.
  15930. */
  15931. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15932. /**
  15933. * If the post process is supported.
  15934. */
  15935. readonly isSupported: boolean;
  15936. /**
  15937. * The aspect ratio of the output texture.
  15938. */
  15939. readonly aspectRatio: number;
  15940. /**
  15941. * Get a value indicating if the post-process is ready to be used
  15942. * @returns true if the post-process is ready (shader is compiled)
  15943. */
  15944. isReady(): boolean;
  15945. /**
  15946. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15947. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15948. */
  15949. apply(): Nullable<Effect>;
  15950. private _disposeTextures;
  15951. /**
  15952. * Disposes the post process.
  15953. * @param camera The camera to dispose the post process on.
  15954. */
  15955. dispose(camera?: Camera): void;
  15956. }
  15957. }
  15958. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15959. /** @hidden */
  15960. export var kernelBlurVaryingDeclaration: {
  15961. name: string;
  15962. shader: string;
  15963. };
  15964. }
  15965. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15966. /** @hidden */
  15967. export var kernelBlurFragment: {
  15968. name: string;
  15969. shader: string;
  15970. };
  15971. }
  15972. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15973. /** @hidden */
  15974. export var kernelBlurFragment2: {
  15975. name: string;
  15976. shader: string;
  15977. };
  15978. }
  15979. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15980. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15981. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15982. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15983. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15984. /** @hidden */
  15985. export var kernelBlurPixelShader: {
  15986. name: string;
  15987. shader: string;
  15988. };
  15989. }
  15990. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15991. /** @hidden */
  15992. export var kernelBlurVertex: {
  15993. name: string;
  15994. shader: string;
  15995. };
  15996. }
  15997. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15998. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15999. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  16000. /** @hidden */
  16001. export var kernelBlurVertexShader: {
  16002. name: string;
  16003. shader: string;
  16004. };
  16005. }
  16006. declare module "babylonjs/PostProcesses/blurPostProcess" {
  16007. import { Vector2 } from "babylonjs/Maths/math.vector";
  16008. import { Nullable } from "babylonjs/types";
  16009. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  16010. import { Camera } from "babylonjs/Cameras/camera";
  16011. import { Effect } from "babylonjs/Materials/effect";
  16012. import { Engine } from "babylonjs/Engines/engine";
  16013. import "babylonjs/Shaders/kernelBlur.fragment";
  16014. import "babylonjs/Shaders/kernelBlur.vertex";
  16015. /**
  16016. * The Blur Post Process which blurs an image based on a kernel and direction.
  16017. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  16018. */
  16019. export class BlurPostProcess extends PostProcess {
  16020. /** The direction in which to blur the image. */
  16021. direction: Vector2;
  16022. private blockCompilation;
  16023. protected _kernel: number;
  16024. protected _idealKernel: number;
  16025. protected _packedFloat: boolean;
  16026. private _staticDefines;
  16027. /**
  16028. * Sets the length in pixels of the blur sample region
  16029. */
  16030. /**
  16031. * Gets the length in pixels of the blur sample region
  16032. */
  16033. kernel: number;
  16034. /**
  16035. * Sets wether or not the blur needs to unpack/repack floats
  16036. */
  16037. /**
  16038. * Gets wether or not the blur is unpacking/repacking floats
  16039. */
  16040. packedFloat: boolean;
  16041. /**
  16042. * Creates a new instance BlurPostProcess
  16043. * @param name The name of the effect.
  16044. * @param direction The direction in which to blur the image.
  16045. * @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.
  16046. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  16047. * @param camera The camera to apply the render pass to.
  16048. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  16049. * @param engine The engine which the post process will be applied. (default: current engine)
  16050. * @param reusable If the post process can be reused on the same frame. (default: false)
  16051. * @param textureType Type of textures used when performing the post process. (default: 0)
  16052. * @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)
  16053. */
  16054. constructor(name: string,
  16055. /** The direction in which to blur the image. */
  16056. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  16057. /**
  16058. * Updates the effect with the current post process compile time values and recompiles the shader.
  16059. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  16060. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  16061. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  16062. * @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
  16063. * @param onCompiled Called when the shader has been compiled.
  16064. * @param onError Called if there is an error when compiling a shader.
  16065. */
  16066. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16067. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16068. /**
  16069. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  16070. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  16071. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  16072. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  16073. * The gaps between physical kernels are compensated for in the weighting of the samples
  16074. * @param idealKernel Ideal blur kernel.
  16075. * @return Nearest best kernel.
  16076. */
  16077. protected _nearestBestKernel(idealKernel: number): number;
  16078. /**
  16079. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  16080. * @param x The point on the Gaussian distribution to sample.
  16081. * @return the value of the Gaussian function at x.
  16082. */
  16083. protected _gaussianWeight(x: number): number;
  16084. /**
  16085. * Generates a string that can be used as a floating point number in GLSL.
  16086. * @param x Value to print.
  16087. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  16088. * @return GLSL float string.
  16089. */
  16090. protected _glslFloat(x: number, decimalFigures?: number): string;
  16091. }
  16092. }
  16093. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  16094. import { Scene } from "babylonjs/scene";
  16095. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  16096. import { Plane } from "babylonjs/Maths/math.plane";
  16097. /**
  16098. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16099. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16100. * You can then easily use it as a reflectionTexture on a flat surface.
  16101. * In case the surface is not a plane, please consider relying on reflection probes.
  16102. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16103. */
  16104. export class MirrorTexture extends RenderTargetTexture {
  16105. private scene;
  16106. /**
  16107. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  16108. * 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.
  16109. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16110. */
  16111. mirrorPlane: Plane;
  16112. /**
  16113. * Define the blur ratio used to blur the reflection if needed.
  16114. */
  16115. blurRatio: number;
  16116. /**
  16117. * Define the adaptive blur kernel used to blur the reflection if needed.
  16118. * This will autocompute the closest best match for the `blurKernel`
  16119. */
  16120. adaptiveBlurKernel: number;
  16121. /**
  16122. * Define the blur kernel used to blur the reflection if needed.
  16123. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16124. */
  16125. blurKernel: number;
  16126. /**
  16127. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  16128. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16129. */
  16130. blurKernelX: number;
  16131. /**
  16132. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  16133. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16134. */
  16135. blurKernelY: number;
  16136. private _autoComputeBlurKernel;
  16137. protected _onRatioRescale(): void;
  16138. private _updateGammaSpace;
  16139. private _imageProcessingConfigChangeObserver;
  16140. private _transformMatrix;
  16141. private _mirrorMatrix;
  16142. private _savedViewMatrix;
  16143. private _blurX;
  16144. private _blurY;
  16145. private _adaptiveBlurKernel;
  16146. private _blurKernelX;
  16147. private _blurKernelY;
  16148. private _blurRatio;
  16149. /**
  16150. * Instantiates a Mirror Texture.
  16151. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16152. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16153. * You can then easily use it as a reflectionTexture on a flat surface.
  16154. * In case the surface is not a plane, please consider relying on reflection probes.
  16155. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16156. * @param name
  16157. * @param size
  16158. * @param scene
  16159. * @param generateMipMaps
  16160. * @param type
  16161. * @param samplingMode
  16162. * @param generateDepthBuffer
  16163. */
  16164. constructor(name: string, size: number | {
  16165. width: number;
  16166. height: number;
  16167. } | {
  16168. ratio: number;
  16169. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16170. private _preparePostProcesses;
  16171. /**
  16172. * Clone the mirror texture.
  16173. * @returns the cloned texture
  16174. */
  16175. clone(): MirrorTexture;
  16176. /**
  16177. * Serialize the texture to a JSON representation you could use in Parse later on
  16178. * @returns the serialized JSON representation
  16179. */
  16180. serialize(): any;
  16181. /**
  16182. * Dispose the texture and release its associated resources.
  16183. */
  16184. dispose(): void;
  16185. }
  16186. }
  16187. declare module "babylonjs/Materials/Textures/texture" {
  16188. import { Observable } from "babylonjs/Misc/observable";
  16189. import { Nullable } from "babylonjs/types";
  16190. import { Matrix } from "babylonjs/Maths/math.vector";
  16191. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16192. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16193. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16194. import { Scene } from "babylonjs/scene";
  16195. /**
  16196. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16197. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16198. */
  16199. export class Texture extends BaseTexture {
  16200. /**
  16201. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16202. */
  16203. static SerializeBuffers: boolean;
  16204. /** @hidden */
  16205. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16206. /** @hidden */
  16207. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16208. /** @hidden */
  16209. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16210. /** nearest is mag = nearest and min = nearest and mip = linear */
  16211. static readonly NEAREST_SAMPLINGMODE: number;
  16212. /** nearest is mag = nearest and min = nearest and mip = linear */
  16213. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16214. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16215. static readonly BILINEAR_SAMPLINGMODE: number;
  16216. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16217. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16218. /** Trilinear is mag = linear and min = linear and mip = linear */
  16219. static readonly TRILINEAR_SAMPLINGMODE: number;
  16220. /** Trilinear is mag = linear and min = linear and mip = linear */
  16221. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16222. /** mag = nearest and min = nearest and mip = nearest */
  16223. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16224. /** mag = nearest and min = linear and mip = nearest */
  16225. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16226. /** mag = nearest and min = linear and mip = linear */
  16227. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16228. /** mag = nearest and min = linear and mip = none */
  16229. static readonly NEAREST_LINEAR: number;
  16230. /** mag = nearest and min = nearest and mip = none */
  16231. static readonly NEAREST_NEAREST: number;
  16232. /** mag = linear and min = nearest and mip = nearest */
  16233. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16234. /** mag = linear and min = nearest and mip = linear */
  16235. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16236. /** mag = linear and min = linear and mip = none */
  16237. static readonly LINEAR_LINEAR: number;
  16238. /** mag = linear and min = nearest and mip = none */
  16239. static readonly LINEAR_NEAREST: number;
  16240. /** Explicit coordinates mode */
  16241. static readonly EXPLICIT_MODE: number;
  16242. /** Spherical coordinates mode */
  16243. static readonly SPHERICAL_MODE: number;
  16244. /** Planar coordinates mode */
  16245. static readonly PLANAR_MODE: number;
  16246. /** Cubic coordinates mode */
  16247. static readonly CUBIC_MODE: number;
  16248. /** Projection coordinates mode */
  16249. static readonly PROJECTION_MODE: number;
  16250. /** Inverse Cubic coordinates mode */
  16251. static readonly SKYBOX_MODE: number;
  16252. /** Inverse Cubic coordinates mode */
  16253. static readonly INVCUBIC_MODE: number;
  16254. /** Equirectangular coordinates mode */
  16255. static readonly EQUIRECTANGULAR_MODE: number;
  16256. /** Equirectangular Fixed coordinates mode */
  16257. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16258. /** Equirectangular Fixed Mirrored coordinates mode */
  16259. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16260. /** Texture is not repeating outside of 0..1 UVs */
  16261. static readonly CLAMP_ADDRESSMODE: number;
  16262. /** Texture is repeating outside of 0..1 UVs */
  16263. static readonly WRAP_ADDRESSMODE: number;
  16264. /** Texture is repeating and mirrored */
  16265. static readonly MIRROR_ADDRESSMODE: number;
  16266. /**
  16267. * 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
  16268. */
  16269. static UseSerializedUrlIfAny: boolean;
  16270. /**
  16271. * Define the url of the texture.
  16272. */
  16273. url: Nullable<string>;
  16274. /**
  16275. * Define an offset on the texture to offset the u coordinates of the UVs
  16276. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16277. */
  16278. uOffset: number;
  16279. /**
  16280. * Define an offset on the texture to offset the v coordinates of the UVs
  16281. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16282. */
  16283. vOffset: number;
  16284. /**
  16285. * Define an offset on the texture to scale the u coordinates of the UVs
  16286. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16287. */
  16288. uScale: number;
  16289. /**
  16290. * Define an offset on the texture to scale the v coordinates of the UVs
  16291. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16292. */
  16293. vScale: number;
  16294. /**
  16295. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16296. * @see http://doc.babylonjs.com/how_to/more_materials
  16297. */
  16298. uAng: number;
  16299. /**
  16300. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16301. * @see http://doc.babylonjs.com/how_to/more_materials
  16302. */
  16303. vAng: number;
  16304. /**
  16305. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16306. * @see http://doc.babylonjs.com/how_to/more_materials
  16307. */
  16308. wAng: number;
  16309. /**
  16310. * Defines the center of rotation (U)
  16311. */
  16312. uRotationCenter: number;
  16313. /**
  16314. * Defines the center of rotation (V)
  16315. */
  16316. vRotationCenter: number;
  16317. /**
  16318. * Defines the center of rotation (W)
  16319. */
  16320. wRotationCenter: number;
  16321. /**
  16322. * Are mip maps generated for this texture or not.
  16323. */
  16324. readonly noMipmap: boolean;
  16325. /**
  16326. * List of inspectable custom properties (used by the Inspector)
  16327. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16328. */
  16329. inspectableCustomProperties: Nullable<IInspectable[]>;
  16330. private _noMipmap;
  16331. /** @hidden */
  16332. _invertY: boolean;
  16333. private _rowGenerationMatrix;
  16334. private _cachedTextureMatrix;
  16335. private _projectionModeMatrix;
  16336. private _t0;
  16337. private _t1;
  16338. private _t2;
  16339. private _cachedUOffset;
  16340. private _cachedVOffset;
  16341. private _cachedUScale;
  16342. private _cachedVScale;
  16343. private _cachedUAng;
  16344. private _cachedVAng;
  16345. private _cachedWAng;
  16346. private _cachedProjectionMatrixId;
  16347. private _cachedCoordinatesMode;
  16348. /** @hidden */
  16349. protected _initialSamplingMode: number;
  16350. /** @hidden */
  16351. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16352. private _deleteBuffer;
  16353. protected _format: Nullable<number>;
  16354. private _delayedOnLoad;
  16355. private _delayedOnError;
  16356. private _mimeType?;
  16357. /**
  16358. * Observable triggered once the texture has been loaded.
  16359. */
  16360. onLoadObservable: Observable<Texture>;
  16361. protected _isBlocking: boolean;
  16362. /**
  16363. * Is the texture preventing material to render while loading.
  16364. * If false, a default texture will be used instead of the loading one during the preparation step.
  16365. */
  16366. isBlocking: boolean;
  16367. /**
  16368. * Get the current sampling mode associated with the texture.
  16369. */
  16370. readonly samplingMode: number;
  16371. /**
  16372. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16373. */
  16374. readonly invertY: boolean;
  16375. /**
  16376. * Instantiates a new texture.
  16377. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16378. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16379. * @param url defines the url of the picture to load as a texture
  16380. * @param scene defines the scene or engine the texture will belong to
  16381. * @param noMipmap defines if the texture will require mip maps or not
  16382. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16383. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16384. * @param onLoad defines a callback triggered when the texture has been loaded
  16385. * @param onError defines a callback triggered when an error occurred during the loading session
  16386. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16387. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16388. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16389. * @param mimeType defines an optional mime type information
  16390. */
  16391. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  16392. /**
  16393. * Update the url (and optional buffer) of this texture if url was null during construction.
  16394. * @param url the url of the texture
  16395. * @param buffer the buffer of the texture (defaults to null)
  16396. * @param onLoad callback called when the texture is loaded (defaults to null)
  16397. */
  16398. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16399. /**
  16400. * Finish the loading sequence of a texture flagged as delayed load.
  16401. * @hidden
  16402. */
  16403. delayLoad(): void;
  16404. private _prepareRowForTextureGeneration;
  16405. /**
  16406. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16407. * @returns the transform matrix of the texture.
  16408. */
  16409. getTextureMatrix(): Matrix;
  16410. /**
  16411. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16412. * @returns The reflection texture transform
  16413. */
  16414. getReflectionTextureMatrix(): Matrix;
  16415. /**
  16416. * Clones the texture.
  16417. * @returns the cloned texture
  16418. */
  16419. clone(): Texture;
  16420. /**
  16421. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16422. * @returns The JSON representation of the texture
  16423. */
  16424. serialize(): any;
  16425. /**
  16426. * Get the current class name of the texture useful for serialization or dynamic coding.
  16427. * @returns "Texture"
  16428. */
  16429. getClassName(): string;
  16430. /**
  16431. * Dispose the texture and release its associated resources.
  16432. */
  16433. dispose(): void;
  16434. /**
  16435. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16436. * @param parsedTexture Define the JSON representation of the texture
  16437. * @param scene Define the scene the parsed texture should be instantiated in
  16438. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16439. * @returns The parsed texture if successful
  16440. */
  16441. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16442. /**
  16443. * Creates a texture from its base 64 representation.
  16444. * @param data Define the base64 payload without the data: prefix
  16445. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16446. * @param scene Define the scene the texture should belong to
  16447. * @param noMipmap Forces the texture to not create mip map information if true
  16448. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16449. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16450. * @param onLoad define a callback triggered when the texture has been loaded
  16451. * @param onError define a callback triggered when an error occurred during the loading session
  16452. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16453. * @returns the created texture
  16454. */
  16455. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16456. /**
  16457. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16458. * @param data Define the base64 payload without the data: prefix
  16459. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16460. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16461. * @param scene Define the scene the texture should belong to
  16462. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16463. * @param noMipmap Forces the texture to not create mip map information if true
  16464. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16465. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16466. * @param onLoad define a callback triggered when the texture has been loaded
  16467. * @param onError define a callback triggered when an error occurred during the loading session
  16468. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16469. * @returns the created texture
  16470. */
  16471. 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;
  16472. }
  16473. }
  16474. declare module "babylonjs/PostProcesses/postProcessManager" {
  16475. import { Nullable } from "babylonjs/types";
  16476. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16477. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16478. import { Scene } from "babylonjs/scene";
  16479. /**
  16480. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16481. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16482. */
  16483. export class PostProcessManager {
  16484. private _scene;
  16485. private _indexBuffer;
  16486. private _vertexBuffers;
  16487. /**
  16488. * Creates a new instance PostProcess
  16489. * @param scene The scene that the post process is associated with.
  16490. */
  16491. constructor(scene: Scene);
  16492. private _prepareBuffers;
  16493. private _buildIndexBuffer;
  16494. /**
  16495. * Rebuilds the vertex buffers of the manager.
  16496. * @hidden
  16497. */
  16498. _rebuild(): void;
  16499. /**
  16500. * Prepares a frame to be run through a post process.
  16501. * @param sourceTexture The input texture to the post procesess. (default: null)
  16502. * @param postProcesses An array of post processes to be run. (default: null)
  16503. * @returns True if the post processes were able to be run.
  16504. * @hidden
  16505. */
  16506. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16507. /**
  16508. * Manually render a set of post processes to a texture.
  16509. * @param postProcesses An array of post processes to be run.
  16510. * @param targetTexture The target texture to render to.
  16511. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16512. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16513. * @param lodLevel defines which lod of the texture to render to
  16514. */
  16515. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16516. /**
  16517. * Finalize the result of the output of the postprocesses.
  16518. * @param doNotPresent If true the result will not be displayed to the screen.
  16519. * @param targetTexture The target texture to render to.
  16520. * @param faceIndex The index of the face to bind the target texture to.
  16521. * @param postProcesses The array of post processes to render.
  16522. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16523. * @hidden
  16524. */
  16525. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16526. /**
  16527. * Disposes of the post process manager.
  16528. */
  16529. dispose(): void;
  16530. }
  16531. }
  16532. declare module "babylonjs/Misc/gradients" {
  16533. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16534. /** Interface used by value gradients (color, factor, ...) */
  16535. export interface IValueGradient {
  16536. /**
  16537. * Gets or sets the gradient value (between 0 and 1)
  16538. */
  16539. gradient: number;
  16540. }
  16541. /** Class used to store color4 gradient */
  16542. export class ColorGradient implements IValueGradient {
  16543. /**
  16544. * Gets or sets the gradient value (between 0 and 1)
  16545. */
  16546. gradient: number;
  16547. /**
  16548. * Gets or sets first associated color
  16549. */
  16550. color1: Color4;
  16551. /**
  16552. * Gets or sets second associated color
  16553. */
  16554. color2?: Color4;
  16555. /**
  16556. * Will get a color picked randomly between color1 and color2.
  16557. * If color2 is undefined then color1 will be used
  16558. * @param result defines the target Color4 to store the result in
  16559. */
  16560. getColorToRef(result: Color4): void;
  16561. }
  16562. /** Class used to store color 3 gradient */
  16563. export class Color3Gradient implements IValueGradient {
  16564. /**
  16565. * Gets or sets the gradient value (between 0 and 1)
  16566. */
  16567. gradient: number;
  16568. /**
  16569. * Gets or sets the associated color
  16570. */
  16571. color: Color3;
  16572. }
  16573. /** Class used to store factor gradient */
  16574. export class FactorGradient implements IValueGradient {
  16575. /**
  16576. * Gets or sets the gradient value (between 0 and 1)
  16577. */
  16578. gradient: number;
  16579. /**
  16580. * Gets or sets first associated factor
  16581. */
  16582. factor1: number;
  16583. /**
  16584. * Gets or sets second associated factor
  16585. */
  16586. factor2?: number;
  16587. /**
  16588. * Will get a number picked randomly between factor1 and factor2.
  16589. * If factor2 is undefined then factor1 will be used
  16590. * @returns the picked number
  16591. */
  16592. getFactor(): number;
  16593. }
  16594. /**
  16595. * Helper used to simplify some generic gradient tasks
  16596. */
  16597. export class GradientHelper {
  16598. /**
  16599. * Gets the current gradient from an array of IValueGradient
  16600. * @param ratio defines the current ratio to get
  16601. * @param gradients defines the array of IValueGradient
  16602. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16603. */
  16604. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16605. }
  16606. }
  16607. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16608. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16609. import { Nullable } from "babylonjs/types";
  16610. module "babylonjs/Engines/thinEngine" {
  16611. interface ThinEngine {
  16612. /**
  16613. * Creates a dynamic texture
  16614. * @param width defines the width of the texture
  16615. * @param height defines the height of the texture
  16616. * @param generateMipMaps defines if the engine should generate the mip levels
  16617. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16618. * @returns the dynamic texture inside an InternalTexture
  16619. */
  16620. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16621. /**
  16622. * Update the content of a dynamic texture
  16623. * @param texture defines the texture to update
  16624. * @param canvas defines the canvas containing the source
  16625. * @param invertY defines if data must be stored with Y axis inverted
  16626. * @param premulAlpha defines if alpha is stored as premultiplied
  16627. * @param format defines the format of the data
  16628. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16629. */
  16630. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16631. }
  16632. }
  16633. }
  16634. declare module "babylonjs/Misc/canvasGenerator" {
  16635. /**
  16636. * Helper class used to generate a canvas to manipulate images
  16637. */
  16638. export class CanvasGenerator {
  16639. /**
  16640. * Create a new canvas (or offscreen canvas depending on the context)
  16641. * @param width defines the expected width
  16642. * @param height defines the expected height
  16643. * @return a new canvas or offscreen canvas
  16644. */
  16645. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16646. }
  16647. }
  16648. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16649. import { Scene } from "babylonjs/scene";
  16650. import { Texture } from "babylonjs/Materials/Textures/texture";
  16651. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16652. /**
  16653. * A class extending Texture allowing drawing on a texture
  16654. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16655. */
  16656. export class DynamicTexture extends Texture {
  16657. private _generateMipMaps;
  16658. private _canvas;
  16659. private _context;
  16660. private _engine;
  16661. /**
  16662. * Creates a DynamicTexture
  16663. * @param name defines the name of the texture
  16664. * @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
  16665. * @param scene defines the scene where you want the texture
  16666. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16667. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16668. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16669. */
  16670. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16671. /**
  16672. * Get the current class name of the texture useful for serialization or dynamic coding.
  16673. * @returns "DynamicTexture"
  16674. */
  16675. getClassName(): string;
  16676. /**
  16677. * Gets the current state of canRescale
  16678. */
  16679. readonly canRescale: boolean;
  16680. private _recreate;
  16681. /**
  16682. * Scales the texture
  16683. * @param ratio the scale factor to apply to both width and height
  16684. */
  16685. scale(ratio: number): void;
  16686. /**
  16687. * Resizes the texture
  16688. * @param width the new width
  16689. * @param height the new height
  16690. */
  16691. scaleTo(width: number, height: number): void;
  16692. /**
  16693. * Gets the context of the canvas used by the texture
  16694. * @returns the canvas context of the dynamic texture
  16695. */
  16696. getContext(): CanvasRenderingContext2D;
  16697. /**
  16698. * Clears the texture
  16699. */
  16700. clear(): void;
  16701. /**
  16702. * Updates the texture
  16703. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16704. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16705. */
  16706. update(invertY?: boolean, premulAlpha?: boolean): void;
  16707. /**
  16708. * Draws text onto the texture
  16709. * @param text defines the text to be drawn
  16710. * @param x defines the placement of the text from the left
  16711. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16712. * @param font defines the font to be used with font-style, font-size, font-name
  16713. * @param color defines the color used for the text
  16714. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16715. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16716. * @param update defines whether texture is immediately update (default is true)
  16717. */
  16718. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16719. /**
  16720. * Clones the texture
  16721. * @returns the clone of the texture.
  16722. */
  16723. clone(): DynamicTexture;
  16724. /**
  16725. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16726. * @returns a serialized dynamic texture object
  16727. */
  16728. serialize(): any;
  16729. /** @hidden */
  16730. _rebuild(): void;
  16731. }
  16732. }
  16733. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16734. import { Scene } from "babylonjs/scene";
  16735. import { ISceneComponent } from "babylonjs/sceneComponent";
  16736. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16737. module "babylonjs/abstractScene" {
  16738. interface AbstractScene {
  16739. /**
  16740. * The list of procedural textures added to the scene
  16741. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16742. */
  16743. proceduralTextures: Array<ProceduralTexture>;
  16744. }
  16745. }
  16746. /**
  16747. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16748. * in a given scene.
  16749. */
  16750. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16751. /**
  16752. * The component name helpfull to identify the component in the list of scene components.
  16753. */
  16754. readonly name: string;
  16755. /**
  16756. * The scene the component belongs to.
  16757. */
  16758. scene: Scene;
  16759. /**
  16760. * Creates a new instance of the component for the given scene
  16761. * @param scene Defines the scene to register the component in
  16762. */
  16763. constructor(scene: Scene);
  16764. /**
  16765. * Registers the component in a given scene
  16766. */
  16767. register(): void;
  16768. /**
  16769. * Rebuilds the elements related to this component in case of
  16770. * context lost for instance.
  16771. */
  16772. rebuild(): void;
  16773. /**
  16774. * Disposes the component and the associated ressources.
  16775. */
  16776. dispose(): void;
  16777. private _beforeClear;
  16778. }
  16779. }
  16780. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16781. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16782. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16783. module "babylonjs/Engines/thinEngine" {
  16784. interface ThinEngine {
  16785. /**
  16786. * Creates a new render target cube texture
  16787. * @param size defines the size of the texture
  16788. * @param options defines the options used to create the texture
  16789. * @returns a new render target cube texture stored in an InternalTexture
  16790. */
  16791. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16792. }
  16793. }
  16794. }
  16795. declare module "babylonjs/Shaders/procedural.vertex" {
  16796. /** @hidden */
  16797. export var proceduralVertexShader: {
  16798. name: string;
  16799. shader: string;
  16800. };
  16801. }
  16802. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16803. import { Observable } from "babylonjs/Misc/observable";
  16804. import { Nullable } from "babylonjs/types";
  16805. import { Scene } from "babylonjs/scene";
  16806. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16807. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16808. import { Effect } from "babylonjs/Materials/effect";
  16809. import { Texture } from "babylonjs/Materials/Textures/texture";
  16810. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16811. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16812. import "babylonjs/Shaders/procedural.vertex";
  16813. /**
  16814. * 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.
  16815. * This is the base class of any Procedural texture and contains most of the shareable code.
  16816. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16817. */
  16818. export class ProceduralTexture extends Texture {
  16819. isCube: boolean;
  16820. /**
  16821. * Define if the texture is enabled or not (disabled texture will not render)
  16822. */
  16823. isEnabled: boolean;
  16824. /**
  16825. * Define if the texture must be cleared before rendering (default is true)
  16826. */
  16827. autoClear: boolean;
  16828. /**
  16829. * Callback called when the texture is generated
  16830. */
  16831. onGenerated: () => void;
  16832. /**
  16833. * Event raised when the texture is generated
  16834. */
  16835. onGeneratedObservable: Observable<ProceduralTexture>;
  16836. /** @hidden */
  16837. _generateMipMaps: boolean;
  16838. /** @hidden **/
  16839. _effect: Effect;
  16840. /** @hidden */
  16841. _textures: {
  16842. [key: string]: Texture;
  16843. };
  16844. private _size;
  16845. private _currentRefreshId;
  16846. private _refreshRate;
  16847. private _vertexBuffers;
  16848. private _indexBuffer;
  16849. private _uniforms;
  16850. private _samplers;
  16851. private _fragment;
  16852. private _floats;
  16853. private _ints;
  16854. private _floatsArrays;
  16855. private _colors3;
  16856. private _colors4;
  16857. private _vectors2;
  16858. private _vectors3;
  16859. private _matrices;
  16860. private _fallbackTexture;
  16861. private _fallbackTextureUsed;
  16862. private _engine;
  16863. private _cachedDefines;
  16864. private _contentUpdateId;
  16865. private _contentData;
  16866. /**
  16867. * Instantiates a new procedural texture.
  16868. * 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.
  16869. * This is the base class of any Procedural texture and contains most of the shareable code.
  16870. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16871. * @param name Define the name of the texture
  16872. * @param size Define the size of the texture to create
  16873. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16874. * @param scene Define the scene the texture belongs to
  16875. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16876. * @param generateMipMaps Define if the texture should creates mip maps or not
  16877. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16878. */
  16879. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16880. /**
  16881. * The effect that is created when initializing the post process.
  16882. * @returns The created effect corresponding the the postprocess.
  16883. */
  16884. getEffect(): Effect;
  16885. /**
  16886. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16887. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16888. */
  16889. getContent(): Nullable<ArrayBufferView>;
  16890. private _createIndexBuffer;
  16891. /** @hidden */
  16892. _rebuild(): void;
  16893. /**
  16894. * Resets the texture in order to recreate its associated resources.
  16895. * This can be called in case of context loss
  16896. */
  16897. reset(): void;
  16898. protected _getDefines(): string;
  16899. /**
  16900. * Is the texture ready to be used ? (rendered at least once)
  16901. * @returns true if ready, otherwise, false.
  16902. */
  16903. isReady(): boolean;
  16904. /**
  16905. * Resets the refresh counter of the texture and start bak from scratch.
  16906. * Could be useful to regenerate the texture if it is setup to render only once.
  16907. */
  16908. resetRefreshCounter(): void;
  16909. /**
  16910. * Set the fragment shader to use in order to render the texture.
  16911. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16912. */
  16913. setFragment(fragment: any): void;
  16914. /**
  16915. * Define the refresh rate of the texture or the rendering frequency.
  16916. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16917. */
  16918. refreshRate: number;
  16919. /** @hidden */
  16920. _shouldRender(): boolean;
  16921. /**
  16922. * Get the size the texture is rendering at.
  16923. * @returns the size (texture is always squared)
  16924. */
  16925. getRenderSize(): number;
  16926. /**
  16927. * Resize the texture to new value.
  16928. * @param size Define the new size the texture should have
  16929. * @param generateMipMaps Define whether the new texture should create mip maps
  16930. */
  16931. resize(size: number, generateMipMaps: boolean): void;
  16932. private _checkUniform;
  16933. /**
  16934. * Set a texture in the shader program used to render.
  16935. * @param name Define the name of the uniform samplers as defined in the shader
  16936. * @param texture Define the texture to bind to this sampler
  16937. * @return the texture itself allowing "fluent" like uniform updates
  16938. */
  16939. setTexture(name: string, texture: Texture): ProceduralTexture;
  16940. /**
  16941. * Set a float in the shader.
  16942. * @param name Define the name of the uniform as defined in the shader
  16943. * @param value Define the value to give to the uniform
  16944. * @return the texture itself allowing "fluent" like uniform updates
  16945. */
  16946. setFloat(name: string, value: number): ProceduralTexture;
  16947. /**
  16948. * Set a int in the shader.
  16949. * @param name Define the name of the uniform as defined in the shader
  16950. * @param value Define the value to give to the uniform
  16951. * @return the texture itself allowing "fluent" like uniform updates
  16952. */
  16953. setInt(name: string, value: number): ProceduralTexture;
  16954. /**
  16955. * Set an array of floats in the shader.
  16956. * @param name Define the name of the uniform as defined in the shader
  16957. * @param value Define the value to give to the uniform
  16958. * @return the texture itself allowing "fluent" like uniform updates
  16959. */
  16960. setFloats(name: string, value: number[]): ProceduralTexture;
  16961. /**
  16962. * Set a vec3 in the shader from a Color3.
  16963. * @param name Define the name of the uniform as defined in the shader
  16964. * @param value Define the value to give to the uniform
  16965. * @return the texture itself allowing "fluent" like uniform updates
  16966. */
  16967. setColor3(name: string, value: Color3): ProceduralTexture;
  16968. /**
  16969. * Set a vec4 in the shader from a Color4.
  16970. * @param name Define the name of the uniform as defined in the shader
  16971. * @param value Define the value to give to the uniform
  16972. * @return the texture itself allowing "fluent" like uniform updates
  16973. */
  16974. setColor4(name: string, value: Color4): ProceduralTexture;
  16975. /**
  16976. * Set a vec2 in the shader from a Vector2.
  16977. * @param name Define the name of the uniform as defined in the shader
  16978. * @param value Define the value to give to the uniform
  16979. * @return the texture itself allowing "fluent" like uniform updates
  16980. */
  16981. setVector2(name: string, value: Vector2): ProceduralTexture;
  16982. /**
  16983. * Set a vec3 in the shader from a Vector3.
  16984. * @param name Define the name of the uniform as defined in the shader
  16985. * @param value Define the value to give to the uniform
  16986. * @return the texture itself allowing "fluent" like uniform updates
  16987. */
  16988. setVector3(name: string, value: Vector3): ProceduralTexture;
  16989. /**
  16990. * Set a mat4 in the shader from a MAtrix.
  16991. * @param name Define the name of the uniform as defined in the shader
  16992. * @param value Define the value to give to the uniform
  16993. * @return the texture itself allowing "fluent" like uniform updates
  16994. */
  16995. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16996. /**
  16997. * Render the texture to its associated render target.
  16998. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16999. */
  17000. render(useCameraPostProcess?: boolean): void;
  17001. /**
  17002. * Clone the texture.
  17003. * @returns the cloned texture
  17004. */
  17005. clone(): ProceduralTexture;
  17006. /**
  17007. * Dispose the texture and release its asoociated resources.
  17008. */
  17009. dispose(): void;
  17010. }
  17011. }
  17012. declare module "babylonjs/Particles/baseParticleSystem" {
  17013. import { Nullable } from "babylonjs/types";
  17014. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  17015. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  17016. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  17017. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  17018. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  17019. import { Scene } from "babylonjs/scene";
  17020. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  17021. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  17022. import { Texture } from "babylonjs/Materials/Textures/texture";
  17023. import { Color4 } from "babylonjs/Maths/math.color";
  17024. import { Animation } from "babylonjs/Animations/animation";
  17025. /**
  17026. * This represents the base class for particle system in Babylon.
  17027. * 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.
  17028. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17029. * @example https://doc.babylonjs.com/babylon101/particles
  17030. */
  17031. export class BaseParticleSystem {
  17032. /**
  17033. * Source color is added to the destination color without alpha affecting the result
  17034. */
  17035. static BLENDMODE_ONEONE: number;
  17036. /**
  17037. * Blend current color and particle color using particle’s alpha
  17038. */
  17039. static BLENDMODE_STANDARD: number;
  17040. /**
  17041. * Add current color and particle color multiplied by particle’s alpha
  17042. */
  17043. static BLENDMODE_ADD: number;
  17044. /**
  17045. * Multiply current color with particle color
  17046. */
  17047. static BLENDMODE_MULTIPLY: number;
  17048. /**
  17049. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  17050. */
  17051. static BLENDMODE_MULTIPLYADD: number;
  17052. /**
  17053. * List of animations used by the particle system.
  17054. */
  17055. animations: Animation[];
  17056. /**
  17057. * The id of the Particle system.
  17058. */
  17059. id: string;
  17060. /**
  17061. * The friendly name of the Particle system.
  17062. */
  17063. name: string;
  17064. /**
  17065. * The rendering group used by the Particle system to chose when to render.
  17066. */
  17067. renderingGroupId: number;
  17068. /**
  17069. * The emitter represents the Mesh or position we are attaching the particle system to.
  17070. */
  17071. emitter: Nullable<AbstractMesh | Vector3>;
  17072. /**
  17073. * The maximum number of particles to emit per frame
  17074. */
  17075. emitRate: number;
  17076. /**
  17077. * If you want to launch only a few particles at once, that can be done, as well.
  17078. */
  17079. manualEmitCount: number;
  17080. /**
  17081. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  17082. */
  17083. updateSpeed: number;
  17084. /**
  17085. * The amount of time the particle system is running (depends of the overall update speed).
  17086. */
  17087. targetStopDuration: number;
  17088. /**
  17089. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  17090. */
  17091. disposeOnStop: boolean;
  17092. /**
  17093. * Minimum power of emitting particles.
  17094. */
  17095. minEmitPower: number;
  17096. /**
  17097. * Maximum power of emitting particles.
  17098. */
  17099. maxEmitPower: number;
  17100. /**
  17101. * Minimum life time of emitting particles.
  17102. */
  17103. minLifeTime: number;
  17104. /**
  17105. * Maximum life time of emitting particles.
  17106. */
  17107. maxLifeTime: number;
  17108. /**
  17109. * Minimum Size of emitting particles.
  17110. */
  17111. minSize: number;
  17112. /**
  17113. * Maximum Size of emitting particles.
  17114. */
  17115. maxSize: number;
  17116. /**
  17117. * Minimum scale of emitting particles on X axis.
  17118. */
  17119. minScaleX: number;
  17120. /**
  17121. * Maximum scale of emitting particles on X axis.
  17122. */
  17123. maxScaleX: number;
  17124. /**
  17125. * Minimum scale of emitting particles on Y axis.
  17126. */
  17127. minScaleY: number;
  17128. /**
  17129. * Maximum scale of emitting particles on Y axis.
  17130. */
  17131. maxScaleY: number;
  17132. /**
  17133. * Gets or sets the minimal initial rotation in radians.
  17134. */
  17135. minInitialRotation: number;
  17136. /**
  17137. * Gets or sets the maximal initial rotation in radians.
  17138. */
  17139. maxInitialRotation: number;
  17140. /**
  17141. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  17142. */
  17143. minAngularSpeed: number;
  17144. /**
  17145. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  17146. */
  17147. maxAngularSpeed: number;
  17148. /**
  17149. * The texture used to render each particle. (this can be a spritesheet)
  17150. */
  17151. particleTexture: Nullable<Texture>;
  17152. /**
  17153. * The layer mask we are rendering the particles through.
  17154. */
  17155. layerMask: number;
  17156. /**
  17157. * This can help using your own shader to render the particle system.
  17158. * The according effect will be created
  17159. */
  17160. customShader: any;
  17161. /**
  17162. * By default particle system starts as soon as they are created. This prevents the
  17163. * automatic start to happen and let you decide when to start emitting particles.
  17164. */
  17165. preventAutoStart: boolean;
  17166. private _noiseTexture;
  17167. /**
  17168. * Gets or sets a texture used to add random noise to particle positions
  17169. */
  17170. noiseTexture: Nullable<ProceduralTexture>;
  17171. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17172. noiseStrength: Vector3;
  17173. /**
  17174. * Callback triggered when the particle animation is ending.
  17175. */
  17176. onAnimationEnd: Nullable<() => void>;
  17177. /**
  17178. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17179. */
  17180. blendMode: number;
  17181. /**
  17182. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17183. * to override the particles.
  17184. */
  17185. forceDepthWrite: boolean;
  17186. /** 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 */
  17187. preWarmCycles: number;
  17188. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17189. preWarmStepOffset: number;
  17190. /**
  17191. * 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)
  17192. */
  17193. spriteCellChangeSpeed: number;
  17194. /**
  17195. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17196. */
  17197. startSpriteCellID: number;
  17198. /**
  17199. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17200. */
  17201. endSpriteCellID: number;
  17202. /**
  17203. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17204. */
  17205. spriteCellWidth: number;
  17206. /**
  17207. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17208. */
  17209. spriteCellHeight: number;
  17210. /**
  17211. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17212. */
  17213. spriteRandomStartCell: boolean;
  17214. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17215. translationPivot: Vector2;
  17216. /** @hidden */
  17217. protected _isAnimationSheetEnabled: boolean;
  17218. /**
  17219. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17220. */
  17221. beginAnimationOnStart: boolean;
  17222. /**
  17223. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17224. */
  17225. beginAnimationFrom: number;
  17226. /**
  17227. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17228. */
  17229. beginAnimationTo: number;
  17230. /**
  17231. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17232. */
  17233. beginAnimationLoop: boolean;
  17234. /**
  17235. * Gets or sets a world offset applied to all particles
  17236. */
  17237. worldOffset: Vector3;
  17238. /**
  17239. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17240. */
  17241. isAnimationSheetEnabled: boolean;
  17242. /**
  17243. * Get hosting scene
  17244. * @returns the scene
  17245. */
  17246. getScene(): Scene;
  17247. /**
  17248. * You can use gravity if you want to give an orientation to your particles.
  17249. */
  17250. gravity: Vector3;
  17251. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17252. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17253. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17254. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17255. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17256. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17257. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17258. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17259. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17260. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17261. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17262. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17263. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17264. /**
  17265. * Defines the delay in milliseconds before starting the system (0 by default)
  17266. */
  17267. startDelay: number;
  17268. /**
  17269. * Gets the current list of drag gradients.
  17270. * You must use addDragGradient and removeDragGradient to udpate this list
  17271. * @returns the list of drag gradients
  17272. */
  17273. getDragGradients(): Nullable<Array<FactorGradient>>;
  17274. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17275. limitVelocityDamping: number;
  17276. /**
  17277. * Gets the current list of limit velocity gradients.
  17278. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17279. * @returns the list of limit velocity gradients
  17280. */
  17281. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17282. /**
  17283. * Gets the current list of color gradients.
  17284. * You must use addColorGradient and removeColorGradient to udpate this list
  17285. * @returns the list of color gradients
  17286. */
  17287. getColorGradients(): Nullable<Array<ColorGradient>>;
  17288. /**
  17289. * Gets the current list of size gradients.
  17290. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17291. * @returns the list of size gradients
  17292. */
  17293. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17294. /**
  17295. * Gets the current list of color remap gradients.
  17296. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17297. * @returns the list of color remap gradients
  17298. */
  17299. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17300. /**
  17301. * Gets the current list of alpha remap gradients.
  17302. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17303. * @returns the list of alpha remap gradients
  17304. */
  17305. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17306. /**
  17307. * Gets the current list of life time gradients.
  17308. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17309. * @returns the list of life time gradients
  17310. */
  17311. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17312. /**
  17313. * Gets the current list of angular speed gradients.
  17314. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17315. * @returns the list of angular speed gradients
  17316. */
  17317. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17318. /**
  17319. * Gets the current list of velocity gradients.
  17320. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17321. * @returns the list of velocity gradients
  17322. */
  17323. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17324. /**
  17325. * Gets the current list of start size gradients.
  17326. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17327. * @returns the list of start size gradients
  17328. */
  17329. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17330. /**
  17331. * Gets the current list of emit rate gradients.
  17332. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17333. * @returns the list of emit rate gradients
  17334. */
  17335. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17336. /**
  17337. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17338. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17339. */
  17340. direction1: Vector3;
  17341. /**
  17342. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17343. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17344. */
  17345. direction2: Vector3;
  17346. /**
  17347. * 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.
  17348. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17349. */
  17350. minEmitBox: Vector3;
  17351. /**
  17352. * 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.
  17353. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17354. */
  17355. maxEmitBox: Vector3;
  17356. /**
  17357. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17358. */
  17359. color1: Color4;
  17360. /**
  17361. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17362. */
  17363. color2: Color4;
  17364. /**
  17365. * Color the particle will have at the end of its lifetime
  17366. */
  17367. colorDead: Color4;
  17368. /**
  17369. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17370. */
  17371. textureMask: Color4;
  17372. /**
  17373. * The particle emitter type defines the emitter used by the particle system.
  17374. * It can be for example box, sphere, or cone...
  17375. */
  17376. particleEmitterType: IParticleEmitterType;
  17377. /** @hidden */
  17378. _isSubEmitter: boolean;
  17379. /**
  17380. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17381. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17382. */
  17383. billboardMode: number;
  17384. protected _isBillboardBased: boolean;
  17385. /**
  17386. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17387. */
  17388. isBillboardBased: boolean;
  17389. /**
  17390. * The scene the particle system belongs to.
  17391. */
  17392. protected _scene: Scene;
  17393. /**
  17394. * Local cache of defines for image processing.
  17395. */
  17396. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17397. /**
  17398. * Default configuration related to image processing available in the standard Material.
  17399. */
  17400. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17401. /**
  17402. * Gets the image processing configuration used either in this material.
  17403. */
  17404. /**
  17405. * Sets the Default image processing configuration used either in the this material.
  17406. *
  17407. * If sets to null, the scene one is in use.
  17408. */
  17409. imageProcessingConfiguration: ImageProcessingConfiguration;
  17410. /**
  17411. * Attaches a new image processing configuration to the Standard Material.
  17412. * @param configuration
  17413. */
  17414. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17415. /** @hidden */
  17416. protected _reset(): void;
  17417. /** @hidden */
  17418. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17419. /**
  17420. * Instantiates a particle system.
  17421. * 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.
  17422. * @param name The name of the particle system
  17423. */
  17424. constructor(name: string);
  17425. /**
  17426. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17427. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17428. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17429. * @returns the emitter
  17430. */
  17431. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17432. /**
  17433. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17434. * @param radius The radius of the hemisphere to emit from
  17435. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17436. * @returns the emitter
  17437. */
  17438. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17439. /**
  17440. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17441. * @param radius The radius of the sphere to emit from
  17442. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17443. * @returns the emitter
  17444. */
  17445. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17446. /**
  17447. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17448. * @param radius The radius of the sphere to emit from
  17449. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17450. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17451. * @returns the emitter
  17452. */
  17453. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17454. /**
  17455. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17456. * @param radius The radius of the emission cylinder
  17457. * @param height The height of the emission cylinder
  17458. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17459. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17460. * @returns the emitter
  17461. */
  17462. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17463. /**
  17464. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17465. * @param radius The radius of the cylinder to emit from
  17466. * @param height The height of the emission cylinder
  17467. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17468. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17469. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17470. * @returns the emitter
  17471. */
  17472. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17473. /**
  17474. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17475. * @param radius The radius of the cone to emit from
  17476. * @param angle The base angle of the cone
  17477. * @returns the emitter
  17478. */
  17479. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17480. /**
  17481. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17482. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17483. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17484. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17485. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17486. * @returns the emitter
  17487. */
  17488. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17489. }
  17490. }
  17491. declare module "babylonjs/Particles/subEmitter" {
  17492. import { Scene } from "babylonjs/scene";
  17493. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17494. /**
  17495. * Type of sub emitter
  17496. */
  17497. export enum SubEmitterType {
  17498. /**
  17499. * Attached to the particle over it's lifetime
  17500. */
  17501. ATTACHED = 0,
  17502. /**
  17503. * Created when the particle dies
  17504. */
  17505. END = 1
  17506. }
  17507. /**
  17508. * Sub emitter class used to emit particles from an existing particle
  17509. */
  17510. export class SubEmitter {
  17511. /**
  17512. * the particle system to be used by the sub emitter
  17513. */
  17514. particleSystem: ParticleSystem;
  17515. /**
  17516. * Type of the submitter (Default: END)
  17517. */
  17518. type: SubEmitterType;
  17519. /**
  17520. * 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)
  17521. * Note: This only is supported when using an emitter of type Mesh
  17522. */
  17523. inheritDirection: boolean;
  17524. /**
  17525. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17526. */
  17527. inheritedVelocityAmount: number;
  17528. /**
  17529. * Creates a sub emitter
  17530. * @param particleSystem the particle system to be used by the sub emitter
  17531. */
  17532. constructor(
  17533. /**
  17534. * the particle system to be used by the sub emitter
  17535. */
  17536. particleSystem: ParticleSystem);
  17537. /**
  17538. * Clones the sub emitter
  17539. * @returns the cloned sub emitter
  17540. */
  17541. clone(): SubEmitter;
  17542. /**
  17543. * Serialize current object to a JSON object
  17544. * @returns the serialized object
  17545. */
  17546. serialize(): any;
  17547. /** @hidden */
  17548. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17549. /**
  17550. * Creates a new SubEmitter from a serialized JSON version
  17551. * @param serializationObject defines the JSON object to read from
  17552. * @param scene defines the hosting scene
  17553. * @param rootUrl defines the rootUrl for data loading
  17554. * @returns a new SubEmitter
  17555. */
  17556. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17557. /** Release associated resources */
  17558. dispose(): void;
  17559. }
  17560. }
  17561. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17562. /** @hidden */
  17563. export var clipPlaneFragmentDeclaration: {
  17564. name: string;
  17565. shader: string;
  17566. };
  17567. }
  17568. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17569. /** @hidden */
  17570. export var imageProcessingDeclaration: {
  17571. name: string;
  17572. shader: string;
  17573. };
  17574. }
  17575. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17576. /** @hidden */
  17577. export var imageProcessingFunctions: {
  17578. name: string;
  17579. shader: string;
  17580. };
  17581. }
  17582. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17583. /** @hidden */
  17584. export var clipPlaneFragment: {
  17585. name: string;
  17586. shader: string;
  17587. };
  17588. }
  17589. declare module "babylonjs/Shaders/particles.fragment" {
  17590. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17591. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17592. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17593. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17594. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17595. /** @hidden */
  17596. export var particlesPixelShader: {
  17597. name: string;
  17598. shader: string;
  17599. };
  17600. }
  17601. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17602. /** @hidden */
  17603. export var clipPlaneVertexDeclaration: {
  17604. name: string;
  17605. shader: string;
  17606. };
  17607. }
  17608. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17609. /** @hidden */
  17610. export var clipPlaneVertex: {
  17611. name: string;
  17612. shader: string;
  17613. };
  17614. }
  17615. declare module "babylonjs/Shaders/particles.vertex" {
  17616. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17617. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17618. /** @hidden */
  17619. export var particlesVertexShader: {
  17620. name: string;
  17621. shader: string;
  17622. };
  17623. }
  17624. declare module "babylonjs/Particles/particleSystem" {
  17625. import { Nullable } from "babylonjs/types";
  17626. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17627. import { Observable } from "babylonjs/Misc/observable";
  17628. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17629. import { Effect } from "babylonjs/Materials/effect";
  17630. import { Scene, IDisposable } from "babylonjs/scene";
  17631. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17632. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17633. import { Particle } from "babylonjs/Particles/particle";
  17634. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17635. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17636. import "babylonjs/Shaders/particles.fragment";
  17637. import "babylonjs/Shaders/particles.vertex";
  17638. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17639. /**
  17640. * This represents a particle system in Babylon.
  17641. * 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.
  17642. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17643. * @example https://doc.babylonjs.com/babylon101/particles
  17644. */
  17645. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17646. /**
  17647. * Billboard mode will only apply to Y axis
  17648. */
  17649. static readonly BILLBOARDMODE_Y: number;
  17650. /**
  17651. * Billboard mode will apply to all axes
  17652. */
  17653. static readonly BILLBOARDMODE_ALL: number;
  17654. /**
  17655. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17656. */
  17657. static readonly BILLBOARDMODE_STRETCHED: number;
  17658. /**
  17659. * This function can be defined to provide custom update for active particles.
  17660. * This function will be called instead of regular update (age, position, color, etc.).
  17661. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17662. */
  17663. updateFunction: (particles: Particle[]) => void;
  17664. private _emitterWorldMatrix;
  17665. /**
  17666. * This function can be defined to specify initial direction for every new particle.
  17667. * It by default use the emitterType defined function
  17668. */
  17669. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17670. /**
  17671. * This function can be defined to specify initial position for every new particle.
  17672. * It by default use the emitterType defined function
  17673. */
  17674. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17675. /**
  17676. * @hidden
  17677. */
  17678. _inheritedVelocityOffset: Vector3;
  17679. /**
  17680. * An event triggered when the system is disposed
  17681. */
  17682. onDisposeObservable: Observable<ParticleSystem>;
  17683. private _onDisposeObserver;
  17684. /**
  17685. * Sets a callback that will be triggered when the system is disposed
  17686. */
  17687. onDispose: () => void;
  17688. private _particles;
  17689. private _epsilon;
  17690. private _capacity;
  17691. private _stockParticles;
  17692. private _newPartsExcess;
  17693. private _vertexData;
  17694. private _vertexBuffer;
  17695. private _vertexBuffers;
  17696. private _spriteBuffer;
  17697. private _indexBuffer;
  17698. private _effect;
  17699. private _customEffect;
  17700. private _cachedDefines;
  17701. private _scaledColorStep;
  17702. private _colorDiff;
  17703. private _scaledDirection;
  17704. private _scaledGravity;
  17705. private _currentRenderId;
  17706. private _alive;
  17707. private _useInstancing;
  17708. private _started;
  17709. private _stopped;
  17710. private _actualFrame;
  17711. private _scaledUpdateSpeed;
  17712. private _vertexBufferSize;
  17713. /** @hidden */
  17714. _currentEmitRateGradient: Nullable<FactorGradient>;
  17715. /** @hidden */
  17716. _currentEmitRate1: number;
  17717. /** @hidden */
  17718. _currentEmitRate2: number;
  17719. /** @hidden */
  17720. _currentStartSizeGradient: Nullable<FactorGradient>;
  17721. /** @hidden */
  17722. _currentStartSize1: number;
  17723. /** @hidden */
  17724. _currentStartSize2: number;
  17725. private readonly _rawTextureWidth;
  17726. private _rampGradientsTexture;
  17727. private _useRampGradients;
  17728. /** Gets or sets a boolean indicating that ramp gradients must be used
  17729. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17730. */
  17731. useRampGradients: boolean;
  17732. /**
  17733. * 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.
  17734. * 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: [])
  17735. */
  17736. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17737. private _subEmitters;
  17738. /**
  17739. * @hidden
  17740. * If the particle systems emitter should be disposed when the particle system is disposed
  17741. */
  17742. _disposeEmitterOnDispose: boolean;
  17743. /**
  17744. * The current active Sub-systems, this property is used by the root particle system only.
  17745. */
  17746. activeSubSystems: Array<ParticleSystem>;
  17747. private _rootParticleSystem;
  17748. /**
  17749. * Gets the current list of active particles
  17750. */
  17751. readonly particles: Particle[];
  17752. /**
  17753. * Returns the string "ParticleSystem"
  17754. * @returns a string containing the class name
  17755. */
  17756. getClassName(): string;
  17757. /**
  17758. * Instantiates a particle system.
  17759. * 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.
  17760. * @param name The name of the particle system
  17761. * @param capacity The max number of particles alive at the same time
  17762. * @param scene The scene the particle system belongs to
  17763. * @param customEffect a custom effect used to change the way particles are rendered by default
  17764. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17765. * @param epsilon Offset used to render the particles
  17766. */
  17767. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17768. private _addFactorGradient;
  17769. private _removeFactorGradient;
  17770. /**
  17771. * Adds a new life time gradient
  17772. * @param gradient defines the gradient to use (between 0 and 1)
  17773. * @param factor defines the life time factor to affect to the specified gradient
  17774. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17775. * @returns the current particle system
  17776. */
  17777. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17778. /**
  17779. * Remove a specific life time gradient
  17780. * @param gradient defines the gradient to remove
  17781. * @returns the current particle system
  17782. */
  17783. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17784. /**
  17785. * Adds a new size gradient
  17786. * @param gradient defines the gradient to use (between 0 and 1)
  17787. * @param factor defines the size factor to affect to the specified gradient
  17788. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17789. * @returns the current particle system
  17790. */
  17791. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17792. /**
  17793. * Remove a specific size gradient
  17794. * @param gradient defines the gradient to remove
  17795. * @returns the current particle system
  17796. */
  17797. removeSizeGradient(gradient: number): IParticleSystem;
  17798. /**
  17799. * Adds a new color remap gradient
  17800. * @param gradient defines the gradient to use (between 0 and 1)
  17801. * @param min defines the color remap minimal range
  17802. * @param max defines the color remap maximal range
  17803. * @returns the current particle system
  17804. */
  17805. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17806. /**
  17807. * Remove a specific color remap gradient
  17808. * @param gradient defines the gradient to remove
  17809. * @returns the current particle system
  17810. */
  17811. removeColorRemapGradient(gradient: number): IParticleSystem;
  17812. /**
  17813. * Adds a new alpha remap gradient
  17814. * @param gradient defines the gradient to use (between 0 and 1)
  17815. * @param min defines the alpha remap minimal range
  17816. * @param max defines the alpha remap maximal range
  17817. * @returns the current particle system
  17818. */
  17819. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17820. /**
  17821. * Remove a specific alpha remap gradient
  17822. * @param gradient defines the gradient to remove
  17823. * @returns the current particle system
  17824. */
  17825. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17826. /**
  17827. * Adds a new angular speed gradient
  17828. * @param gradient defines the gradient to use (between 0 and 1)
  17829. * @param factor defines the angular speed to affect to the specified gradient
  17830. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17831. * @returns the current particle system
  17832. */
  17833. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17834. /**
  17835. * Remove a specific angular speed gradient
  17836. * @param gradient defines the gradient to remove
  17837. * @returns the current particle system
  17838. */
  17839. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17840. /**
  17841. * Adds a new velocity gradient
  17842. * @param gradient defines the gradient to use (between 0 and 1)
  17843. * @param factor defines the velocity to affect to the specified gradient
  17844. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17845. * @returns the current particle system
  17846. */
  17847. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17848. /**
  17849. * Remove a specific velocity gradient
  17850. * @param gradient defines the gradient to remove
  17851. * @returns the current particle system
  17852. */
  17853. removeVelocityGradient(gradient: number): IParticleSystem;
  17854. /**
  17855. * Adds a new limit velocity gradient
  17856. * @param gradient defines the gradient to use (between 0 and 1)
  17857. * @param factor defines the limit velocity value to affect to the specified gradient
  17858. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17859. * @returns the current particle system
  17860. */
  17861. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17862. /**
  17863. * Remove a specific limit velocity gradient
  17864. * @param gradient defines the gradient to remove
  17865. * @returns the current particle system
  17866. */
  17867. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17868. /**
  17869. * Adds a new drag gradient
  17870. * @param gradient defines the gradient to use (between 0 and 1)
  17871. * @param factor defines the drag value to affect to the specified gradient
  17872. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17873. * @returns the current particle system
  17874. */
  17875. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17876. /**
  17877. * Remove a specific drag gradient
  17878. * @param gradient defines the gradient to remove
  17879. * @returns the current particle system
  17880. */
  17881. removeDragGradient(gradient: number): IParticleSystem;
  17882. /**
  17883. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17884. * @param gradient defines the gradient to use (between 0 and 1)
  17885. * @param factor defines the emit rate value to affect to the specified gradient
  17886. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17887. * @returns the current particle system
  17888. */
  17889. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17890. /**
  17891. * Remove a specific emit rate gradient
  17892. * @param gradient defines the gradient to remove
  17893. * @returns the current particle system
  17894. */
  17895. removeEmitRateGradient(gradient: number): IParticleSystem;
  17896. /**
  17897. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17898. * @param gradient defines the gradient to use (between 0 and 1)
  17899. * @param factor defines the start size value to affect to the specified gradient
  17900. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17901. * @returns the current particle system
  17902. */
  17903. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17904. /**
  17905. * Remove a specific start size gradient
  17906. * @param gradient defines the gradient to remove
  17907. * @returns the current particle system
  17908. */
  17909. removeStartSizeGradient(gradient: number): IParticleSystem;
  17910. private _createRampGradientTexture;
  17911. /**
  17912. * Gets the current list of ramp gradients.
  17913. * You must use addRampGradient and removeRampGradient to udpate this list
  17914. * @returns the list of ramp gradients
  17915. */
  17916. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17917. /**
  17918. * Adds a new ramp gradient used to remap particle colors
  17919. * @param gradient defines the gradient to use (between 0 and 1)
  17920. * @param color defines the color to affect to the specified gradient
  17921. * @returns the current particle system
  17922. */
  17923. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17924. /**
  17925. * Remove a specific ramp gradient
  17926. * @param gradient defines the gradient to remove
  17927. * @returns the current particle system
  17928. */
  17929. removeRampGradient(gradient: number): ParticleSystem;
  17930. /**
  17931. * Adds a new color gradient
  17932. * @param gradient defines the gradient to use (between 0 and 1)
  17933. * @param color1 defines the color to affect to the specified gradient
  17934. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17935. * @returns this particle system
  17936. */
  17937. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17938. /**
  17939. * Remove a specific color gradient
  17940. * @param gradient defines the gradient to remove
  17941. * @returns this particle system
  17942. */
  17943. removeColorGradient(gradient: number): IParticleSystem;
  17944. private _fetchR;
  17945. protected _reset(): void;
  17946. private _resetEffect;
  17947. private _createVertexBuffers;
  17948. private _createIndexBuffer;
  17949. /**
  17950. * Gets the maximum number of particles active at the same time.
  17951. * @returns The max number of active particles.
  17952. */
  17953. getCapacity(): number;
  17954. /**
  17955. * Gets whether there are still active particles in the system.
  17956. * @returns True if it is alive, otherwise false.
  17957. */
  17958. isAlive(): boolean;
  17959. /**
  17960. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17961. * @returns True if it has been started, otherwise false.
  17962. */
  17963. isStarted(): boolean;
  17964. private _prepareSubEmitterInternalArray;
  17965. /**
  17966. * Starts the particle system and begins to emit
  17967. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17968. */
  17969. start(delay?: number): void;
  17970. /**
  17971. * Stops the particle system.
  17972. * @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.
  17973. */
  17974. stop(stopSubEmitters?: boolean): void;
  17975. /**
  17976. * Remove all active particles
  17977. */
  17978. reset(): void;
  17979. /**
  17980. * @hidden (for internal use only)
  17981. */
  17982. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17983. /**
  17984. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17985. * Its lifetime will start back at 0.
  17986. */
  17987. recycleParticle: (particle: Particle) => void;
  17988. private _stopSubEmitters;
  17989. private _createParticle;
  17990. private _removeFromRoot;
  17991. private _emitFromParticle;
  17992. private _update;
  17993. /** @hidden */
  17994. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17995. /** @hidden */
  17996. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17997. /** @hidden */
  17998. private _getEffect;
  17999. /**
  18000. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  18001. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  18002. */
  18003. animate(preWarmOnly?: boolean): void;
  18004. private _appendParticleVertices;
  18005. /**
  18006. * Rebuilds the particle system.
  18007. */
  18008. rebuild(): void;
  18009. /**
  18010. * Is this system ready to be used/rendered
  18011. * @return true if the system is ready
  18012. */
  18013. isReady(): boolean;
  18014. private _render;
  18015. /**
  18016. * Renders the particle system in its current state.
  18017. * @returns the current number of particles
  18018. */
  18019. render(): number;
  18020. /**
  18021. * Disposes the particle system and free the associated resources
  18022. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18023. */
  18024. dispose(disposeTexture?: boolean): void;
  18025. /**
  18026. * Clones the particle system.
  18027. * @param name The name of the cloned object
  18028. * @param newEmitter The new emitter to use
  18029. * @returns the cloned particle system
  18030. */
  18031. clone(name: string, newEmitter: any): ParticleSystem;
  18032. /**
  18033. * Serializes the particle system to a JSON object.
  18034. * @returns the JSON object
  18035. */
  18036. serialize(): any;
  18037. /** @hidden */
  18038. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  18039. /** @hidden */
  18040. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  18041. /**
  18042. * Parses a JSON object to create a particle system.
  18043. * @param parsedParticleSystem The JSON object to parse
  18044. * @param scene The scene to create the particle system in
  18045. * @param rootUrl The root url to use to load external dependencies like texture
  18046. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  18047. * @returns the Parsed particle system
  18048. */
  18049. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  18050. }
  18051. }
  18052. declare module "babylonjs/Particles/particle" {
  18053. import { Nullable } from "babylonjs/types";
  18054. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  18055. import { Color4 } from "babylonjs/Maths/math.color";
  18056. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  18057. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  18058. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  18059. /**
  18060. * A particle represents one of the element emitted by a particle system.
  18061. * This is mainly define by its coordinates, direction, velocity and age.
  18062. */
  18063. export class Particle {
  18064. /**
  18065. * The particle system the particle belongs to.
  18066. */
  18067. particleSystem: ParticleSystem;
  18068. private static _Count;
  18069. /**
  18070. * Unique ID of the particle
  18071. */
  18072. id: number;
  18073. /**
  18074. * The world position of the particle in the scene.
  18075. */
  18076. position: Vector3;
  18077. /**
  18078. * The world direction of the particle in the scene.
  18079. */
  18080. direction: Vector3;
  18081. /**
  18082. * The color of the particle.
  18083. */
  18084. color: Color4;
  18085. /**
  18086. * The color change of the particle per step.
  18087. */
  18088. colorStep: Color4;
  18089. /**
  18090. * Defines how long will the life of the particle be.
  18091. */
  18092. lifeTime: number;
  18093. /**
  18094. * The current age of the particle.
  18095. */
  18096. age: number;
  18097. /**
  18098. * The current size of the particle.
  18099. */
  18100. size: number;
  18101. /**
  18102. * The current scale of the particle.
  18103. */
  18104. scale: Vector2;
  18105. /**
  18106. * The current angle of the particle.
  18107. */
  18108. angle: number;
  18109. /**
  18110. * Defines how fast is the angle changing.
  18111. */
  18112. angularSpeed: number;
  18113. /**
  18114. * Defines the cell index used by the particle to be rendered from a sprite.
  18115. */
  18116. cellIndex: number;
  18117. /**
  18118. * The information required to support color remapping
  18119. */
  18120. remapData: Vector4;
  18121. /** @hidden */
  18122. _randomCellOffset?: number;
  18123. /** @hidden */
  18124. _initialDirection: Nullable<Vector3>;
  18125. /** @hidden */
  18126. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  18127. /** @hidden */
  18128. _initialStartSpriteCellID: number;
  18129. /** @hidden */
  18130. _initialEndSpriteCellID: number;
  18131. /** @hidden */
  18132. _currentColorGradient: Nullable<ColorGradient>;
  18133. /** @hidden */
  18134. _currentColor1: Color4;
  18135. /** @hidden */
  18136. _currentColor2: Color4;
  18137. /** @hidden */
  18138. _currentSizeGradient: Nullable<FactorGradient>;
  18139. /** @hidden */
  18140. _currentSize1: number;
  18141. /** @hidden */
  18142. _currentSize2: number;
  18143. /** @hidden */
  18144. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  18145. /** @hidden */
  18146. _currentAngularSpeed1: number;
  18147. /** @hidden */
  18148. _currentAngularSpeed2: number;
  18149. /** @hidden */
  18150. _currentVelocityGradient: Nullable<FactorGradient>;
  18151. /** @hidden */
  18152. _currentVelocity1: number;
  18153. /** @hidden */
  18154. _currentVelocity2: number;
  18155. /** @hidden */
  18156. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18157. /** @hidden */
  18158. _currentLimitVelocity1: number;
  18159. /** @hidden */
  18160. _currentLimitVelocity2: number;
  18161. /** @hidden */
  18162. _currentDragGradient: Nullable<FactorGradient>;
  18163. /** @hidden */
  18164. _currentDrag1: number;
  18165. /** @hidden */
  18166. _currentDrag2: number;
  18167. /** @hidden */
  18168. _randomNoiseCoordinates1: Vector3;
  18169. /** @hidden */
  18170. _randomNoiseCoordinates2: Vector3;
  18171. /**
  18172. * Creates a new instance Particle
  18173. * @param particleSystem the particle system the particle belongs to
  18174. */
  18175. constructor(
  18176. /**
  18177. * The particle system the particle belongs to.
  18178. */
  18179. particleSystem: ParticleSystem);
  18180. private updateCellInfoFromSystem;
  18181. /**
  18182. * Defines how the sprite cell index is updated for the particle
  18183. */
  18184. updateCellIndex(): void;
  18185. /** @hidden */
  18186. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18187. /** @hidden */
  18188. _inheritParticleInfoToSubEmitters(): void;
  18189. /** @hidden */
  18190. _reset(): void;
  18191. /**
  18192. * Copy the properties of particle to another one.
  18193. * @param other the particle to copy the information to.
  18194. */
  18195. copyTo(other: Particle): void;
  18196. }
  18197. }
  18198. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18199. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18200. import { Effect } from "babylonjs/Materials/effect";
  18201. import { Particle } from "babylonjs/Particles/particle";
  18202. /**
  18203. * Particle emitter represents a volume emitting particles.
  18204. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18205. */
  18206. export interface IParticleEmitterType {
  18207. /**
  18208. * Called by the particle System when the direction is computed for the created particle.
  18209. * @param worldMatrix is the world matrix of the particle system
  18210. * @param directionToUpdate is the direction vector to update with the result
  18211. * @param particle is the particle we are computed the direction for
  18212. */
  18213. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18214. /**
  18215. * Called by the particle System when the position is computed for the created particle.
  18216. * @param worldMatrix is the world matrix of the particle system
  18217. * @param positionToUpdate is the position vector to update with the result
  18218. * @param particle is the particle we are computed the position for
  18219. */
  18220. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18221. /**
  18222. * Clones the current emitter and returns a copy of it
  18223. * @returns the new emitter
  18224. */
  18225. clone(): IParticleEmitterType;
  18226. /**
  18227. * Called by the GPUParticleSystem to setup the update shader
  18228. * @param effect defines the update shader
  18229. */
  18230. applyToShader(effect: Effect): void;
  18231. /**
  18232. * Returns a string to use to update the GPU particles update shader
  18233. * @returns the effect defines string
  18234. */
  18235. getEffectDefines(): string;
  18236. /**
  18237. * Returns a string representing the class name
  18238. * @returns a string containing the class name
  18239. */
  18240. getClassName(): string;
  18241. /**
  18242. * Serializes the particle system to a JSON object.
  18243. * @returns the JSON object
  18244. */
  18245. serialize(): any;
  18246. /**
  18247. * Parse properties from a JSON object
  18248. * @param serializationObject defines the JSON object
  18249. */
  18250. parse(serializationObject: any): void;
  18251. }
  18252. }
  18253. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18254. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18255. import { Effect } from "babylonjs/Materials/effect";
  18256. import { Particle } from "babylonjs/Particles/particle";
  18257. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18258. /**
  18259. * Particle emitter emitting particles from the inside of a box.
  18260. * It emits the particles randomly between 2 given directions.
  18261. */
  18262. export class BoxParticleEmitter implements IParticleEmitterType {
  18263. /**
  18264. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18265. */
  18266. direction1: Vector3;
  18267. /**
  18268. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18269. */
  18270. direction2: Vector3;
  18271. /**
  18272. * 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.
  18273. */
  18274. minEmitBox: Vector3;
  18275. /**
  18276. * 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.
  18277. */
  18278. maxEmitBox: Vector3;
  18279. /**
  18280. * Creates a new instance BoxParticleEmitter
  18281. */
  18282. constructor();
  18283. /**
  18284. * Called by the particle System when the direction is computed for the created particle.
  18285. * @param worldMatrix is the world matrix of the particle system
  18286. * @param directionToUpdate is the direction vector to update with the result
  18287. * @param particle is the particle we are computed the direction for
  18288. */
  18289. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18290. /**
  18291. * Called by the particle System when the position is computed for the created particle.
  18292. * @param worldMatrix is the world matrix of the particle system
  18293. * @param positionToUpdate is the position vector to update with the result
  18294. * @param particle is the particle we are computed the position for
  18295. */
  18296. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18297. /**
  18298. * Clones the current emitter and returns a copy of it
  18299. * @returns the new emitter
  18300. */
  18301. clone(): BoxParticleEmitter;
  18302. /**
  18303. * Called by the GPUParticleSystem to setup the update shader
  18304. * @param effect defines the update shader
  18305. */
  18306. applyToShader(effect: Effect): void;
  18307. /**
  18308. * Returns a string to use to update the GPU particles update shader
  18309. * @returns a string containng the defines string
  18310. */
  18311. getEffectDefines(): string;
  18312. /**
  18313. * Returns the string "BoxParticleEmitter"
  18314. * @returns a string containing the class name
  18315. */
  18316. getClassName(): string;
  18317. /**
  18318. * Serializes the particle system to a JSON object.
  18319. * @returns the JSON object
  18320. */
  18321. serialize(): any;
  18322. /**
  18323. * Parse properties from a JSON object
  18324. * @param serializationObject defines the JSON object
  18325. */
  18326. parse(serializationObject: any): void;
  18327. }
  18328. }
  18329. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18330. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18331. import { Effect } from "babylonjs/Materials/effect";
  18332. import { Particle } from "babylonjs/Particles/particle";
  18333. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18334. /**
  18335. * Particle emitter emitting particles from the inside of a cone.
  18336. * It emits the particles alongside the cone volume from the base to the particle.
  18337. * The emission direction might be randomized.
  18338. */
  18339. export class ConeParticleEmitter implements IParticleEmitterType {
  18340. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18341. directionRandomizer: number;
  18342. private _radius;
  18343. private _angle;
  18344. private _height;
  18345. /**
  18346. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18347. */
  18348. radiusRange: number;
  18349. /**
  18350. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18351. */
  18352. heightRange: number;
  18353. /**
  18354. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18355. */
  18356. emitFromSpawnPointOnly: boolean;
  18357. /**
  18358. * Gets or sets the radius of the emission cone
  18359. */
  18360. radius: number;
  18361. /**
  18362. * Gets or sets the angle of the emission cone
  18363. */
  18364. angle: number;
  18365. private _buildHeight;
  18366. /**
  18367. * Creates a new instance ConeParticleEmitter
  18368. * @param radius the radius of the emission cone (1 by default)
  18369. * @param angle the cone base angle (PI by default)
  18370. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18371. */
  18372. constructor(radius?: number, angle?: number,
  18373. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18374. directionRandomizer?: number);
  18375. /**
  18376. * Called by the particle System when the direction is computed for the created particle.
  18377. * @param worldMatrix is the world matrix of the particle system
  18378. * @param directionToUpdate is the direction vector to update with the result
  18379. * @param particle is the particle we are computed the direction for
  18380. */
  18381. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18382. /**
  18383. * Called by the particle System when the position is computed for the created particle.
  18384. * @param worldMatrix is the world matrix of the particle system
  18385. * @param positionToUpdate is the position vector to update with the result
  18386. * @param particle is the particle we are computed the position for
  18387. */
  18388. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18389. /**
  18390. * Clones the current emitter and returns a copy of it
  18391. * @returns the new emitter
  18392. */
  18393. clone(): ConeParticleEmitter;
  18394. /**
  18395. * Called by the GPUParticleSystem to setup the update shader
  18396. * @param effect defines the update shader
  18397. */
  18398. applyToShader(effect: Effect): void;
  18399. /**
  18400. * Returns a string to use to update the GPU particles update shader
  18401. * @returns a string containng the defines string
  18402. */
  18403. getEffectDefines(): string;
  18404. /**
  18405. * Returns the string "ConeParticleEmitter"
  18406. * @returns a string containing the class name
  18407. */
  18408. getClassName(): string;
  18409. /**
  18410. * Serializes the particle system to a JSON object.
  18411. * @returns the JSON object
  18412. */
  18413. serialize(): any;
  18414. /**
  18415. * Parse properties from a JSON object
  18416. * @param serializationObject defines the JSON object
  18417. */
  18418. parse(serializationObject: any): void;
  18419. }
  18420. }
  18421. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18422. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18423. import { Effect } from "babylonjs/Materials/effect";
  18424. import { Particle } from "babylonjs/Particles/particle";
  18425. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18426. /**
  18427. * Particle emitter emitting particles from the inside of a cylinder.
  18428. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18429. */
  18430. export class CylinderParticleEmitter implements IParticleEmitterType {
  18431. /**
  18432. * The radius of the emission cylinder.
  18433. */
  18434. radius: number;
  18435. /**
  18436. * The height of the emission cylinder.
  18437. */
  18438. height: number;
  18439. /**
  18440. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18441. */
  18442. radiusRange: number;
  18443. /**
  18444. * How much to randomize the particle direction [0-1].
  18445. */
  18446. directionRandomizer: number;
  18447. /**
  18448. * Creates a new instance CylinderParticleEmitter
  18449. * @param radius the radius of the emission cylinder (1 by default)
  18450. * @param height the height of the emission cylinder (1 by default)
  18451. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18452. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18453. */
  18454. constructor(
  18455. /**
  18456. * The radius of the emission cylinder.
  18457. */
  18458. radius?: number,
  18459. /**
  18460. * The height of the emission cylinder.
  18461. */
  18462. height?: number,
  18463. /**
  18464. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18465. */
  18466. radiusRange?: number,
  18467. /**
  18468. * How much to randomize the particle direction [0-1].
  18469. */
  18470. directionRandomizer?: number);
  18471. /**
  18472. * Called by the particle System when the direction is computed for the created particle.
  18473. * @param worldMatrix is the world matrix of the particle system
  18474. * @param directionToUpdate is the direction vector to update with the result
  18475. * @param particle is the particle we are computed the direction for
  18476. */
  18477. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18478. /**
  18479. * Called by the particle System when the position is computed for the created particle.
  18480. * @param worldMatrix is the world matrix of the particle system
  18481. * @param positionToUpdate is the position vector to update with the result
  18482. * @param particle is the particle we are computed the position for
  18483. */
  18484. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18485. /**
  18486. * Clones the current emitter and returns a copy of it
  18487. * @returns the new emitter
  18488. */
  18489. clone(): CylinderParticleEmitter;
  18490. /**
  18491. * Called by the GPUParticleSystem to setup the update shader
  18492. * @param effect defines the update shader
  18493. */
  18494. applyToShader(effect: Effect): void;
  18495. /**
  18496. * Returns a string to use to update the GPU particles update shader
  18497. * @returns a string containng the defines string
  18498. */
  18499. getEffectDefines(): string;
  18500. /**
  18501. * Returns the string "CylinderParticleEmitter"
  18502. * @returns a string containing the class name
  18503. */
  18504. getClassName(): string;
  18505. /**
  18506. * Serializes the particle system to a JSON object.
  18507. * @returns the JSON object
  18508. */
  18509. serialize(): any;
  18510. /**
  18511. * Parse properties from a JSON object
  18512. * @param serializationObject defines the JSON object
  18513. */
  18514. parse(serializationObject: any): void;
  18515. }
  18516. /**
  18517. * Particle emitter emitting particles from the inside of a cylinder.
  18518. * It emits the particles randomly between two vectors.
  18519. */
  18520. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18521. /**
  18522. * The min limit of the emission direction.
  18523. */
  18524. direction1: Vector3;
  18525. /**
  18526. * The max limit of the emission direction.
  18527. */
  18528. direction2: Vector3;
  18529. /**
  18530. * Creates a new instance CylinderDirectedParticleEmitter
  18531. * @param radius the radius of the emission cylinder (1 by default)
  18532. * @param height the height of the emission cylinder (1 by default)
  18533. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18534. * @param direction1 the min limit of the emission direction (up vector by default)
  18535. * @param direction2 the max limit of the emission direction (up vector by default)
  18536. */
  18537. constructor(radius?: number, height?: number, radiusRange?: number,
  18538. /**
  18539. * The min limit of the emission direction.
  18540. */
  18541. direction1?: Vector3,
  18542. /**
  18543. * The max limit of the emission direction.
  18544. */
  18545. direction2?: Vector3);
  18546. /**
  18547. * Called by the particle System when the direction is computed for the created particle.
  18548. * @param worldMatrix is the world matrix of the particle system
  18549. * @param directionToUpdate is the direction vector to update with the result
  18550. * @param particle is the particle we are computed the direction for
  18551. */
  18552. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18553. /**
  18554. * Clones the current emitter and returns a copy of it
  18555. * @returns the new emitter
  18556. */
  18557. clone(): CylinderDirectedParticleEmitter;
  18558. /**
  18559. * Called by the GPUParticleSystem to setup the update shader
  18560. * @param effect defines the update shader
  18561. */
  18562. applyToShader(effect: Effect): void;
  18563. /**
  18564. * Returns a string to use to update the GPU particles update shader
  18565. * @returns a string containng the defines string
  18566. */
  18567. getEffectDefines(): string;
  18568. /**
  18569. * Returns the string "CylinderDirectedParticleEmitter"
  18570. * @returns a string containing the class name
  18571. */
  18572. getClassName(): string;
  18573. /**
  18574. * Serializes the particle system to a JSON object.
  18575. * @returns the JSON object
  18576. */
  18577. serialize(): any;
  18578. /**
  18579. * Parse properties from a JSON object
  18580. * @param serializationObject defines the JSON object
  18581. */
  18582. parse(serializationObject: any): void;
  18583. }
  18584. }
  18585. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18586. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18587. import { Effect } from "babylonjs/Materials/effect";
  18588. import { Particle } from "babylonjs/Particles/particle";
  18589. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18590. /**
  18591. * Particle emitter emitting particles from the inside of a hemisphere.
  18592. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18593. */
  18594. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18595. /**
  18596. * The radius of the emission hemisphere.
  18597. */
  18598. radius: number;
  18599. /**
  18600. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18601. */
  18602. radiusRange: number;
  18603. /**
  18604. * How much to randomize the particle direction [0-1].
  18605. */
  18606. directionRandomizer: number;
  18607. /**
  18608. * Creates a new instance HemisphericParticleEmitter
  18609. * @param radius the radius of the emission hemisphere (1 by default)
  18610. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18611. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18612. */
  18613. constructor(
  18614. /**
  18615. * The radius of the emission hemisphere.
  18616. */
  18617. radius?: number,
  18618. /**
  18619. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18620. */
  18621. radiusRange?: number,
  18622. /**
  18623. * How much to randomize the particle direction [0-1].
  18624. */
  18625. directionRandomizer?: number);
  18626. /**
  18627. * Called by the particle System when the direction is computed for the created particle.
  18628. * @param worldMatrix is the world matrix of the particle system
  18629. * @param directionToUpdate is the direction vector to update with the result
  18630. * @param particle is the particle we are computed the direction for
  18631. */
  18632. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18633. /**
  18634. * Called by the particle System when the position is computed for the created particle.
  18635. * @param worldMatrix is the world matrix of the particle system
  18636. * @param positionToUpdate is the position vector to update with the result
  18637. * @param particle is the particle we are computed the position for
  18638. */
  18639. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18640. /**
  18641. * Clones the current emitter and returns a copy of it
  18642. * @returns the new emitter
  18643. */
  18644. clone(): HemisphericParticleEmitter;
  18645. /**
  18646. * Called by the GPUParticleSystem to setup the update shader
  18647. * @param effect defines the update shader
  18648. */
  18649. applyToShader(effect: Effect): void;
  18650. /**
  18651. * Returns a string to use to update the GPU particles update shader
  18652. * @returns a string containng the defines string
  18653. */
  18654. getEffectDefines(): string;
  18655. /**
  18656. * Returns the string "HemisphericParticleEmitter"
  18657. * @returns a string containing the class name
  18658. */
  18659. getClassName(): string;
  18660. /**
  18661. * Serializes the particle system to a JSON object.
  18662. * @returns the JSON object
  18663. */
  18664. serialize(): any;
  18665. /**
  18666. * Parse properties from a JSON object
  18667. * @param serializationObject defines the JSON object
  18668. */
  18669. parse(serializationObject: any): void;
  18670. }
  18671. }
  18672. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18673. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18674. import { Effect } from "babylonjs/Materials/effect";
  18675. import { Particle } from "babylonjs/Particles/particle";
  18676. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18677. /**
  18678. * Particle emitter emitting particles from a point.
  18679. * It emits the particles randomly between 2 given directions.
  18680. */
  18681. export class PointParticleEmitter implements IParticleEmitterType {
  18682. /**
  18683. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18684. */
  18685. direction1: Vector3;
  18686. /**
  18687. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18688. */
  18689. direction2: Vector3;
  18690. /**
  18691. * Creates a new instance PointParticleEmitter
  18692. */
  18693. constructor();
  18694. /**
  18695. * Called by the particle System when the direction is computed for the created particle.
  18696. * @param worldMatrix is the world matrix of the particle system
  18697. * @param directionToUpdate is the direction vector to update with the result
  18698. * @param particle is the particle we are computed the direction for
  18699. */
  18700. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18701. /**
  18702. * Called by the particle System when the position is computed for the created particle.
  18703. * @param worldMatrix is the world matrix of the particle system
  18704. * @param positionToUpdate is the position vector to update with the result
  18705. * @param particle is the particle we are computed the position for
  18706. */
  18707. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18708. /**
  18709. * Clones the current emitter and returns a copy of it
  18710. * @returns the new emitter
  18711. */
  18712. clone(): PointParticleEmitter;
  18713. /**
  18714. * Called by the GPUParticleSystem to setup the update shader
  18715. * @param effect defines the update shader
  18716. */
  18717. applyToShader(effect: Effect): void;
  18718. /**
  18719. * Returns a string to use to update the GPU particles update shader
  18720. * @returns a string containng the defines string
  18721. */
  18722. getEffectDefines(): string;
  18723. /**
  18724. * Returns the string "PointParticleEmitter"
  18725. * @returns a string containing the class name
  18726. */
  18727. getClassName(): string;
  18728. /**
  18729. * Serializes the particle system to a JSON object.
  18730. * @returns the JSON object
  18731. */
  18732. serialize(): any;
  18733. /**
  18734. * Parse properties from a JSON object
  18735. * @param serializationObject defines the JSON object
  18736. */
  18737. parse(serializationObject: any): void;
  18738. }
  18739. }
  18740. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18741. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18742. import { Effect } from "babylonjs/Materials/effect";
  18743. import { Particle } from "babylonjs/Particles/particle";
  18744. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18745. /**
  18746. * Particle emitter emitting particles from the inside of a sphere.
  18747. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18748. */
  18749. export class SphereParticleEmitter implements IParticleEmitterType {
  18750. /**
  18751. * The radius of the emission sphere.
  18752. */
  18753. radius: number;
  18754. /**
  18755. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18756. */
  18757. radiusRange: number;
  18758. /**
  18759. * How much to randomize the particle direction [0-1].
  18760. */
  18761. directionRandomizer: number;
  18762. /**
  18763. * Creates a new instance SphereParticleEmitter
  18764. * @param radius the radius of the emission sphere (1 by default)
  18765. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18766. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18767. */
  18768. constructor(
  18769. /**
  18770. * The radius of the emission sphere.
  18771. */
  18772. radius?: number,
  18773. /**
  18774. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18775. */
  18776. radiusRange?: number,
  18777. /**
  18778. * How much to randomize the particle direction [0-1].
  18779. */
  18780. directionRandomizer?: number);
  18781. /**
  18782. * Called by the particle System when the direction is computed for the created particle.
  18783. * @param worldMatrix is the world matrix of the particle system
  18784. * @param directionToUpdate is the direction vector to update with the result
  18785. * @param particle is the particle we are computed the direction for
  18786. */
  18787. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18788. /**
  18789. * Called by the particle System when the position is computed for the created particle.
  18790. * @param worldMatrix is the world matrix of the particle system
  18791. * @param positionToUpdate is the position vector to update with the result
  18792. * @param particle is the particle we are computed the position for
  18793. */
  18794. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18795. /**
  18796. * Clones the current emitter and returns a copy of it
  18797. * @returns the new emitter
  18798. */
  18799. clone(): SphereParticleEmitter;
  18800. /**
  18801. * Called by the GPUParticleSystem to setup the update shader
  18802. * @param effect defines the update shader
  18803. */
  18804. applyToShader(effect: Effect): void;
  18805. /**
  18806. * Returns a string to use to update the GPU particles update shader
  18807. * @returns a string containng the defines string
  18808. */
  18809. getEffectDefines(): string;
  18810. /**
  18811. * Returns the string "SphereParticleEmitter"
  18812. * @returns a string containing the class name
  18813. */
  18814. getClassName(): string;
  18815. /**
  18816. * Serializes the particle system to a JSON object.
  18817. * @returns the JSON object
  18818. */
  18819. serialize(): any;
  18820. /**
  18821. * Parse properties from a JSON object
  18822. * @param serializationObject defines the JSON object
  18823. */
  18824. parse(serializationObject: any): void;
  18825. }
  18826. /**
  18827. * Particle emitter emitting particles from the inside of a sphere.
  18828. * It emits the particles randomly between two vectors.
  18829. */
  18830. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18831. /**
  18832. * The min limit of the emission direction.
  18833. */
  18834. direction1: Vector3;
  18835. /**
  18836. * The max limit of the emission direction.
  18837. */
  18838. direction2: Vector3;
  18839. /**
  18840. * Creates a new instance SphereDirectedParticleEmitter
  18841. * @param radius the radius of the emission sphere (1 by default)
  18842. * @param direction1 the min limit of the emission direction (up vector by default)
  18843. * @param direction2 the max limit of the emission direction (up vector by default)
  18844. */
  18845. constructor(radius?: number,
  18846. /**
  18847. * The min limit of the emission direction.
  18848. */
  18849. direction1?: Vector3,
  18850. /**
  18851. * The max limit of the emission direction.
  18852. */
  18853. direction2?: Vector3);
  18854. /**
  18855. * Called by the particle System when the direction is computed for the created particle.
  18856. * @param worldMatrix is the world matrix of the particle system
  18857. * @param directionToUpdate is the direction vector to update with the result
  18858. * @param particle is the particle we are computed the direction for
  18859. */
  18860. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18861. /**
  18862. * Clones the current emitter and returns a copy of it
  18863. * @returns the new emitter
  18864. */
  18865. clone(): SphereDirectedParticleEmitter;
  18866. /**
  18867. * Called by the GPUParticleSystem to setup the update shader
  18868. * @param effect defines the update shader
  18869. */
  18870. applyToShader(effect: Effect): void;
  18871. /**
  18872. * Returns a string to use to update the GPU particles update shader
  18873. * @returns a string containng the defines string
  18874. */
  18875. getEffectDefines(): string;
  18876. /**
  18877. * Returns the string "SphereDirectedParticleEmitter"
  18878. * @returns a string containing the class name
  18879. */
  18880. getClassName(): string;
  18881. /**
  18882. * Serializes the particle system to a JSON object.
  18883. * @returns the JSON object
  18884. */
  18885. serialize(): any;
  18886. /**
  18887. * Parse properties from a JSON object
  18888. * @param serializationObject defines the JSON object
  18889. */
  18890. parse(serializationObject: any): void;
  18891. }
  18892. }
  18893. declare module "babylonjs/Particles/EmitterTypes/index" {
  18894. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18895. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18896. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18897. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18898. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18899. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18900. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18901. }
  18902. declare module "babylonjs/Particles/IParticleSystem" {
  18903. import { Nullable } from "babylonjs/types";
  18904. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18905. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18906. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18907. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18908. import { Texture } from "babylonjs/Materials/Textures/texture";
  18909. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18910. import { Scene } from "babylonjs/scene";
  18911. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18912. import { Animation } from "babylonjs/Animations/animation";
  18913. /**
  18914. * Interface representing a particle system in Babylon.js.
  18915. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18916. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18917. */
  18918. export interface IParticleSystem {
  18919. /**
  18920. * List of animations used by the particle system.
  18921. */
  18922. animations: Animation[];
  18923. /**
  18924. * The id of the Particle system.
  18925. */
  18926. id: string;
  18927. /**
  18928. * The name of the Particle system.
  18929. */
  18930. name: string;
  18931. /**
  18932. * The emitter represents the Mesh or position we are attaching the particle system to.
  18933. */
  18934. emitter: Nullable<AbstractMesh | Vector3>;
  18935. /**
  18936. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18937. */
  18938. isBillboardBased: boolean;
  18939. /**
  18940. * The rendering group used by the Particle system to chose when to render.
  18941. */
  18942. renderingGroupId: number;
  18943. /**
  18944. * The layer mask we are rendering the particles through.
  18945. */
  18946. layerMask: number;
  18947. /**
  18948. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18949. */
  18950. updateSpeed: number;
  18951. /**
  18952. * The amount of time the particle system is running (depends of the overall update speed).
  18953. */
  18954. targetStopDuration: number;
  18955. /**
  18956. * The texture used to render each particle. (this can be a spritesheet)
  18957. */
  18958. particleTexture: Nullable<Texture>;
  18959. /**
  18960. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18961. */
  18962. blendMode: number;
  18963. /**
  18964. * Minimum life time of emitting particles.
  18965. */
  18966. minLifeTime: number;
  18967. /**
  18968. * Maximum life time of emitting particles.
  18969. */
  18970. maxLifeTime: number;
  18971. /**
  18972. * Minimum Size of emitting particles.
  18973. */
  18974. minSize: number;
  18975. /**
  18976. * Maximum Size of emitting particles.
  18977. */
  18978. maxSize: number;
  18979. /**
  18980. * Minimum scale of emitting particles on X axis.
  18981. */
  18982. minScaleX: number;
  18983. /**
  18984. * Maximum scale of emitting particles on X axis.
  18985. */
  18986. maxScaleX: number;
  18987. /**
  18988. * Minimum scale of emitting particles on Y axis.
  18989. */
  18990. minScaleY: number;
  18991. /**
  18992. * Maximum scale of emitting particles on Y axis.
  18993. */
  18994. maxScaleY: number;
  18995. /**
  18996. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18997. */
  18998. color1: Color4;
  18999. /**
  19000. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  19001. */
  19002. color2: Color4;
  19003. /**
  19004. * Color the particle will have at the end of its lifetime.
  19005. */
  19006. colorDead: Color4;
  19007. /**
  19008. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  19009. */
  19010. emitRate: number;
  19011. /**
  19012. * You can use gravity if you want to give an orientation to your particles.
  19013. */
  19014. gravity: Vector3;
  19015. /**
  19016. * Minimum power of emitting particles.
  19017. */
  19018. minEmitPower: number;
  19019. /**
  19020. * Maximum power of emitting particles.
  19021. */
  19022. maxEmitPower: number;
  19023. /**
  19024. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  19025. */
  19026. minAngularSpeed: number;
  19027. /**
  19028. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  19029. */
  19030. maxAngularSpeed: number;
  19031. /**
  19032. * Gets or sets the minimal initial rotation in radians.
  19033. */
  19034. minInitialRotation: number;
  19035. /**
  19036. * Gets or sets the maximal initial rotation in radians.
  19037. */
  19038. maxInitialRotation: number;
  19039. /**
  19040. * The particle emitter type defines the emitter used by the particle system.
  19041. * It can be for example box, sphere, or cone...
  19042. */
  19043. particleEmitterType: Nullable<IParticleEmitterType>;
  19044. /**
  19045. * Defines the delay in milliseconds before starting the system (0 by default)
  19046. */
  19047. startDelay: number;
  19048. /**
  19049. * 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
  19050. */
  19051. preWarmCycles: number;
  19052. /**
  19053. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  19054. */
  19055. preWarmStepOffset: number;
  19056. /**
  19057. * 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)
  19058. */
  19059. spriteCellChangeSpeed: number;
  19060. /**
  19061. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  19062. */
  19063. startSpriteCellID: number;
  19064. /**
  19065. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  19066. */
  19067. endSpriteCellID: number;
  19068. /**
  19069. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  19070. */
  19071. spriteCellWidth: number;
  19072. /**
  19073. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  19074. */
  19075. spriteCellHeight: number;
  19076. /**
  19077. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  19078. */
  19079. spriteRandomStartCell: boolean;
  19080. /**
  19081. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  19082. */
  19083. isAnimationSheetEnabled: boolean;
  19084. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  19085. translationPivot: Vector2;
  19086. /**
  19087. * Gets or sets a texture used to add random noise to particle positions
  19088. */
  19089. noiseTexture: Nullable<BaseTexture>;
  19090. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  19091. noiseStrength: Vector3;
  19092. /**
  19093. * Gets or sets the billboard mode to use when isBillboardBased = true.
  19094. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  19095. */
  19096. billboardMode: number;
  19097. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  19098. limitVelocityDamping: number;
  19099. /**
  19100. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  19101. */
  19102. beginAnimationOnStart: boolean;
  19103. /**
  19104. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  19105. */
  19106. beginAnimationFrom: number;
  19107. /**
  19108. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  19109. */
  19110. beginAnimationTo: number;
  19111. /**
  19112. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  19113. */
  19114. beginAnimationLoop: boolean;
  19115. /**
  19116. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  19117. */
  19118. disposeOnStop: boolean;
  19119. /**
  19120. * Gets the maximum number of particles active at the same time.
  19121. * @returns The max number of active particles.
  19122. */
  19123. getCapacity(): number;
  19124. /**
  19125. * Gets if the system has been started. (Note: this will still be true after stop is called)
  19126. * @returns True if it has been started, otherwise false.
  19127. */
  19128. isStarted(): boolean;
  19129. /**
  19130. * Animates the particle system for this frame.
  19131. */
  19132. animate(): void;
  19133. /**
  19134. * Renders the particle system in its current state.
  19135. * @returns the current number of particles
  19136. */
  19137. render(): number;
  19138. /**
  19139. * Dispose the particle system and frees its associated resources.
  19140. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  19141. */
  19142. dispose(disposeTexture?: boolean): void;
  19143. /**
  19144. * Clones the particle system.
  19145. * @param name The name of the cloned object
  19146. * @param newEmitter The new emitter to use
  19147. * @returns the cloned particle system
  19148. */
  19149. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19150. /**
  19151. * Serializes the particle system to a JSON object.
  19152. * @returns the JSON object
  19153. */
  19154. serialize(): any;
  19155. /**
  19156. * Rebuild the particle system
  19157. */
  19158. rebuild(): void;
  19159. /**
  19160. * Starts the particle system and begins to emit
  19161. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19162. */
  19163. start(delay?: number): void;
  19164. /**
  19165. * Stops the particle system.
  19166. */
  19167. stop(): void;
  19168. /**
  19169. * Remove all active particles
  19170. */
  19171. reset(): void;
  19172. /**
  19173. * Is this system ready to be used/rendered
  19174. * @return true if the system is ready
  19175. */
  19176. isReady(): boolean;
  19177. /**
  19178. * Adds a new color gradient
  19179. * @param gradient defines the gradient to use (between 0 and 1)
  19180. * @param color1 defines the color to affect to the specified gradient
  19181. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19182. * @returns the current particle system
  19183. */
  19184. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19185. /**
  19186. * Remove a specific color gradient
  19187. * @param gradient defines the gradient to remove
  19188. * @returns the current particle system
  19189. */
  19190. removeColorGradient(gradient: number): IParticleSystem;
  19191. /**
  19192. * Adds a new size gradient
  19193. * @param gradient defines the gradient to use (between 0 and 1)
  19194. * @param factor defines the size factor to affect to the specified gradient
  19195. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19196. * @returns the current particle system
  19197. */
  19198. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19199. /**
  19200. * Remove a specific size gradient
  19201. * @param gradient defines the gradient to remove
  19202. * @returns the current particle system
  19203. */
  19204. removeSizeGradient(gradient: number): IParticleSystem;
  19205. /**
  19206. * Gets the current list of color gradients.
  19207. * You must use addColorGradient and removeColorGradient to udpate this list
  19208. * @returns the list of color gradients
  19209. */
  19210. getColorGradients(): Nullable<Array<ColorGradient>>;
  19211. /**
  19212. * Gets the current list of size gradients.
  19213. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19214. * @returns the list of size gradients
  19215. */
  19216. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19217. /**
  19218. * Gets the current list of angular speed gradients.
  19219. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19220. * @returns the list of angular speed gradients
  19221. */
  19222. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19223. /**
  19224. * Adds a new angular speed gradient
  19225. * @param gradient defines the gradient to use (between 0 and 1)
  19226. * @param factor defines the angular speed to affect to the specified gradient
  19227. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19228. * @returns the current particle system
  19229. */
  19230. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19231. /**
  19232. * Remove a specific angular speed gradient
  19233. * @param gradient defines the gradient to remove
  19234. * @returns the current particle system
  19235. */
  19236. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19237. /**
  19238. * Gets the current list of velocity gradients.
  19239. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19240. * @returns the list of velocity gradients
  19241. */
  19242. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19243. /**
  19244. * Adds a new velocity gradient
  19245. * @param gradient defines the gradient to use (between 0 and 1)
  19246. * @param factor defines the velocity to affect to the specified gradient
  19247. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19248. * @returns the current particle system
  19249. */
  19250. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19251. /**
  19252. * Remove a specific velocity gradient
  19253. * @param gradient defines the gradient to remove
  19254. * @returns the current particle system
  19255. */
  19256. removeVelocityGradient(gradient: number): IParticleSystem;
  19257. /**
  19258. * Gets the current list of limit velocity gradients.
  19259. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19260. * @returns the list of limit velocity gradients
  19261. */
  19262. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19263. /**
  19264. * Adds a new limit velocity gradient
  19265. * @param gradient defines the gradient to use (between 0 and 1)
  19266. * @param factor defines the limit velocity to affect to the specified gradient
  19267. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19268. * @returns the current particle system
  19269. */
  19270. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19271. /**
  19272. * Remove a specific limit velocity gradient
  19273. * @param gradient defines the gradient to remove
  19274. * @returns the current particle system
  19275. */
  19276. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19277. /**
  19278. * Adds a new drag gradient
  19279. * @param gradient defines the gradient to use (between 0 and 1)
  19280. * @param factor defines the drag to affect to the specified gradient
  19281. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19282. * @returns the current particle system
  19283. */
  19284. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19285. /**
  19286. * Remove a specific drag gradient
  19287. * @param gradient defines the gradient to remove
  19288. * @returns the current particle system
  19289. */
  19290. removeDragGradient(gradient: number): IParticleSystem;
  19291. /**
  19292. * Gets the current list of drag gradients.
  19293. * You must use addDragGradient and removeDragGradient to udpate this list
  19294. * @returns the list of drag gradients
  19295. */
  19296. getDragGradients(): Nullable<Array<FactorGradient>>;
  19297. /**
  19298. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19299. * @param gradient defines the gradient to use (between 0 and 1)
  19300. * @param factor defines the emit rate to affect to the specified gradient
  19301. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19302. * @returns the current particle system
  19303. */
  19304. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19305. /**
  19306. * Remove a specific emit rate gradient
  19307. * @param gradient defines the gradient to remove
  19308. * @returns the current particle system
  19309. */
  19310. removeEmitRateGradient(gradient: number): IParticleSystem;
  19311. /**
  19312. * Gets the current list of emit rate gradients.
  19313. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19314. * @returns the list of emit rate gradients
  19315. */
  19316. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19317. /**
  19318. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19319. * @param gradient defines the gradient to use (between 0 and 1)
  19320. * @param factor defines the start size to affect to the specified gradient
  19321. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19322. * @returns the current particle system
  19323. */
  19324. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19325. /**
  19326. * Remove a specific start size gradient
  19327. * @param gradient defines the gradient to remove
  19328. * @returns the current particle system
  19329. */
  19330. removeStartSizeGradient(gradient: number): IParticleSystem;
  19331. /**
  19332. * Gets the current list of start size gradients.
  19333. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19334. * @returns the list of start size gradients
  19335. */
  19336. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19337. /**
  19338. * Adds a new life time gradient
  19339. * @param gradient defines the gradient to use (between 0 and 1)
  19340. * @param factor defines the life time factor to affect to the specified gradient
  19341. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19342. * @returns the current particle system
  19343. */
  19344. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19345. /**
  19346. * Remove a specific life time gradient
  19347. * @param gradient defines the gradient to remove
  19348. * @returns the current particle system
  19349. */
  19350. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19351. /**
  19352. * Gets the current list of life time gradients.
  19353. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19354. * @returns the list of life time gradients
  19355. */
  19356. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19357. /**
  19358. * Gets the current list of color gradients.
  19359. * You must use addColorGradient and removeColorGradient to udpate this list
  19360. * @returns the list of color gradients
  19361. */
  19362. getColorGradients(): Nullable<Array<ColorGradient>>;
  19363. /**
  19364. * Adds a new ramp gradient used to remap particle colors
  19365. * @param gradient defines the gradient to use (between 0 and 1)
  19366. * @param color defines the color to affect to the specified gradient
  19367. * @returns the current particle system
  19368. */
  19369. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19370. /**
  19371. * Gets the current list of ramp gradients.
  19372. * You must use addRampGradient and removeRampGradient to udpate this list
  19373. * @returns the list of ramp gradients
  19374. */
  19375. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19376. /** Gets or sets a boolean indicating that ramp gradients must be used
  19377. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19378. */
  19379. useRampGradients: boolean;
  19380. /**
  19381. * Adds a new color remap gradient
  19382. * @param gradient defines the gradient to use (between 0 and 1)
  19383. * @param min defines the color remap minimal range
  19384. * @param max defines the color remap maximal range
  19385. * @returns the current particle system
  19386. */
  19387. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19388. /**
  19389. * Gets the current list of color remap gradients.
  19390. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19391. * @returns the list of color remap gradients
  19392. */
  19393. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19394. /**
  19395. * Adds a new alpha remap gradient
  19396. * @param gradient defines the gradient to use (between 0 and 1)
  19397. * @param min defines the alpha remap minimal range
  19398. * @param max defines the alpha remap maximal range
  19399. * @returns the current particle system
  19400. */
  19401. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19402. /**
  19403. * Gets the current list of alpha remap gradients.
  19404. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19405. * @returns the list of alpha remap gradients
  19406. */
  19407. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19408. /**
  19409. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19410. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19411. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19412. * @returns the emitter
  19413. */
  19414. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19415. /**
  19416. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19417. * @param radius The radius of the hemisphere to emit from
  19418. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19419. * @returns the emitter
  19420. */
  19421. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19422. /**
  19423. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19424. * @param radius The radius of the sphere to emit from
  19425. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19426. * @returns the emitter
  19427. */
  19428. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19429. /**
  19430. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19431. * @param radius The radius of the sphere to emit from
  19432. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19433. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19434. * @returns the emitter
  19435. */
  19436. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19437. /**
  19438. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19439. * @param radius The radius of the emission cylinder
  19440. * @param height The height of the emission cylinder
  19441. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19442. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19443. * @returns the emitter
  19444. */
  19445. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19446. /**
  19447. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19448. * @param radius The radius of the cylinder to emit from
  19449. * @param height The height of the emission cylinder
  19450. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19451. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19452. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19453. * @returns the emitter
  19454. */
  19455. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19456. /**
  19457. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19458. * @param radius The radius of the cone to emit from
  19459. * @param angle The base angle of the cone
  19460. * @returns the emitter
  19461. */
  19462. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19463. /**
  19464. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19465. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19466. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19467. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19468. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19469. * @returns the emitter
  19470. */
  19471. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19472. /**
  19473. * Get hosting scene
  19474. * @returns the scene
  19475. */
  19476. getScene(): Scene;
  19477. }
  19478. }
  19479. declare module "babylonjs/Meshes/instancedMesh" {
  19480. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19481. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19482. import { Camera } from "babylonjs/Cameras/camera";
  19483. import { Node } from "babylonjs/node";
  19484. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19485. import { Mesh } from "babylonjs/Meshes/mesh";
  19486. import { Material } from "babylonjs/Materials/material";
  19487. import { Skeleton } from "babylonjs/Bones/skeleton";
  19488. import { Light } from "babylonjs/Lights/light";
  19489. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19490. /**
  19491. * Creates an instance based on a source mesh.
  19492. */
  19493. export class InstancedMesh extends AbstractMesh {
  19494. private _sourceMesh;
  19495. private _currentLOD;
  19496. /** @hidden */
  19497. _indexInSourceMeshInstanceArray: number;
  19498. constructor(name: string, source: Mesh);
  19499. /**
  19500. * Returns the string "InstancedMesh".
  19501. */
  19502. getClassName(): string;
  19503. /** Gets the list of lights affecting that mesh */
  19504. readonly lightSources: Light[];
  19505. _resyncLightSources(): void;
  19506. _resyncLighSource(light: Light): void;
  19507. _removeLightSource(light: Light, dispose: boolean): void;
  19508. /**
  19509. * If the source mesh receives shadows
  19510. */
  19511. readonly receiveShadows: boolean;
  19512. /**
  19513. * The material of the source mesh
  19514. */
  19515. readonly material: Nullable<Material>;
  19516. /**
  19517. * Visibility of the source mesh
  19518. */
  19519. readonly visibility: number;
  19520. /**
  19521. * Skeleton of the source mesh
  19522. */
  19523. readonly skeleton: Nullable<Skeleton>;
  19524. /**
  19525. * Rendering ground id of the source mesh
  19526. */
  19527. renderingGroupId: number;
  19528. /**
  19529. * Returns the total number of vertices (integer).
  19530. */
  19531. getTotalVertices(): number;
  19532. /**
  19533. * Returns a positive integer : the total number of indices in this mesh geometry.
  19534. * @returns the numner of indices or zero if the mesh has no geometry.
  19535. */
  19536. getTotalIndices(): number;
  19537. /**
  19538. * The source mesh of the instance
  19539. */
  19540. readonly sourceMesh: Mesh;
  19541. /**
  19542. * Is this node ready to be used/rendered
  19543. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19544. * @return {boolean} is it ready
  19545. */
  19546. isReady(completeCheck?: boolean): boolean;
  19547. /**
  19548. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19549. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19550. * @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.
  19551. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19552. */
  19553. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19554. /**
  19555. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19556. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19557. * The `data` are either a numeric array either a Float32Array.
  19558. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19559. * 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).
  19560. * Note that a new underlying VertexBuffer object is created each call.
  19561. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19562. *
  19563. * Possible `kind` values :
  19564. * - VertexBuffer.PositionKind
  19565. * - VertexBuffer.UVKind
  19566. * - VertexBuffer.UV2Kind
  19567. * - VertexBuffer.UV3Kind
  19568. * - VertexBuffer.UV4Kind
  19569. * - VertexBuffer.UV5Kind
  19570. * - VertexBuffer.UV6Kind
  19571. * - VertexBuffer.ColorKind
  19572. * - VertexBuffer.MatricesIndicesKind
  19573. * - VertexBuffer.MatricesIndicesExtraKind
  19574. * - VertexBuffer.MatricesWeightsKind
  19575. * - VertexBuffer.MatricesWeightsExtraKind
  19576. *
  19577. * Returns the Mesh.
  19578. */
  19579. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19580. /**
  19581. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19582. * If the mesh has no geometry, it is simply returned as it is.
  19583. * The `data` are either a numeric array either a Float32Array.
  19584. * No new underlying VertexBuffer object is created.
  19585. * 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.
  19586. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19587. *
  19588. * Possible `kind` values :
  19589. * - VertexBuffer.PositionKind
  19590. * - VertexBuffer.UVKind
  19591. * - VertexBuffer.UV2Kind
  19592. * - VertexBuffer.UV3Kind
  19593. * - VertexBuffer.UV4Kind
  19594. * - VertexBuffer.UV5Kind
  19595. * - VertexBuffer.UV6Kind
  19596. * - VertexBuffer.ColorKind
  19597. * - VertexBuffer.MatricesIndicesKind
  19598. * - VertexBuffer.MatricesIndicesExtraKind
  19599. * - VertexBuffer.MatricesWeightsKind
  19600. * - VertexBuffer.MatricesWeightsExtraKind
  19601. *
  19602. * Returns the Mesh.
  19603. */
  19604. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19605. /**
  19606. * Sets the mesh indices.
  19607. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19608. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19609. * This method creates a new index buffer each call.
  19610. * Returns the Mesh.
  19611. */
  19612. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19613. /**
  19614. * Boolean : True if the mesh owns the requested kind of data.
  19615. */
  19616. isVerticesDataPresent(kind: string): boolean;
  19617. /**
  19618. * Returns an array of indices (IndicesArray).
  19619. */
  19620. getIndices(): Nullable<IndicesArray>;
  19621. readonly _positions: Nullable<Vector3[]>;
  19622. /**
  19623. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19624. * This means the mesh underlying bounding box and sphere are recomputed.
  19625. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19626. * @returns the current mesh
  19627. */
  19628. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19629. /** @hidden */
  19630. _preActivate(): InstancedMesh;
  19631. /** @hidden */
  19632. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19633. /** @hidden */
  19634. _postActivate(): void;
  19635. getWorldMatrix(): Matrix;
  19636. readonly isAnInstance: boolean;
  19637. /**
  19638. * Returns the current associated LOD AbstractMesh.
  19639. */
  19640. getLOD(camera: Camera): AbstractMesh;
  19641. /** @hidden */
  19642. _syncSubMeshes(): InstancedMesh;
  19643. /** @hidden */
  19644. _generatePointsArray(): boolean;
  19645. /**
  19646. * Creates a new InstancedMesh from the current mesh.
  19647. * - name (string) : the cloned mesh name
  19648. * - newParent (optional Node) : the optional Node to parent the clone to.
  19649. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19650. *
  19651. * Returns the clone.
  19652. */
  19653. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19654. /**
  19655. * Disposes the InstancedMesh.
  19656. * Returns nothing.
  19657. */
  19658. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19659. }
  19660. module "babylonjs/Meshes/mesh" {
  19661. interface Mesh {
  19662. /**
  19663. * Register a custom buffer that will be instanced
  19664. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19665. * @param kind defines the buffer kind
  19666. * @param stride defines the stride in floats
  19667. */
  19668. registerInstancedBuffer(kind: string, stride: number): void;
  19669. /** @hidden */
  19670. _userInstancedBuffersStorage: {
  19671. data: {
  19672. [key: string]: Float32Array;
  19673. };
  19674. sizes: {
  19675. [key: string]: number;
  19676. };
  19677. vertexBuffers: {
  19678. [key: string]: Nullable<VertexBuffer>;
  19679. };
  19680. strides: {
  19681. [key: string]: number;
  19682. };
  19683. };
  19684. }
  19685. }
  19686. module "babylonjs/Meshes/abstractMesh" {
  19687. interface AbstractMesh {
  19688. /**
  19689. * Object used to store instanced buffers defined by user
  19690. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19691. */
  19692. instancedBuffers: {
  19693. [key: string]: any;
  19694. };
  19695. }
  19696. }
  19697. }
  19698. declare module "babylonjs/Materials/shaderMaterial" {
  19699. import { Scene } from "babylonjs/scene";
  19700. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19701. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19702. import { Mesh } from "babylonjs/Meshes/mesh";
  19703. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19704. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19705. import { Texture } from "babylonjs/Materials/Textures/texture";
  19706. import { Material } from "babylonjs/Materials/material";
  19707. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19708. /**
  19709. * Defines the options associated with the creation of a shader material.
  19710. */
  19711. export interface IShaderMaterialOptions {
  19712. /**
  19713. * Does the material work in alpha blend mode
  19714. */
  19715. needAlphaBlending: boolean;
  19716. /**
  19717. * Does the material work in alpha test mode
  19718. */
  19719. needAlphaTesting: boolean;
  19720. /**
  19721. * The list of attribute names used in the shader
  19722. */
  19723. attributes: string[];
  19724. /**
  19725. * The list of unifrom names used in the shader
  19726. */
  19727. uniforms: string[];
  19728. /**
  19729. * The list of UBO names used in the shader
  19730. */
  19731. uniformBuffers: string[];
  19732. /**
  19733. * The list of sampler names used in the shader
  19734. */
  19735. samplers: string[];
  19736. /**
  19737. * The list of defines used in the shader
  19738. */
  19739. defines: string[];
  19740. }
  19741. /**
  19742. * 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.
  19743. *
  19744. * This returned material effects how the mesh will look based on the code in the shaders.
  19745. *
  19746. * @see http://doc.babylonjs.com/how_to/shader_material
  19747. */
  19748. export class ShaderMaterial extends Material {
  19749. private _shaderPath;
  19750. private _options;
  19751. private _textures;
  19752. private _textureArrays;
  19753. private _floats;
  19754. private _ints;
  19755. private _floatsArrays;
  19756. private _colors3;
  19757. private _colors3Arrays;
  19758. private _colors4;
  19759. private _colors4Arrays;
  19760. private _vectors2;
  19761. private _vectors3;
  19762. private _vectors4;
  19763. private _matrices;
  19764. private _matrixArrays;
  19765. private _matrices3x3;
  19766. private _matrices2x2;
  19767. private _vectors2Arrays;
  19768. private _vectors3Arrays;
  19769. private _vectors4Arrays;
  19770. private _cachedWorldViewMatrix;
  19771. private _cachedWorldViewProjectionMatrix;
  19772. private _renderId;
  19773. private _multiview;
  19774. /**
  19775. * Instantiate a new shader material.
  19776. * 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.
  19777. * This returned material effects how the mesh will look based on the code in the shaders.
  19778. * @see http://doc.babylonjs.com/how_to/shader_material
  19779. * @param name Define the name of the material in the scene
  19780. * @param scene Define the scene the material belongs to
  19781. * @param shaderPath Defines the route to the shader code in one of three ways:
  19782. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19783. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19784. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19785. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19786. * @param options Define the options used to create the shader
  19787. */
  19788. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19789. /**
  19790. * Gets the shader path used to define the shader code
  19791. * It can be modified to trigger a new compilation
  19792. */
  19793. /**
  19794. * Sets the shader path used to define the shader code
  19795. * It can be modified to trigger a new compilation
  19796. */
  19797. shaderPath: any;
  19798. /**
  19799. * Gets the options used to compile the shader.
  19800. * They can be modified to trigger a new compilation
  19801. */
  19802. readonly options: IShaderMaterialOptions;
  19803. /**
  19804. * Gets the current class name of the material e.g. "ShaderMaterial"
  19805. * Mainly use in serialization.
  19806. * @returns the class name
  19807. */
  19808. getClassName(): string;
  19809. /**
  19810. * Specifies if the material will require alpha blending
  19811. * @returns a boolean specifying if alpha blending is needed
  19812. */
  19813. needAlphaBlending(): boolean;
  19814. /**
  19815. * Specifies if this material should be rendered in alpha test mode
  19816. * @returns a boolean specifying if an alpha test is needed.
  19817. */
  19818. needAlphaTesting(): boolean;
  19819. private _checkUniform;
  19820. /**
  19821. * Set a texture in the shader.
  19822. * @param name Define the name of the uniform samplers as defined in the shader
  19823. * @param texture Define the texture to bind to this sampler
  19824. * @return the material itself allowing "fluent" like uniform updates
  19825. */
  19826. setTexture(name: string, texture: Texture): ShaderMaterial;
  19827. /**
  19828. * Set a texture array in the shader.
  19829. * @param name Define the name of the uniform sampler array as defined in the shader
  19830. * @param textures Define the list of textures to bind to this sampler
  19831. * @return the material itself allowing "fluent" like uniform updates
  19832. */
  19833. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19834. /**
  19835. * Set a float in the shader.
  19836. * @param name Define the name of the uniform as defined in the shader
  19837. * @param value Define the value to give to the uniform
  19838. * @return the material itself allowing "fluent" like uniform updates
  19839. */
  19840. setFloat(name: string, value: number): ShaderMaterial;
  19841. /**
  19842. * Set a int in the shader.
  19843. * @param name Define the name of the uniform as defined in the shader
  19844. * @param value Define the value to give to the uniform
  19845. * @return the material itself allowing "fluent" like uniform updates
  19846. */
  19847. setInt(name: string, value: number): ShaderMaterial;
  19848. /**
  19849. * Set an array of floats in the shader.
  19850. * @param name Define the name of the uniform as defined in the shader
  19851. * @param value Define the value to give to the uniform
  19852. * @return the material itself allowing "fluent" like uniform updates
  19853. */
  19854. setFloats(name: string, value: number[]): ShaderMaterial;
  19855. /**
  19856. * Set a vec3 in the shader from a Color3.
  19857. * @param name Define the name of the uniform as defined in the shader
  19858. * @param value Define the value to give to the uniform
  19859. * @return the material itself allowing "fluent" like uniform updates
  19860. */
  19861. setColor3(name: string, value: Color3): ShaderMaterial;
  19862. /**
  19863. * Set a vec3 array in the shader from a Color3 array.
  19864. * @param name Define the name of the uniform as defined in the shader
  19865. * @param value Define the value to give to the uniform
  19866. * @return the material itself allowing "fluent" like uniform updates
  19867. */
  19868. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19869. /**
  19870. * Set a vec4 in the shader from a Color4.
  19871. * @param name Define the name of the uniform as defined in the shader
  19872. * @param value Define the value to give to the uniform
  19873. * @return the material itself allowing "fluent" like uniform updates
  19874. */
  19875. setColor4(name: string, value: Color4): ShaderMaterial;
  19876. /**
  19877. * Set a vec4 array in the shader from a Color4 array.
  19878. * @param name Define the name of the uniform as defined in the shader
  19879. * @param value Define the value to give to the uniform
  19880. * @return the material itself allowing "fluent" like uniform updates
  19881. */
  19882. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19883. /**
  19884. * Set a vec2 in the shader from a Vector2.
  19885. * @param name Define the name of the uniform as defined in the shader
  19886. * @param value Define the value to give to the uniform
  19887. * @return the material itself allowing "fluent" like uniform updates
  19888. */
  19889. setVector2(name: string, value: Vector2): ShaderMaterial;
  19890. /**
  19891. * Set a vec3 in the shader from a Vector3.
  19892. * @param name Define the name of the uniform as defined in the shader
  19893. * @param value Define the value to give to the uniform
  19894. * @return the material itself allowing "fluent" like uniform updates
  19895. */
  19896. setVector3(name: string, value: Vector3): ShaderMaterial;
  19897. /**
  19898. * Set a vec4 in the shader from a Vector4.
  19899. * @param name Define the name of the uniform as defined in the shader
  19900. * @param value Define the value to give to the uniform
  19901. * @return the material itself allowing "fluent" like uniform updates
  19902. */
  19903. setVector4(name: string, value: Vector4): ShaderMaterial;
  19904. /**
  19905. * Set a mat4 in the shader from a Matrix.
  19906. * @param name Define the name of the uniform as defined in the shader
  19907. * @param value Define the value to give to the uniform
  19908. * @return the material itself allowing "fluent" like uniform updates
  19909. */
  19910. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19911. /**
  19912. * Set a float32Array in the shader from a matrix array.
  19913. * @param name Define the name of the uniform as defined in the shader
  19914. * @param value Define the value to give to the uniform
  19915. * @return the material itself allowing "fluent" like uniform updates
  19916. */
  19917. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  19918. /**
  19919. * Set a mat3 in the shader from a Float32Array.
  19920. * @param name Define the name of the uniform as defined in the shader
  19921. * @param value Define the value to give to the uniform
  19922. * @return the material itself allowing "fluent" like uniform updates
  19923. */
  19924. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19925. /**
  19926. * Set a mat2 in the shader from a Float32Array.
  19927. * @param name Define the name of the uniform as defined in the shader
  19928. * @param value Define the value to give to the uniform
  19929. * @return the material itself allowing "fluent" like uniform updates
  19930. */
  19931. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19932. /**
  19933. * Set a vec2 array in the shader from a number array.
  19934. * @param name Define the name of the uniform as defined in the shader
  19935. * @param value Define the value to give to the uniform
  19936. * @return the material itself allowing "fluent" like uniform updates
  19937. */
  19938. setArray2(name: string, value: number[]): ShaderMaterial;
  19939. /**
  19940. * Set a vec3 array in the shader from a number array.
  19941. * @param name Define the name of the uniform as defined in the shader
  19942. * @param value Define the value to give to the uniform
  19943. * @return the material itself allowing "fluent" like uniform updates
  19944. */
  19945. setArray3(name: string, value: number[]): ShaderMaterial;
  19946. /**
  19947. * Set a vec4 array in the shader from a number array.
  19948. * @param name Define the name of the uniform as defined in the shader
  19949. * @param value Define the value to give to the uniform
  19950. * @return the material itself allowing "fluent" like uniform updates
  19951. */
  19952. setArray4(name: string, value: number[]): ShaderMaterial;
  19953. private _checkCache;
  19954. /**
  19955. * Specifies that the submesh is ready to be used
  19956. * @param mesh defines the mesh to check
  19957. * @param subMesh defines which submesh to check
  19958. * @param useInstances specifies that instances should be used
  19959. * @returns a boolean indicating that the submesh is ready or not
  19960. */
  19961. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19962. /**
  19963. * Checks if the material is ready to render the requested mesh
  19964. * @param mesh Define the mesh to render
  19965. * @param useInstances Define whether or not the material is used with instances
  19966. * @returns true if ready, otherwise false
  19967. */
  19968. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19969. /**
  19970. * Binds the world matrix to the material
  19971. * @param world defines the world transformation matrix
  19972. */
  19973. bindOnlyWorldMatrix(world: Matrix): void;
  19974. /**
  19975. * Binds the material to the mesh
  19976. * @param world defines the world transformation matrix
  19977. * @param mesh defines the mesh to bind the material to
  19978. */
  19979. bind(world: Matrix, mesh?: Mesh): void;
  19980. /**
  19981. * Gets the active textures from the material
  19982. * @returns an array of textures
  19983. */
  19984. getActiveTextures(): BaseTexture[];
  19985. /**
  19986. * Specifies if the material uses a texture
  19987. * @param texture defines the texture to check against the material
  19988. * @returns a boolean specifying if the material uses the texture
  19989. */
  19990. hasTexture(texture: BaseTexture): boolean;
  19991. /**
  19992. * Makes a duplicate of the material, and gives it a new name
  19993. * @param name defines the new name for the duplicated material
  19994. * @returns the cloned material
  19995. */
  19996. clone(name: string): ShaderMaterial;
  19997. /**
  19998. * Disposes the material
  19999. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20000. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20001. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20002. */
  20003. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20004. /**
  20005. * Serializes this material in a JSON representation
  20006. * @returns the serialized material object
  20007. */
  20008. serialize(): any;
  20009. /**
  20010. * Creates a shader material from parsed shader material data
  20011. * @param source defines the JSON represnetation of the material
  20012. * @param scene defines the hosting scene
  20013. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  20014. * @returns a new material
  20015. */
  20016. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  20017. }
  20018. }
  20019. declare module "babylonjs/Shaders/color.fragment" {
  20020. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  20021. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  20022. /** @hidden */
  20023. export var colorPixelShader: {
  20024. name: string;
  20025. shader: string;
  20026. };
  20027. }
  20028. declare module "babylonjs/Shaders/color.vertex" {
  20029. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  20030. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  20031. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  20032. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  20033. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  20034. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  20035. /** @hidden */
  20036. export var colorVertexShader: {
  20037. name: string;
  20038. shader: string;
  20039. };
  20040. }
  20041. declare module "babylonjs/Meshes/linesMesh" {
  20042. import { Nullable } from "babylonjs/types";
  20043. import { Scene } from "babylonjs/scene";
  20044. import { Color3 } from "babylonjs/Maths/math.color";
  20045. import { Node } from "babylonjs/node";
  20046. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20047. import { Mesh } from "babylonjs/Meshes/mesh";
  20048. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  20049. import { Effect } from "babylonjs/Materials/effect";
  20050. import { Material } from "babylonjs/Materials/material";
  20051. import "babylonjs/Shaders/color.fragment";
  20052. import "babylonjs/Shaders/color.vertex";
  20053. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20054. /**
  20055. * Line mesh
  20056. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  20057. */
  20058. export class LinesMesh extends Mesh {
  20059. /**
  20060. * If vertex color should be applied to the mesh
  20061. */
  20062. readonly useVertexColor?: boolean | undefined;
  20063. /**
  20064. * If vertex alpha should be applied to the mesh
  20065. */
  20066. readonly useVertexAlpha?: boolean | undefined;
  20067. /**
  20068. * Color of the line (Default: White)
  20069. */
  20070. color: Color3;
  20071. /**
  20072. * Alpha of the line (Default: 1)
  20073. */
  20074. alpha: number;
  20075. /**
  20076. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20077. * This margin is expressed in world space coordinates, so its value may vary.
  20078. * Default value is 0.1
  20079. */
  20080. intersectionThreshold: number;
  20081. private _colorShader;
  20082. private color4;
  20083. /**
  20084. * Creates a new LinesMesh
  20085. * @param name defines the name
  20086. * @param scene defines the hosting scene
  20087. * @param parent defines the parent mesh if any
  20088. * @param source defines the optional source LinesMesh used to clone data from
  20089. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  20090. * When false, achieved by calling a clone(), also passing False.
  20091. * This will make creation of children, recursive.
  20092. * @param useVertexColor defines if this LinesMesh supports vertex color
  20093. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  20094. */
  20095. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  20096. /**
  20097. * If vertex color should be applied to the mesh
  20098. */
  20099. useVertexColor?: boolean | undefined,
  20100. /**
  20101. * If vertex alpha should be applied to the mesh
  20102. */
  20103. useVertexAlpha?: boolean | undefined);
  20104. private _addClipPlaneDefine;
  20105. private _removeClipPlaneDefine;
  20106. isReady(): boolean;
  20107. /**
  20108. * Returns the string "LineMesh"
  20109. */
  20110. getClassName(): string;
  20111. /**
  20112. * @hidden
  20113. */
  20114. /**
  20115. * @hidden
  20116. */
  20117. material: Material;
  20118. /**
  20119. * @hidden
  20120. */
  20121. readonly checkCollisions: boolean;
  20122. /** @hidden */
  20123. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  20124. /** @hidden */
  20125. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  20126. /**
  20127. * Disposes of the line mesh
  20128. * @param doNotRecurse If children should be disposed
  20129. */
  20130. dispose(doNotRecurse?: boolean): void;
  20131. /**
  20132. * Returns a new LineMesh object cloned from the current one.
  20133. */
  20134. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  20135. /**
  20136. * Creates a new InstancedLinesMesh object from the mesh model.
  20137. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  20138. * @param name defines the name of the new instance
  20139. * @returns a new InstancedLinesMesh
  20140. */
  20141. createInstance(name: string): InstancedLinesMesh;
  20142. }
  20143. /**
  20144. * Creates an instance based on a source LinesMesh
  20145. */
  20146. export class InstancedLinesMesh extends InstancedMesh {
  20147. /**
  20148. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20149. * This margin is expressed in world space coordinates, so its value may vary.
  20150. * Initilized with the intersectionThreshold value of the source LinesMesh
  20151. */
  20152. intersectionThreshold: number;
  20153. constructor(name: string, source: LinesMesh);
  20154. /**
  20155. * Returns the string "InstancedLinesMesh".
  20156. */
  20157. getClassName(): string;
  20158. }
  20159. }
  20160. declare module "babylonjs/Shaders/line.fragment" {
  20161. /** @hidden */
  20162. export var linePixelShader: {
  20163. name: string;
  20164. shader: string;
  20165. };
  20166. }
  20167. declare module "babylonjs/Shaders/line.vertex" {
  20168. /** @hidden */
  20169. export var lineVertexShader: {
  20170. name: string;
  20171. shader: string;
  20172. };
  20173. }
  20174. declare module "babylonjs/Rendering/edgesRenderer" {
  20175. import { Nullable } from "babylonjs/types";
  20176. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20177. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20178. import { Vector3 } from "babylonjs/Maths/math.vector";
  20179. import { IDisposable } from "babylonjs/scene";
  20180. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20181. import "babylonjs/Shaders/line.fragment";
  20182. import "babylonjs/Shaders/line.vertex";
  20183. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20184. module "babylonjs/Meshes/abstractMesh" {
  20185. interface AbstractMesh {
  20186. /**
  20187. * Gets the edgesRenderer associated with the mesh
  20188. */
  20189. edgesRenderer: Nullable<EdgesRenderer>;
  20190. }
  20191. }
  20192. module "babylonjs/Meshes/linesMesh" {
  20193. interface LinesMesh {
  20194. /**
  20195. * Enables the edge rendering mode on the mesh.
  20196. * This mode makes the mesh edges visible
  20197. * @param epsilon defines the maximal distance between two angles to detect a face
  20198. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20199. * @returns the currentAbstractMesh
  20200. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20201. */
  20202. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20203. }
  20204. }
  20205. module "babylonjs/Meshes/linesMesh" {
  20206. interface InstancedLinesMesh {
  20207. /**
  20208. * Enables the edge rendering mode on the mesh.
  20209. * This mode makes the mesh edges visible
  20210. * @param epsilon defines the maximal distance between two angles to detect a face
  20211. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20212. * @returns the current InstancedLinesMesh
  20213. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20214. */
  20215. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20216. }
  20217. }
  20218. /**
  20219. * Defines the minimum contract an Edges renderer should follow.
  20220. */
  20221. export interface IEdgesRenderer extends IDisposable {
  20222. /**
  20223. * Gets or sets a boolean indicating if the edgesRenderer is active
  20224. */
  20225. isEnabled: boolean;
  20226. /**
  20227. * Renders the edges of the attached mesh,
  20228. */
  20229. render(): void;
  20230. /**
  20231. * Checks wether or not the edges renderer is ready to render.
  20232. * @return true if ready, otherwise false.
  20233. */
  20234. isReady(): boolean;
  20235. }
  20236. /**
  20237. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20238. */
  20239. export class EdgesRenderer implements IEdgesRenderer {
  20240. /**
  20241. * Define the size of the edges with an orthographic camera
  20242. */
  20243. edgesWidthScalerForOrthographic: number;
  20244. /**
  20245. * Define the size of the edges with a perspective camera
  20246. */
  20247. edgesWidthScalerForPerspective: number;
  20248. protected _source: AbstractMesh;
  20249. protected _linesPositions: number[];
  20250. protected _linesNormals: number[];
  20251. protected _linesIndices: number[];
  20252. protected _epsilon: number;
  20253. protected _indicesCount: number;
  20254. protected _lineShader: ShaderMaterial;
  20255. protected _ib: DataBuffer;
  20256. protected _buffers: {
  20257. [key: string]: Nullable<VertexBuffer>;
  20258. };
  20259. protected _checkVerticesInsteadOfIndices: boolean;
  20260. private _meshRebuildObserver;
  20261. private _meshDisposeObserver;
  20262. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20263. isEnabled: boolean;
  20264. /**
  20265. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20266. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20267. * @param source Mesh used to create edges
  20268. * @param epsilon sum of angles in adjacency to check for edge
  20269. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20270. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20271. */
  20272. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20273. protected _prepareRessources(): void;
  20274. /** @hidden */
  20275. _rebuild(): void;
  20276. /**
  20277. * Releases the required resources for the edges renderer
  20278. */
  20279. dispose(): void;
  20280. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20281. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20282. /**
  20283. * Checks if the pair of p0 and p1 is en edge
  20284. * @param faceIndex
  20285. * @param edge
  20286. * @param faceNormals
  20287. * @param p0
  20288. * @param p1
  20289. * @private
  20290. */
  20291. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20292. /**
  20293. * push line into the position, normal and index buffer
  20294. * @protected
  20295. */
  20296. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20297. /**
  20298. * Generates lines edges from adjacencjes
  20299. * @private
  20300. */
  20301. _generateEdgesLines(): void;
  20302. /**
  20303. * Checks wether or not the edges renderer is ready to render.
  20304. * @return true if ready, otherwise false.
  20305. */
  20306. isReady(): boolean;
  20307. /**
  20308. * Renders the edges of the attached mesh,
  20309. */
  20310. render(): void;
  20311. }
  20312. /**
  20313. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20314. */
  20315. export class LineEdgesRenderer extends EdgesRenderer {
  20316. /**
  20317. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20318. * @param source LineMesh used to generate edges
  20319. * @param epsilon not important (specified angle for edge detection)
  20320. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20321. */
  20322. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20323. /**
  20324. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20325. */
  20326. _generateEdgesLines(): void;
  20327. }
  20328. }
  20329. declare module "babylonjs/Rendering/renderingGroup" {
  20330. import { SmartArray } from "babylonjs/Misc/smartArray";
  20331. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20332. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20333. import { Nullable } from "babylonjs/types";
  20334. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20335. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20336. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20337. import { Material } from "babylonjs/Materials/material";
  20338. import { Scene } from "babylonjs/scene";
  20339. /**
  20340. * This represents the object necessary to create a rendering group.
  20341. * This is exclusively used and created by the rendering manager.
  20342. * To modify the behavior, you use the available helpers in your scene or meshes.
  20343. * @hidden
  20344. */
  20345. export class RenderingGroup {
  20346. index: number;
  20347. private static _zeroVector;
  20348. private _scene;
  20349. private _opaqueSubMeshes;
  20350. private _transparentSubMeshes;
  20351. private _alphaTestSubMeshes;
  20352. private _depthOnlySubMeshes;
  20353. private _particleSystems;
  20354. private _spriteManagers;
  20355. private _opaqueSortCompareFn;
  20356. private _alphaTestSortCompareFn;
  20357. private _transparentSortCompareFn;
  20358. private _renderOpaque;
  20359. private _renderAlphaTest;
  20360. private _renderTransparent;
  20361. /** @hidden */
  20362. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20363. onBeforeTransparentRendering: () => void;
  20364. /**
  20365. * Set the opaque sort comparison function.
  20366. * If null the sub meshes will be render in the order they were created
  20367. */
  20368. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20369. /**
  20370. * Set the alpha test sort comparison function.
  20371. * If null the sub meshes will be render in the order they were created
  20372. */
  20373. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20374. /**
  20375. * Set the transparent sort comparison function.
  20376. * If null the sub meshes will be render in the order they were created
  20377. */
  20378. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20379. /**
  20380. * Creates a new rendering group.
  20381. * @param index The rendering group index
  20382. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20383. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20384. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20385. */
  20386. 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>);
  20387. /**
  20388. * Render all the sub meshes contained in the group.
  20389. * @param customRenderFunction Used to override the default render behaviour of the group.
  20390. * @returns true if rendered some submeshes.
  20391. */
  20392. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20393. /**
  20394. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20395. * @param subMeshes The submeshes to render
  20396. */
  20397. private renderOpaqueSorted;
  20398. /**
  20399. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20400. * @param subMeshes The submeshes to render
  20401. */
  20402. private renderAlphaTestSorted;
  20403. /**
  20404. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20405. * @param subMeshes The submeshes to render
  20406. */
  20407. private renderTransparentSorted;
  20408. /**
  20409. * Renders the submeshes in a specified order.
  20410. * @param subMeshes The submeshes to sort before render
  20411. * @param sortCompareFn The comparison function use to sort
  20412. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20413. * @param transparent Specifies to activate blending if true
  20414. */
  20415. private static renderSorted;
  20416. /**
  20417. * Renders the submeshes in the order they were dispatched (no sort applied).
  20418. * @param subMeshes The submeshes to render
  20419. */
  20420. private static renderUnsorted;
  20421. /**
  20422. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20423. * are rendered back to front if in the same alpha index.
  20424. *
  20425. * @param a The first submesh
  20426. * @param b The second submesh
  20427. * @returns The result of the comparison
  20428. */
  20429. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20430. /**
  20431. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20432. * are rendered back to front.
  20433. *
  20434. * @param a The first submesh
  20435. * @param b The second submesh
  20436. * @returns The result of the comparison
  20437. */
  20438. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20439. /**
  20440. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20441. * are rendered front to back (prevent overdraw).
  20442. *
  20443. * @param a The first submesh
  20444. * @param b The second submesh
  20445. * @returns The result of the comparison
  20446. */
  20447. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20448. /**
  20449. * Resets the different lists of submeshes to prepare a new frame.
  20450. */
  20451. prepare(): void;
  20452. dispose(): void;
  20453. /**
  20454. * Inserts the submesh in its correct queue depending on its material.
  20455. * @param subMesh The submesh to dispatch
  20456. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20457. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20458. */
  20459. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20460. dispatchSprites(spriteManager: ISpriteManager): void;
  20461. dispatchParticles(particleSystem: IParticleSystem): void;
  20462. private _renderParticles;
  20463. private _renderSprites;
  20464. }
  20465. }
  20466. declare module "babylonjs/Rendering/renderingManager" {
  20467. import { Nullable } from "babylonjs/types";
  20468. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20469. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20470. import { SmartArray } from "babylonjs/Misc/smartArray";
  20471. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20472. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20473. import { Material } from "babylonjs/Materials/material";
  20474. import { Scene } from "babylonjs/scene";
  20475. import { Camera } from "babylonjs/Cameras/camera";
  20476. /**
  20477. * Interface describing the different options available in the rendering manager
  20478. * regarding Auto Clear between groups.
  20479. */
  20480. export interface IRenderingManagerAutoClearSetup {
  20481. /**
  20482. * Defines whether or not autoclear is enable.
  20483. */
  20484. autoClear: boolean;
  20485. /**
  20486. * Defines whether or not to autoclear the depth buffer.
  20487. */
  20488. depth: boolean;
  20489. /**
  20490. * Defines whether or not to autoclear the stencil buffer.
  20491. */
  20492. stencil: boolean;
  20493. }
  20494. /**
  20495. * This class is used by the onRenderingGroupObservable
  20496. */
  20497. export class RenderingGroupInfo {
  20498. /**
  20499. * The Scene that being rendered
  20500. */
  20501. scene: Scene;
  20502. /**
  20503. * The camera currently used for the rendering pass
  20504. */
  20505. camera: Nullable<Camera>;
  20506. /**
  20507. * The ID of the renderingGroup being processed
  20508. */
  20509. renderingGroupId: number;
  20510. }
  20511. /**
  20512. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20513. * It is enable to manage the different groups as well as the different necessary sort functions.
  20514. * This should not be used directly aside of the few static configurations
  20515. */
  20516. export class RenderingManager {
  20517. /**
  20518. * The max id used for rendering groups (not included)
  20519. */
  20520. static MAX_RENDERINGGROUPS: number;
  20521. /**
  20522. * The min id used for rendering groups (included)
  20523. */
  20524. static MIN_RENDERINGGROUPS: number;
  20525. /**
  20526. * Used to globally prevent autoclearing scenes.
  20527. */
  20528. static AUTOCLEAR: boolean;
  20529. /**
  20530. * @hidden
  20531. */
  20532. _useSceneAutoClearSetup: boolean;
  20533. private _scene;
  20534. private _renderingGroups;
  20535. private _depthStencilBufferAlreadyCleaned;
  20536. private _autoClearDepthStencil;
  20537. private _customOpaqueSortCompareFn;
  20538. private _customAlphaTestSortCompareFn;
  20539. private _customTransparentSortCompareFn;
  20540. private _renderingGroupInfo;
  20541. /**
  20542. * Instantiates a new rendering group for a particular scene
  20543. * @param scene Defines the scene the groups belongs to
  20544. */
  20545. constructor(scene: Scene);
  20546. private _clearDepthStencilBuffer;
  20547. /**
  20548. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20549. * @hidden
  20550. */
  20551. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20552. /**
  20553. * Resets the different information of the group to prepare a new frame
  20554. * @hidden
  20555. */
  20556. reset(): void;
  20557. /**
  20558. * Dispose and release the group and its associated resources.
  20559. * @hidden
  20560. */
  20561. dispose(): void;
  20562. /**
  20563. * Clear the info related to rendering groups preventing retention points during dispose.
  20564. */
  20565. freeRenderingGroups(): void;
  20566. private _prepareRenderingGroup;
  20567. /**
  20568. * Add a sprite manager to the rendering manager in order to render it this frame.
  20569. * @param spriteManager Define the sprite manager to render
  20570. */
  20571. dispatchSprites(spriteManager: ISpriteManager): void;
  20572. /**
  20573. * Add a particle system to the rendering manager in order to render it this frame.
  20574. * @param particleSystem Define the particle system to render
  20575. */
  20576. dispatchParticles(particleSystem: IParticleSystem): void;
  20577. /**
  20578. * Add a submesh to the manager in order to render it this frame
  20579. * @param subMesh The submesh to dispatch
  20580. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20581. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20582. */
  20583. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20584. /**
  20585. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20586. * This allowed control for front to back rendering or reversly depending of the special needs.
  20587. *
  20588. * @param renderingGroupId The rendering group id corresponding to its index
  20589. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20590. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20591. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20592. */
  20593. 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;
  20594. /**
  20595. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20596. *
  20597. * @param renderingGroupId The rendering group id corresponding to its index
  20598. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20599. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20600. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20601. */
  20602. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20603. /**
  20604. * Gets the current auto clear configuration for one rendering group of the rendering
  20605. * manager.
  20606. * @param index the rendering group index to get the information for
  20607. * @returns The auto clear setup for the requested rendering group
  20608. */
  20609. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20610. }
  20611. }
  20612. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20613. import { Observable } from "babylonjs/Misc/observable";
  20614. import { SmartArray } from "babylonjs/Misc/smartArray";
  20615. import { Nullable } from "babylonjs/types";
  20616. import { Camera } from "babylonjs/Cameras/camera";
  20617. import { Scene } from "babylonjs/scene";
  20618. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20619. import { Color4 } from "babylonjs/Maths/math.color";
  20620. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20621. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20622. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20623. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20624. import { Texture } from "babylonjs/Materials/Textures/texture";
  20625. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20626. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20627. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20628. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20629. import { Engine } from "babylonjs/Engines/engine";
  20630. /**
  20631. * This Helps creating a texture that will be created from a camera in your scene.
  20632. * It is basically a dynamic texture that could be used to create special effects for instance.
  20633. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20634. */
  20635. export class RenderTargetTexture extends Texture {
  20636. isCube: boolean;
  20637. /**
  20638. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20639. */
  20640. static readonly REFRESHRATE_RENDER_ONCE: number;
  20641. /**
  20642. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20643. */
  20644. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20645. /**
  20646. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20647. * the central point of your effect and can save a lot of performances.
  20648. */
  20649. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20650. /**
  20651. * Use this predicate to dynamically define the list of mesh you want to render.
  20652. * If set, the renderList property will be overwritten.
  20653. */
  20654. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20655. private _renderList;
  20656. /**
  20657. * Use this list to define the list of mesh you want to render.
  20658. */
  20659. renderList: Nullable<Array<AbstractMesh>>;
  20660. private _hookArray;
  20661. /**
  20662. * Define if particles should be rendered in your texture.
  20663. */
  20664. renderParticles: boolean;
  20665. /**
  20666. * Define if sprites should be rendered in your texture.
  20667. */
  20668. renderSprites: boolean;
  20669. /**
  20670. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20671. */
  20672. coordinatesMode: number;
  20673. /**
  20674. * Define the camera used to render the texture.
  20675. */
  20676. activeCamera: Nullable<Camera>;
  20677. /**
  20678. * Override the render function of the texture with your own one.
  20679. */
  20680. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20681. /**
  20682. * Define if camera post processes should be use while rendering the texture.
  20683. */
  20684. useCameraPostProcesses: boolean;
  20685. /**
  20686. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20687. */
  20688. ignoreCameraViewport: boolean;
  20689. private _postProcessManager;
  20690. private _postProcesses;
  20691. private _resizeObserver;
  20692. /**
  20693. * An event triggered when the texture is unbind.
  20694. */
  20695. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20696. /**
  20697. * An event triggered when the texture is unbind.
  20698. */
  20699. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20700. private _onAfterUnbindObserver;
  20701. /**
  20702. * Set a after unbind callback in the texture.
  20703. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20704. */
  20705. onAfterUnbind: () => void;
  20706. /**
  20707. * An event triggered before rendering the texture
  20708. */
  20709. onBeforeRenderObservable: Observable<number>;
  20710. private _onBeforeRenderObserver;
  20711. /**
  20712. * Set a before render callback in the texture.
  20713. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20714. */
  20715. onBeforeRender: (faceIndex: number) => void;
  20716. /**
  20717. * An event triggered after rendering the texture
  20718. */
  20719. onAfterRenderObservable: Observable<number>;
  20720. private _onAfterRenderObserver;
  20721. /**
  20722. * Set a after render callback in the texture.
  20723. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20724. */
  20725. onAfterRender: (faceIndex: number) => void;
  20726. /**
  20727. * An event triggered after the texture clear
  20728. */
  20729. onClearObservable: Observable<Engine>;
  20730. private _onClearObserver;
  20731. /**
  20732. * Set a clear callback in the texture.
  20733. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20734. */
  20735. onClear: (Engine: Engine) => void;
  20736. /**
  20737. * An event triggered when the texture is resized.
  20738. */
  20739. onResizeObservable: Observable<RenderTargetTexture>;
  20740. /**
  20741. * Define the clear color of the Render Target if it should be different from the scene.
  20742. */
  20743. clearColor: Color4;
  20744. protected _size: number | {
  20745. width: number;
  20746. height: number;
  20747. };
  20748. protected _initialSizeParameter: number | {
  20749. width: number;
  20750. height: number;
  20751. } | {
  20752. ratio: number;
  20753. };
  20754. protected _sizeRatio: Nullable<number>;
  20755. /** @hidden */
  20756. _generateMipMaps: boolean;
  20757. protected _renderingManager: RenderingManager;
  20758. /** @hidden */
  20759. _waitingRenderList: string[];
  20760. protected _doNotChangeAspectRatio: boolean;
  20761. protected _currentRefreshId: number;
  20762. protected _refreshRate: number;
  20763. protected _textureMatrix: Matrix;
  20764. protected _samples: number;
  20765. protected _renderTargetOptions: RenderTargetCreationOptions;
  20766. /**
  20767. * Gets render target creation options that were used.
  20768. */
  20769. readonly renderTargetOptions: RenderTargetCreationOptions;
  20770. protected _engine: Engine;
  20771. protected _onRatioRescale(): void;
  20772. /**
  20773. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20774. * It must define where the camera used to render the texture is set
  20775. */
  20776. boundingBoxPosition: Vector3;
  20777. private _boundingBoxSize;
  20778. /**
  20779. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20780. * When defined, the cubemap will switch to local mode
  20781. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20782. * @example https://www.babylonjs-playground.com/#RNASML
  20783. */
  20784. boundingBoxSize: Vector3;
  20785. /**
  20786. * In case the RTT has been created with a depth texture, get the associated
  20787. * depth texture.
  20788. * Otherwise, return null.
  20789. */
  20790. depthStencilTexture: Nullable<InternalTexture>;
  20791. /**
  20792. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20793. * or used a shadow, depth texture...
  20794. * @param name The friendly name of the texture
  20795. * @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)
  20796. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20797. * @param generateMipMaps True if mip maps need to be generated after render.
  20798. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20799. * @param type The type of the buffer in the RTT (int, half float, float...)
  20800. * @param isCube True if a cube texture needs to be created
  20801. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20802. * @param generateDepthBuffer True to generate a depth buffer
  20803. * @param generateStencilBuffer True to generate a stencil buffer
  20804. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20805. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20806. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20807. */
  20808. constructor(name: string, size: number | {
  20809. width: number;
  20810. height: number;
  20811. } | {
  20812. ratio: number;
  20813. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20814. /**
  20815. * Creates a depth stencil texture.
  20816. * This is only available in WebGL 2 or with the depth texture extension available.
  20817. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20818. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20819. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20820. */
  20821. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20822. private _processSizeParameter;
  20823. /**
  20824. * Define the number of samples to use in case of MSAA.
  20825. * It defaults to one meaning no MSAA has been enabled.
  20826. */
  20827. samples: number;
  20828. /**
  20829. * Resets the refresh counter of the texture and start bak from scratch.
  20830. * Could be useful to regenerate the texture if it is setup to render only once.
  20831. */
  20832. resetRefreshCounter(): void;
  20833. /**
  20834. * Define the refresh rate of the texture or the rendering frequency.
  20835. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20836. */
  20837. refreshRate: number;
  20838. /**
  20839. * Adds a post process to the render target rendering passes.
  20840. * @param postProcess define the post process to add
  20841. */
  20842. addPostProcess(postProcess: PostProcess): void;
  20843. /**
  20844. * Clear all the post processes attached to the render target
  20845. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20846. */
  20847. clearPostProcesses(dispose?: boolean): void;
  20848. /**
  20849. * Remove one of the post process from the list of attached post processes to the texture
  20850. * @param postProcess define the post process to remove from the list
  20851. */
  20852. removePostProcess(postProcess: PostProcess): void;
  20853. /** @hidden */
  20854. _shouldRender(): boolean;
  20855. /**
  20856. * Gets the actual render size of the texture.
  20857. * @returns the width of the render size
  20858. */
  20859. getRenderSize(): number;
  20860. /**
  20861. * Gets the actual render width of the texture.
  20862. * @returns the width of the render size
  20863. */
  20864. getRenderWidth(): number;
  20865. /**
  20866. * Gets the actual render height of the texture.
  20867. * @returns the height of the render size
  20868. */
  20869. getRenderHeight(): number;
  20870. /**
  20871. * Get if the texture can be rescaled or not.
  20872. */
  20873. readonly canRescale: boolean;
  20874. /**
  20875. * Resize the texture using a ratio.
  20876. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20877. */
  20878. scale(ratio: number): void;
  20879. /**
  20880. * Get the texture reflection matrix used to rotate/transform the reflection.
  20881. * @returns the reflection matrix
  20882. */
  20883. getReflectionTextureMatrix(): Matrix;
  20884. /**
  20885. * Resize the texture to a new desired size.
  20886. * Be carrefull as it will recreate all the data in the new texture.
  20887. * @param size Define the new size. It can be:
  20888. * - a number for squared texture,
  20889. * - an object containing { width: number, height: number }
  20890. * - or an object containing a ratio { ratio: number }
  20891. */
  20892. resize(size: number | {
  20893. width: number;
  20894. height: number;
  20895. } | {
  20896. ratio: number;
  20897. }): void;
  20898. /**
  20899. * Renders all the objects from the render list into the texture.
  20900. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20901. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20902. */
  20903. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20904. private _bestReflectionRenderTargetDimension;
  20905. /**
  20906. * @hidden
  20907. * @param faceIndex face index to bind to if this is a cubetexture
  20908. */
  20909. _bindFrameBuffer(faceIndex?: number): void;
  20910. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20911. private renderToTarget;
  20912. /**
  20913. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20914. * This allowed control for front to back rendering or reversly depending of the special needs.
  20915. *
  20916. * @param renderingGroupId The rendering group id corresponding to its index
  20917. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20918. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20919. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20920. */
  20921. 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;
  20922. /**
  20923. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20924. *
  20925. * @param renderingGroupId The rendering group id corresponding to its index
  20926. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20927. */
  20928. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20929. /**
  20930. * Clones the texture.
  20931. * @returns the cloned texture
  20932. */
  20933. clone(): RenderTargetTexture;
  20934. /**
  20935. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20936. * @returns The JSON representation of the texture
  20937. */
  20938. serialize(): any;
  20939. /**
  20940. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20941. */
  20942. disposeFramebufferObjects(): void;
  20943. /**
  20944. * Dispose the texture and release its associated resources.
  20945. */
  20946. dispose(): void;
  20947. /** @hidden */
  20948. _rebuild(): void;
  20949. /**
  20950. * Clear the info related to rendering groups preventing retention point in material dispose.
  20951. */
  20952. freeRenderingGroups(): void;
  20953. /**
  20954. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20955. * @returns the view count
  20956. */
  20957. getViewCount(): number;
  20958. }
  20959. }
  20960. declare module "babylonjs/Materials/material" {
  20961. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20962. import { SmartArray } from "babylonjs/Misc/smartArray";
  20963. import { Observable } from "babylonjs/Misc/observable";
  20964. import { Nullable } from "babylonjs/types";
  20965. import { Scene } from "babylonjs/scene";
  20966. import { Matrix } from "babylonjs/Maths/math.vector";
  20967. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20968. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20969. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20970. import { Effect } from "babylonjs/Materials/effect";
  20971. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20972. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20973. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20974. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20975. import { Mesh } from "babylonjs/Meshes/mesh";
  20976. import { Animation } from "babylonjs/Animations/animation";
  20977. /**
  20978. * Options for compiling materials.
  20979. */
  20980. export interface IMaterialCompilationOptions {
  20981. /**
  20982. * Defines whether clip planes are enabled.
  20983. */
  20984. clipPlane: boolean;
  20985. /**
  20986. * Defines whether instances are enabled.
  20987. */
  20988. useInstances: boolean;
  20989. }
  20990. /**
  20991. * Base class for the main features of a material in Babylon.js
  20992. */
  20993. export class Material implements IAnimatable {
  20994. /**
  20995. * Returns the triangle fill mode
  20996. */
  20997. static readonly TriangleFillMode: number;
  20998. /**
  20999. * Returns the wireframe mode
  21000. */
  21001. static readonly WireFrameFillMode: number;
  21002. /**
  21003. * Returns the point fill mode
  21004. */
  21005. static readonly PointFillMode: number;
  21006. /**
  21007. * Returns the point list draw mode
  21008. */
  21009. static readonly PointListDrawMode: number;
  21010. /**
  21011. * Returns the line list draw mode
  21012. */
  21013. static readonly LineListDrawMode: number;
  21014. /**
  21015. * Returns the line loop draw mode
  21016. */
  21017. static readonly LineLoopDrawMode: number;
  21018. /**
  21019. * Returns the line strip draw mode
  21020. */
  21021. static readonly LineStripDrawMode: number;
  21022. /**
  21023. * Returns the triangle strip draw mode
  21024. */
  21025. static readonly TriangleStripDrawMode: number;
  21026. /**
  21027. * Returns the triangle fan draw mode
  21028. */
  21029. static readonly TriangleFanDrawMode: number;
  21030. /**
  21031. * Stores the clock-wise side orientation
  21032. */
  21033. static readonly ClockWiseSideOrientation: number;
  21034. /**
  21035. * Stores the counter clock-wise side orientation
  21036. */
  21037. static readonly CounterClockWiseSideOrientation: number;
  21038. /**
  21039. * The dirty texture flag value
  21040. */
  21041. static readonly TextureDirtyFlag: number;
  21042. /**
  21043. * The dirty light flag value
  21044. */
  21045. static readonly LightDirtyFlag: number;
  21046. /**
  21047. * The dirty fresnel flag value
  21048. */
  21049. static readonly FresnelDirtyFlag: number;
  21050. /**
  21051. * The dirty attribute flag value
  21052. */
  21053. static readonly AttributesDirtyFlag: number;
  21054. /**
  21055. * The dirty misc flag value
  21056. */
  21057. static readonly MiscDirtyFlag: number;
  21058. /**
  21059. * The all dirty flag value
  21060. */
  21061. static readonly AllDirtyFlag: number;
  21062. /**
  21063. * The ID of the material
  21064. */
  21065. id: string;
  21066. /**
  21067. * Gets or sets the unique id of the material
  21068. */
  21069. uniqueId: number;
  21070. /**
  21071. * The name of the material
  21072. */
  21073. name: string;
  21074. /**
  21075. * Gets or sets user defined metadata
  21076. */
  21077. metadata: any;
  21078. /**
  21079. * For internal use only. Please do not use.
  21080. */
  21081. reservedDataStore: any;
  21082. /**
  21083. * Specifies if the ready state should be checked on each call
  21084. */
  21085. checkReadyOnEveryCall: boolean;
  21086. /**
  21087. * Specifies if the ready state should be checked once
  21088. */
  21089. checkReadyOnlyOnce: boolean;
  21090. /**
  21091. * The state of the material
  21092. */
  21093. state: string;
  21094. /**
  21095. * The alpha value of the material
  21096. */
  21097. protected _alpha: number;
  21098. /**
  21099. * List of inspectable custom properties (used by the Inspector)
  21100. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  21101. */
  21102. inspectableCustomProperties: IInspectable[];
  21103. /**
  21104. * Sets the alpha value of the material
  21105. */
  21106. /**
  21107. * Gets the alpha value of the material
  21108. */
  21109. alpha: number;
  21110. /**
  21111. * Specifies if back face culling is enabled
  21112. */
  21113. protected _backFaceCulling: boolean;
  21114. /**
  21115. * Sets the back-face culling state
  21116. */
  21117. /**
  21118. * Gets the back-face culling state
  21119. */
  21120. backFaceCulling: boolean;
  21121. /**
  21122. * Stores the value for side orientation
  21123. */
  21124. sideOrientation: number;
  21125. /**
  21126. * Callback triggered when the material is compiled
  21127. */
  21128. onCompiled: Nullable<(effect: Effect) => void>;
  21129. /**
  21130. * Callback triggered when an error occurs
  21131. */
  21132. onError: Nullable<(effect: Effect, errors: string) => void>;
  21133. /**
  21134. * Callback triggered to get the render target textures
  21135. */
  21136. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  21137. /**
  21138. * Gets a boolean indicating that current material needs to register RTT
  21139. */
  21140. readonly hasRenderTargetTextures: boolean;
  21141. /**
  21142. * Specifies if the material should be serialized
  21143. */
  21144. doNotSerialize: boolean;
  21145. /**
  21146. * @hidden
  21147. */
  21148. _storeEffectOnSubMeshes: boolean;
  21149. /**
  21150. * Stores the animations for the material
  21151. */
  21152. animations: Nullable<Array<Animation>>;
  21153. /**
  21154. * An event triggered when the material is disposed
  21155. */
  21156. onDisposeObservable: Observable<Material>;
  21157. /**
  21158. * An observer which watches for dispose events
  21159. */
  21160. private _onDisposeObserver;
  21161. private _onUnBindObservable;
  21162. /**
  21163. * Called during a dispose event
  21164. */
  21165. onDispose: () => void;
  21166. private _onBindObservable;
  21167. /**
  21168. * An event triggered when the material is bound
  21169. */
  21170. readonly onBindObservable: Observable<AbstractMesh>;
  21171. /**
  21172. * An observer which watches for bind events
  21173. */
  21174. private _onBindObserver;
  21175. /**
  21176. * Called during a bind event
  21177. */
  21178. onBind: (Mesh: AbstractMesh) => void;
  21179. /**
  21180. * An event triggered when the material is unbound
  21181. */
  21182. readonly onUnBindObservable: Observable<Material>;
  21183. /**
  21184. * Stores the value of the alpha mode
  21185. */
  21186. private _alphaMode;
  21187. /**
  21188. * Sets the value of the alpha mode.
  21189. *
  21190. * | Value | Type | Description |
  21191. * | --- | --- | --- |
  21192. * | 0 | ALPHA_DISABLE | |
  21193. * | 1 | ALPHA_ADD | |
  21194. * | 2 | ALPHA_COMBINE | |
  21195. * | 3 | ALPHA_SUBTRACT | |
  21196. * | 4 | ALPHA_MULTIPLY | |
  21197. * | 5 | ALPHA_MAXIMIZED | |
  21198. * | 6 | ALPHA_ONEONE | |
  21199. * | 7 | ALPHA_PREMULTIPLIED | |
  21200. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21201. * | 9 | ALPHA_INTERPOLATE | |
  21202. * | 10 | ALPHA_SCREENMODE | |
  21203. *
  21204. */
  21205. /**
  21206. * Gets the value of the alpha mode
  21207. */
  21208. alphaMode: number;
  21209. /**
  21210. * Stores the state of the need depth pre-pass value
  21211. */
  21212. private _needDepthPrePass;
  21213. /**
  21214. * Sets the need depth pre-pass value
  21215. */
  21216. /**
  21217. * Gets the depth pre-pass value
  21218. */
  21219. needDepthPrePass: boolean;
  21220. /**
  21221. * Specifies if depth writing should be disabled
  21222. */
  21223. disableDepthWrite: boolean;
  21224. /**
  21225. * Specifies if depth writing should be forced
  21226. */
  21227. forceDepthWrite: boolean;
  21228. /**
  21229. * Specifies the depth function that should be used. 0 means the default engine function
  21230. */
  21231. depthFunction: number;
  21232. /**
  21233. * Specifies if there should be a separate pass for culling
  21234. */
  21235. separateCullingPass: boolean;
  21236. /**
  21237. * Stores the state specifing if fog should be enabled
  21238. */
  21239. private _fogEnabled;
  21240. /**
  21241. * Sets the state for enabling fog
  21242. */
  21243. /**
  21244. * Gets the value of the fog enabled state
  21245. */
  21246. fogEnabled: boolean;
  21247. /**
  21248. * Stores the size of points
  21249. */
  21250. pointSize: number;
  21251. /**
  21252. * Stores the z offset value
  21253. */
  21254. zOffset: number;
  21255. /**
  21256. * Gets a value specifying if wireframe mode is enabled
  21257. */
  21258. /**
  21259. * Sets the state of wireframe mode
  21260. */
  21261. wireframe: boolean;
  21262. /**
  21263. * Gets the value specifying if point clouds are enabled
  21264. */
  21265. /**
  21266. * Sets the state of point cloud mode
  21267. */
  21268. pointsCloud: boolean;
  21269. /**
  21270. * Gets the material fill mode
  21271. */
  21272. /**
  21273. * Sets the material fill mode
  21274. */
  21275. fillMode: number;
  21276. /**
  21277. * @hidden
  21278. * Stores the effects for the material
  21279. */
  21280. _effect: Nullable<Effect>;
  21281. /**
  21282. * @hidden
  21283. * Specifies if the material was previously ready
  21284. */
  21285. _wasPreviouslyReady: boolean;
  21286. /**
  21287. * Specifies if uniform buffers should be used
  21288. */
  21289. private _useUBO;
  21290. /**
  21291. * Stores a reference to the scene
  21292. */
  21293. private _scene;
  21294. /**
  21295. * Stores the fill mode state
  21296. */
  21297. private _fillMode;
  21298. /**
  21299. * Specifies if the depth write state should be cached
  21300. */
  21301. private _cachedDepthWriteState;
  21302. /**
  21303. * Specifies if the depth function state should be cached
  21304. */
  21305. private _cachedDepthFunctionState;
  21306. /**
  21307. * Stores the uniform buffer
  21308. */
  21309. protected _uniformBuffer: UniformBuffer;
  21310. /** @hidden */
  21311. _indexInSceneMaterialArray: number;
  21312. /** @hidden */
  21313. meshMap: Nullable<{
  21314. [id: string]: AbstractMesh | undefined;
  21315. }>;
  21316. /**
  21317. * Creates a material instance
  21318. * @param name defines the name of the material
  21319. * @param scene defines the scene to reference
  21320. * @param doNotAdd specifies if the material should be added to the scene
  21321. */
  21322. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21323. /**
  21324. * Returns a string representation of the current material
  21325. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21326. * @returns a string with material information
  21327. */
  21328. toString(fullDetails?: boolean): string;
  21329. /**
  21330. * Gets the class name of the material
  21331. * @returns a string with the class name of the material
  21332. */
  21333. getClassName(): string;
  21334. /**
  21335. * Specifies if updates for the material been locked
  21336. */
  21337. readonly isFrozen: boolean;
  21338. /**
  21339. * Locks updates for the material
  21340. */
  21341. freeze(): void;
  21342. /**
  21343. * Unlocks updates for the material
  21344. */
  21345. unfreeze(): void;
  21346. /**
  21347. * Specifies if the material is ready to be used
  21348. * @param mesh defines the mesh to check
  21349. * @param useInstances specifies if instances should be used
  21350. * @returns a boolean indicating if the material is ready to be used
  21351. */
  21352. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21353. /**
  21354. * Specifies that the submesh is ready to be used
  21355. * @param mesh defines the mesh to check
  21356. * @param subMesh defines which submesh to check
  21357. * @param useInstances specifies that instances should be used
  21358. * @returns a boolean indicating that the submesh is ready or not
  21359. */
  21360. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21361. /**
  21362. * Returns the material effect
  21363. * @returns the effect associated with the material
  21364. */
  21365. getEffect(): Nullable<Effect>;
  21366. /**
  21367. * Returns the current scene
  21368. * @returns a Scene
  21369. */
  21370. getScene(): Scene;
  21371. /**
  21372. * Specifies if the material will require alpha blending
  21373. * @returns a boolean specifying if alpha blending is needed
  21374. */
  21375. needAlphaBlending(): boolean;
  21376. /**
  21377. * Specifies if the mesh will require alpha blending
  21378. * @param mesh defines the mesh to check
  21379. * @returns a boolean specifying if alpha blending is needed for the mesh
  21380. */
  21381. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21382. /**
  21383. * Specifies if this material should be rendered in alpha test mode
  21384. * @returns a boolean specifying if an alpha test is needed.
  21385. */
  21386. needAlphaTesting(): boolean;
  21387. /**
  21388. * Gets the texture used for the alpha test
  21389. * @returns the texture to use for alpha testing
  21390. */
  21391. getAlphaTestTexture(): Nullable<BaseTexture>;
  21392. /**
  21393. * Marks the material to indicate that it needs to be re-calculated
  21394. */
  21395. markDirty(): void;
  21396. /** @hidden */
  21397. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21398. /**
  21399. * Binds the material to the mesh
  21400. * @param world defines the world transformation matrix
  21401. * @param mesh defines the mesh to bind the material to
  21402. */
  21403. bind(world: Matrix, mesh?: Mesh): void;
  21404. /**
  21405. * Binds the submesh to the material
  21406. * @param world defines the world transformation matrix
  21407. * @param mesh defines the mesh containing the submesh
  21408. * @param subMesh defines the submesh to bind the material to
  21409. */
  21410. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21411. /**
  21412. * Binds the world matrix to the material
  21413. * @param world defines the world transformation matrix
  21414. */
  21415. bindOnlyWorldMatrix(world: Matrix): void;
  21416. /**
  21417. * Binds the scene's uniform buffer to the effect.
  21418. * @param effect defines the effect to bind to the scene uniform buffer
  21419. * @param sceneUbo defines the uniform buffer storing scene data
  21420. */
  21421. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21422. /**
  21423. * Binds the view matrix to the effect
  21424. * @param effect defines the effect to bind the view matrix to
  21425. */
  21426. bindView(effect: Effect): void;
  21427. /**
  21428. * Binds the view projection matrix to the effect
  21429. * @param effect defines the effect to bind the view projection matrix to
  21430. */
  21431. bindViewProjection(effect: Effect): void;
  21432. /**
  21433. * Specifies if material alpha testing should be turned on for the mesh
  21434. * @param mesh defines the mesh to check
  21435. */
  21436. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21437. /**
  21438. * Processes to execute after binding the material to a mesh
  21439. * @param mesh defines the rendered mesh
  21440. */
  21441. protected _afterBind(mesh?: Mesh): void;
  21442. /**
  21443. * Unbinds the material from the mesh
  21444. */
  21445. unbind(): void;
  21446. /**
  21447. * Gets the active textures from the material
  21448. * @returns an array of textures
  21449. */
  21450. getActiveTextures(): BaseTexture[];
  21451. /**
  21452. * Specifies if the material uses a texture
  21453. * @param texture defines the texture to check against the material
  21454. * @returns a boolean specifying if the material uses the texture
  21455. */
  21456. hasTexture(texture: BaseTexture): boolean;
  21457. /**
  21458. * Makes a duplicate of the material, and gives it a new name
  21459. * @param name defines the new name for the duplicated material
  21460. * @returns the cloned material
  21461. */
  21462. clone(name: string): Nullable<Material>;
  21463. /**
  21464. * Gets the meshes bound to the material
  21465. * @returns an array of meshes bound to the material
  21466. */
  21467. getBindedMeshes(): AbstractMesh[];
  21468. /**
  21469. * Force shader compilation
  21470. * @param mesh defines the mesh associated with this material
  21471. * @param onCompiled defines a function to execute once the material is compiled
  21472. * @param options defines the options to configure the compilation
  21473. * @param onError defines a function to execute if the material fails compiling
  21474. */
  21475. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21476. /**
  21477. * Force shader compilation
  21478. * @param mesh defines the mesh that will use this material
  21479. * @param options defines additional options for compiling the shaders
  21480. * @returns a promise that resolves when the compilation completes
  21481. */
  21482. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21483. private static readonly _AllDirtyCallBack;
  21484. private static readonly _ImageProcessingDirtyCallBack;
  21485. private static readonly _TextureDirtyCallBack;
  21486. private static readonly _FresnelDirtyCallBack;
  21487. private static readonly _MiscDirtyCallBack;
  21488. private static readonly _LightsDirtyCallBack;
  21489. private static readonly _AttributeDirtyCallBack;
  21490. private static _FresnelAndMiscDirtyCallBack;
  21491. private static _TextureAndMiscDirtyCallBack;
  21492. private static readonly _DirtyCallbackArray;
  21493. private static readonly _RunDirtyCallBacks;
  21494. /**
  21495. * Marks a define in the material to indicate that it needs to be re-computed
  21496. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21497. */
  21498. markAsDirty(flag: number): void;
  21499. /**
  21500. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21501. * @param func defines a function which checks material defines against the submeshes
  21502. */
  21503. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21504. /**
  21505. * Indicates that we need to re-calculated for all submeshes
  21506. */
  21507. protected _markAllSubMeshesAsAllDirty(): void;
  21508. /**
  21509. * Indicates that image processing needs to be re-calculated for all submeshes
  21510. */
  21511. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21512. /**
  21513. * Indicates that textures need to be re-calculated for all submeshes
  21514. */
  21515. protected _markAllSubMeshesAsTexturesDirty(): void;
  21516. /**
  21517. * Indicates that fresnel needs to be re-calculated for all submeshes
  21518. */
  21519. protected _markAllSubMeshesAsFresnelDirty(): void;
  21520. /**
  21521. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21522. */
  21523. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21524. /**
  21525. * Indicates that lights need to be re-calculated for all submeshes
  21526. */
  21527. protected _markAllSubMeshesAsLightsDirty(): void;
  21528. /**
  21529. * Indicates that attributes need to be re-calculated for all submeshes
  21530. */
  21531. protected _markAllSubMeshesAsAttributesDirty(): void;
  21532. /**
  21533. * Indicates that misc needs to be re-calculated for all submeshes
  21534. */
  21535. protected _markAllSubMeshesAsMiscDirty(): void;
  21536. /**
  21537. * Indicates that textures and misc need to be re-calculated for all submeshes
  21538. */
  21539. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21540. /**
  21541. * Disposes the material
  21542. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21543. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21544. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21545. */
  21546. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21547. /** @hidden */
  21548. private releaseVertexArrayObject;
  21549. /**
  21550. * Serializes this material
  21551. * @returns the serialized material object
  21552. */
  21553. serialize(): any;
  21554. /**
  21555. * Creates a material from parsed material data
  21556. * @param parsedMaterial defines parsed material data
  21557. * @param scene defines the hosting scene
  21558. * @param rootUrl defines the root URL to use to load textures
  21559. * @returns a new material
  21560. */
  21561. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21562. }
  21563. }
  21564. declare module "babylonjs/Materials/multiMaterial" {
  21565. import { Nullable } from "babylonjs/types";
  21566. import { Scene } from "babylonjs/scene";
  21567. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21568. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21569. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21570. import { Material } from "babylonjs/Materials/material";
  21571. /**
  21572. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21573. * separate meshes. This can be use to improve performances.
  21574. * @see http://doc.babylonjs.com/how_to/multi_materials
  21575. */
  21576. export class MultiMaterial extends Material {
  21577. private _subMaterials;
  21578. /**
  21579. * Gets or Sets the list of Materials used within the multi material.
  21580. * They need to be ordered according to the submeshes order in the associated mesh
  21581. */
  21582. subMaterials: Nullable<Material>[];
  21583. /**
  21584. * Function used to align with Node.getChildren()
  21585. * @returns the list of Materials used within the multi material
  21586. */
  21587. getChildren(): Nullable<Material>[];
  21588. /**
  21589. * Instantiates a new Multi Material
  21590. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21591. * separate meshes. This can be use to improve performances.
  21592. * @see http://doc.babylonjs.com/how_to/multi_materials
  21593. * @param name Define the name in the scene
  21594. * @param scene Define the scene the material belongs to
  21595. */
  21596. constructor(name: string, scene: Scene);
  21597. private _hookArray;
  21598. /**
  21599. * Get one of the submaterial by its index in the submaterials array
  21600. * @param index The index to look the sub material at
  21601. * @returns The Material if the index has been defined
  21602. */
  21603. getSubMaterial(index: number): Nullable<Material>;
  21604. /**
  21605. * Get the list of active textures for the whole sub materials list.
  21606. * @returns All the textures that will be used during the rendering
  21607. */
  21608. getActiveTextures(): BaseTexture[];
  21609. /**
  21610. * Gets the current class name of the material e.g. "MultiMaterial"
  21611. * Mainly use in serialization.
  21612. * @returns the class name
  21613. */
  21614. getClassName(): string;
  21615. /**
  21616. * Checks if the material is ready to render the requested sub mesh
  21617. * @param mesh Define the mesh the submesh belongs to
  21618. * @param subMesh Define the sub mesh to look readyness for
  21619. * @param useInstances Define whether or not the material is used with instances
  21620. * @returns true if ready, otherwise false
  21621. */
  21622. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21623. /**
  21624. * Clones the current material and its related sub materials
  21625. * @param name Define the name of the newly cloned material
  21626. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21627. * @returns the cloned material
  21628. */
  21629. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21630. /**
  21631. * Serializes the materials into a JSON representation.
  21632. * @returns the JSON representation
  21633. */
  21634. serialize(): any;
  21635. /**
  21636. * Dispose the material and release its associated resources
  21637. * @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)
  21638. * @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)
  21639. * @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)
  21640. */
  21641. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21642. /**
  21643. * Creates a MultiMaterial from parsed MultiMaterial data.
  21644. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21645. * @param scene defines the hosting scene
  21646. * @returns a new MultiMaterial
  21647. */
  21648. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21649. }
  21650. }
  21651. declare module "babylonjs/Meshes/subMesh" {
  21652. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21653. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21654. import { Engine } from "babylonjs/Engines/engine";
  21655. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21656. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21657. import { Effect } from "babylonjs/Materials/effect";
  21658. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21659. import { Plane } from "babylonjs/Maths/math.plane";
  21660. import { Collider } from "babylonjs/Collisions/collider";
  21661. import { Material } from "babylonjs/Materials/material";
  21662. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21664. import { Mesh } from "babylonjs/Meshes/mesh";
  21665. import { Ray } from "babylonjs/Culling/ray";
  21666. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21667. /**
  21668. * Base class for submeshes
  21669. */
  21670. export class BaseSubMesh {
  21671. /** @hidden */
  21672. _materialDefines: Nullable<MaterialDefines>;
  21673. /** @hidden */
  21674. _materialEffect: Nullable<Effect>;
  21675. /**
  21676. * Gets associated effect
  21677. */
  21678. readonly effect: Nullable<Effect>;
  21679. /**
  21680. * Sets associated effect (effect used to render this submesh)
  21681. * @param effect defines the effect to associate with
  21682. * @param defines defines the set of defines used to compile this effect
  21683. */
  21684. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21685. }
  21686. /**
  21687. * Defines a subdivision inside a mesh
  21688. */
  21689. export class SubMesh extends BaseSubMesh implements ICullable {
  21690. /** the material index to use */
  21691. materialIndex: number;
  21692. /** vertex index start */
  21693. verticesStart: number;
  21694. /** vertices count */
  21695. verticesCount: number;
  21696. /** index start */
  21697. indexStart: number;
  21698. /** indices count */
  21699. indexCount: number;
  21700. /** @hidden */
  21701. _linesIndexCount: number;
  21702. private _mesh;
  21703. private _renderingMesh;
  21704. private _boundingInfo;
  21705. private _linesIndexBuffer;
  21706. /** @hidden */
  21707. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21708. /** @hidden */
  21709. _trianglePlanes: Plane[];
  21710. /** @hidden */
  21711. _lastColliderTransformMatrix: Nullable<Matrix>;
  21712. /** @hidden */
  21713. _renderId: number;
  21714. /** @hidden */
  21715. _alphaIndex: number;
  21716. /** @hidden */
  21717. _distanceToCamera: number;
  21718. /** @hidden */
  21719. _id: number;
  21720. private _currentMaterial;
  21721. /**
  21722. * Add a new submesh to a mesh
  21723. * @param materialIndex defines the material index to use
  21724. * @param verticesStart defines vertex index start
  21725. * @param verticesCount defines vertices count
  21726. * @param indexStart defines index start
  21727. * @param indexCount defines indices count
  21728. * @param mesh defines the parent mesh
  21729. * @param renderingMesh defines an optional rendering mesh
  21730. * @param createBoundingBox defines if bounding box should be created for this submesh
  21731. * @returns the new submesh
  21732. */
  21733. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21734. /**
  21735. * Creates a new submesh
  21736. * @param materialIndex defines the material index to use
  21737. * @param verticesStart defines vertex index start
  21738. * @param verticesCount defines vertices count
  21739. * @param indexStart defines index start
  21740. * @param indexCount defines indices count
  21741. * @param mesh defines the parent mesh
  21742. * @param renderingMesh defines an optional rendering mesh
  21743. * @param createBoundingBox defines if bounding box should be created for this submesh
  21744. */
  21745. constructor(
  21746. /** the material index to use */
  21747. materialIndex: number,
  21748. /** vertex index start */
  21749. verticesStart: number,
  21750. /** vertices count */
  21751. verticesCount: number,
  21752. /** index start */
  21753. indexStart: number,
  21754. /** indices count */
  21755. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21756. /**
  21757. * Returns true if this submesh covers the entire parent mesh
  21758. * @ignorenaming
  21759. */
  21760. readonly IsGlobal: boolean;
  21761. /**
  21762. * Returns the submesh BoudingInfo object
  21763. * @returns current bounding info (or mesh's one if the submesh is global)
  21764. */
  21765. getBoundingInfo(): BoundingInfo;
  21766. /**
  21767. * Sets the submesh BoundingInfo
  21768. * @param boundingInfo defines the new bounding info to use
  21769. * @returns the SubMesh
  21770. */
  21771. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21772. /**
  21773. * Returns the mesh of the current submesh
  21774. * @return the parent mesh
  21775. */
  21776. getMesh(): AbstractMesh;
  21777. /**
  21778. * Returns the rendering mesh of the submesh
  21779. * @returns the rendering mesh (could be different from parent mesh)
  21780. */
  21781. getRenderingMesh(): Mesh;
  21782. /**
  21783. * Returns the submesh material
  21784. * @returns null or the current material
  21785. */
  21786. getMaterial(): Nullable<Material>;
  21787. /**
  21788. * Sets a new updated BoundingInfo object to the submesh
  21789. * @param data defines an optional position array to use to determine the bounding info
  21790. * @returns the SubMesh
  21791. */
  21792. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21793. /** @hidden */
  21794. _checkCollision(collider: Collider): boolean;
  21795. /**
  21796. * Updates the submesh BoundingInfo
  21797. * @param world defines the world matrix to use to update the bounding info
  21798. * @returns the submesh
  21799. */
  21800. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21801. /**
  21802. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21803. * @param frustumPlanes defines the frustum planes
  21804. * @returns true if the submesh is intersecting with the frustum
  21805. */
  21806. isInFrustum(frustumPlanes: Plane[]): boolean;
  21807. /**
  21808. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21809. * @param frustumPlanes defines the frustum planes
  21810. * @returns true if the submesh is inside the frustum
  21811. */
  21812. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21813. /**
  21814. * Renders the submesh
  21815. * @param enableAlphaMode defines if alpha needs to be used
  21816. * @returns the submesh
  21817. */
  21818. render(enableAlphaMode: boolean): SubMesh;
  21819. /**
  21820. * @hidden
  21821. */
  21822. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21823. /**
  21824. * Checks if the submesh intersects with a ray
  21825. * @param ray defines the ray to test
  21826. * @returns true is the passed ray intersects the submesh bounding box
  21827. */
  21828. canIntersects(ray: Ray): boolean;
  21829. /**
  21830. * Intersects current submesh with a ray
  21831. * @param ray defines the ray to test
  21832. * @param positions defines mesh's positions array
  21833. * @param indices defines mesh's indices array
  21834. * @param fastCheck defines if only bounding info should be used
  21835. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21836. * @returns intersection info or null if no intersection
  21837. */
  21838. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21839. /** @hidden */
  21840. private _intersectLines;
  21841. /** @hidden */
  21842. private _intersectUnIndexedLines;
  21843. /** @hidden */
  21844. private _intersectTriangles;
  21845. /** @hidden */
  21846. private _intersectUnIndexedTriangles;
  21847. /** @hidden */
  21848. _rebuild(): void;
  21849. /**
  21850. * Creates a new submesh from the passed mesh
  21851. * @param newMesh defines the new hosting mesh
  21852. * @param newRenderingMesh defines an optional rendering mesh
  21853. * @returns the new submesh
  21854. */
  21855. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21856. /**
  21857. * Release associated resources
  21858. */
  21859. dispose(): void;
  21860. /**
  21861. * Gets the class name
  21862. * @returns the string "SubMesh".
  21863. */
  21864. getClassName(): string;
  21865. /**
  21866. * Creates a new submesh from indices data
  21867. * @param materialIndex the index of the main mesh material
  21868. * @param startIndex the index where to start the copy in the mesh indices array
  21869. * @param indexCount the number of indices to copy then from the startIndex
  21870. * @param mesh the main mesh to create the submesh from
  21871. * @param renderingMesh the optional rendering mesh
  21872. * @returns a new submesh
  21873. */
  21874. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21875. }
  21876. }
  21877. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21878. /**
  21879. * Class used to represent data loading progression
  21880. */
  21881. export class SceneLoaderFlags {
  21882. private static _ForceFullSceneLoadingForIncremental;
  21883. private static _ShowLoadingScreen;
  21884. private static _CleanBoneMatrixWeights;
  21885. private static _loggingLevel;
  21886. /**
  21887. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21888. */
  21889. static ForceFullSceneLoadingForIncremental: boolean;
  21890. /**
  21891. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21892. */
  21893. static ShowLoadingScreen: boolean;
  21894. /**
  21895. * Defines the current logging level (while loading the scene)
  21896. * @ignorenaming
  21897. */
  21898. static loggingLevel: number;
  21899. /**
  21900. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21901. */
  21902. static CleanBoneMatrixWeights: boolean;
  21903. }
  21904. }
  21905. declare module "babylonjs/Meshes/geometry" {
  21906. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21907. import { Scene } from "babylonjs/scene";
  21908. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21909. import { Engine } from "babylonjs/Engines/engine";
  21910. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21911. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21912. import { Effect } from "babylonjs/Materials/effect";
  21913. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21914. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21915. import { Mesh } from "babylonjs/Meshes/mesh";
  21916. /**
  21917. * Class used to store geometry data (vertex buffers + index buffer)
  21918. */
  21919. export class Geometry implements IGetSetVerticesData {
  21920. /**
  21921. * Gets or sets the ID of the geometry
  21922. */
  21923. id: string;
  21924. /**
  21925. * Gets or sets the unique ID of the geometry
  21926. */
  21927. uniqueId: number;
  21928. /**
  21929. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21930. */
  21931. delayLoadState: number;
  21932. /**
  21933. * Gets the file containing the data to load when running in delay load state
  21934. */
  21935. delayLoadingFile: Nullable<string>;
  21936. /**
  21937. * Callback called when the geometry is updated
  21938. */
  21939. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21940. private _scene;
  21941. private _engine;
  21942. private _meshes;
  21943. private _totalVertices;
  21944. /** @hidden */
  21945. _indices: IndicesArray;
  21946. /** @hidden */
  21947. _vertexBuffers: {
  21948. [key: string]: VertexBuffer;
  21949. };
  21950. private _isDisposed;
  21951. private _extend;
  21952. private _boundingBias;
  21953. /** @hidden */
  21954. _delayInfo: Array<string>;
  21955. private _indexBuffer;
  21956. private _indexBufferIsUpdatable;
  21957. /** @hidden */
  21958. _boundingInfo: Nullable<BoundingInfo>;
  21959. /** @hidden */
  21960. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21961. /** @hidden */
  21962. _softwareSkinningFrameId: number;
  21963. private _vertexArrayObjects;
  21964. private _updatable;
  21965. /** @hidden */
  21966. _positions: Nullable<Vector3[]>;
  21967. /**
  21968. * 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
  21969. */
  21970. /**
  21971. * 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
  21972. */
  21973. boundingBias: Vector2;
  21974. /**
  21975. * Static function used to attach a new empty geometry to a mesh
  21976. * @param mesh defines the mesh to attach the geometry to
  21977. * @returns the new Geometry
  21978. */
  21979. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21980. /**
  21981. * Creates a new geometry
  21982. * @param id defines the unique ID
  21983. * @param scene defines the hosting scene
  21984. * @param vertexData defines the VertexData used to get geometry data
  21985. * @param updatable defines if geometry must be updatable (false by default)
  21986. * @param mesh defines the mesh that will be associated with the geometry
  21987. */
  21988. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21989. /**
  21990. * Gets the current extend of the geometry
  21991. */
  21992. readonly extend: {
  21993. minimum: Vector3;
  21994. maximum: Vector3;
  21995. };
  21996. /**
  21997. * Gets the hosting scene
  21998. * @returns the hosting Scene
  21999. */
  22000. getScene(): Scene;
  22001. /**
  22002. * Gets the hosting engine
  22003. * @returns the hosting Engine
  22004. */
  22005. getEngine(): Engine;
  22006. /**
  22007. * Defines if the geometry is ready to use
  22008. * @returns true if the geometry is ready to be used
  22009. */
  22010. isReady(): boolean;
  22011. /**
  22012. * Gets a value indicating that the geometry should not be serialized
  22013. */
  22014. readonly doNotSerialize: boolean;
  22015. /** @hidden */
  22016. _rebuild(): void;
  22017. /**
  22018. * Affects all geometry data in one call
  22019. * @param vertexData defines the geometry data
  22020. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  22021. */
  22022. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  22023. /**
  22024. * Set specific vertex data
  22025. * @param kind defines the data kind (Position, normal, etc...)
  22026. * @param data defines the vertex data to use
  22027. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22028. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22029. */
  22030. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  22031. /**
  22032. * Removes a specific vertex data
  22033. * @param kind defines the data kind (Position, normal, etc...)
  22034. */
  22035. removeVerticesData(kind: string): void;
  22036. /**
  22037. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  22038. * @param buffer defines the vertex buffer to use
  22039. * @param totalVertices defines the total number of vertices for position kind (could be null)
  22040. */
  22041. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  22042. /**
  22043. * Update a specific vertex buffer
  22044. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  22045. * It will do nothing if the buffer is not updatable
  22046. * @param kind defines the data kind (Position, normal, etc...)
  22047. * @param data defines the data to use
  22048. * @param offset defines the offset in the target buffer where to store the data
  22049. * @param useBytes set to true if the offset is in bytes
  22050. */
  22051. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  22052. /**
  22053. * Update a specific vertex buffer
  22054. * This function will create a new buffer if the current one is not updatable
  22055. * @param kind defines the data kind (Position, normal, etc...)
  22056. * @param data defines the data to use
  22057. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  22058. */
  22059. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  22060. private _updateBoundingInfo;
  22061. /** @hidden */
  22062. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  22063. /**
  22064. * Gets total number of vertices
  22065. * @returns the total number of vertices
  22066. */
  22067. getTotalVertices(): number;
  22068. /**
  22069. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22070. * @param kind defines the data kind (Position, normal, etc...)
  22071. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22072. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22073. * @returns a float array containing vertex data
  22074. */
  22075. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22076. /**
  22077. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  22078. * @param kind defines the data kind (Position, normal, etc...)
  22079. * @returns true if the vertex buffer with the specified kind is updatable
  22080. */
  22081. isVertexBufferUpdatable(kind: string): boolean;
  22082. /**
  22083. * Gets a specific vertex buffer
  22084. * @param kind defines the data kind (Position, normal, etc...)
  22085. * @returns a VertexBuffer
  22086. */
  22087. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  22088. /**
  22089. * Returns all vertex buffers
  22090. * @return an object holding all vertex buffers indexed by kind
  22091. */
  22092. getVertexBuffers(): Nullable<{
  22093. [key: string]: VertexBuffer;
  22094. }>;
  22095. /**
  22096. * Gets a boolean indicating if specific vertex buffer is present
  22097. * @param kind defines the data kind (Position, normal, etc...)
  22098. * @returns true if data is present
  22099. */
  22100. isVerticesDataPresent(kind: string): boolean;
  22101. /**
  22102. * Gets a list of all attached data kinds (Position, normal, etc...)
  22103. * @returns a list of string containing all kinds
  22104. */
  22105. getVerticesDataKinds(): string[];
  22106. /**
  22107. * Update index buffer
  22108. * @param indices defines the indices to store in the index buffer
  22109. * @param offset defines the offset in the target buffer where to store the data
  22110. * @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)
  22111. */
  22112. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  22113. /**
  22114. * Creates a new index buffer
  22115. * @param indices defines the indices to store in the index buffer
  22116. * @param totalVertices defines the total number of vertices (could be null)
  22117. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22118. */
  22119. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  22120. /**
  22121. * Return the total number of indices
  22122. * @returns the total number of indices
  22123. */
  22124. getTotalIndices(): number;
  22125. /**
  22126. * Gets the index buffer array
  22127. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22128. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22129. * @returns the index buffer array
  22130. */
  22131. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22132. /**
  22133. * Gets the index buffer
  22134. * @return the index buffer
  22135. */
  22136. getIndexBuffer(): Nullable<DataBuffer>;
  22137. /** @hidden */
  22138. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  22139. /**
  22140. * Release the associated resources for a specific mesh
  22141. * @param mesh defines the source mesh
  22142. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  22143. */
  22144. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  22145. /**
  22146. * Apply current geometry to a given mesh
  22147. * @param mesh defines the mesh to apply geometry to
  22148. */
  22149. applyToMesh(mesh: Mesh): void;
  22150. private _updateExtend;
  22151. private _applyToMesh;
  22152. private notifyUpdate;
  22153. /**
  22154. * Load the geometry if it was flagged as delay loaded
  22155. * @param scene defines the hosting scene
  22156. * @param onLoaded defines a callback called when the geometry is loaded
  22157. */
  22158. load(scene: Scene, onLoaded?: () => void): void;
  22159. private _queueLoad;
  22160. /**
  22161. * Invert the geometry to move from a right handed system to a left handed one.
  22162. */
  22163. toLeftHanded(): void;
  22164. /** @hidden */
  22165. _resetPointsArrayCache(): void;
  22166. /** @hidden */
  22167. _generatePointsArray(): boolean;
  22168. /**
  22169. * Gets a value indicating if the geometry is disposed
  22170. * @returns true if the geometry was disposed
  22171. */
  22172. isDisposed(): boolean;
  22173. private _disposeVertexArrayObjects;
  22174. /**
  22175. * Free all associated resources
  22176. */
  22177. dispose(): void;
  22178. /**
  22179. * Clone the current geometry into a new geometry
  22180. * @param id defines the unique ID of the new geometry
  22181. * @returns a new geometry object
  22182. */
  22183. copy(id: string): Geometry;
  22184. /**
  22185. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22186. * @return a JSON representation of the current geometry data (without the vertices data)
  22187. */
  22188. serialize(): any;
  22189. private toNumberArray;
  22190. /**
  22191. * Serialize all vertices data into a JSON oject
  22192. * @returns a JSON representation of the current geometry data
  22193. */
  22194. serializeVerticeData(): any;
  22195. /**
  22196. * Extracts a clone of a mesh geometry
  22197. * @param mesh defines the source mesh
  22198. * @param id defines the unique ID of the new geometry object
  22199. * @returns the new geometry object
  22200. */
  22201. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22202. /**
  22203. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22204. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22205. * Be aware Math.random() could cause collisions, but:
  22206. * "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"
  22207. * @returns a string containing a new GUID
  22208. */
  22209. static RandomId(): string;
  22210. /** @hidden */
  22211. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22212. private static _CleanMatricesWeights;
  22213. /**
  22214. * Create a new geometry from persisted data (Using .babylon file format)
  22215. * @param parsedVertexData defines the persisted data
  22216. * @param scene defines the hosting scene
  22217. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22218. * @returns the new geometry object
  22219. */
  22220. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22221. }
  22222. }
  22223. declare module "babylonjs/Meshes/mesh.vertexData" {
  22224. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22225. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22226. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22227. import { Geometry } from "babylonjs/Meshes/geometry";
  22228. import { Mesh } from "babylonjs/Meshes/mesh";
  22229. /**
  22230. * Define an interface for all classes that will get and set the data on vertices
  22231. */
  22232. export interface IGetSetVerticesData {
  22233. /**
  22234. * Gets a boolean indicating if specific vertex data is present
  22235. * @param kind defines the vertex data kind to use
  22236. * @returns true is data kind is present
  22237. */
  22238. isVerticesDataPresent(kind: string): boolean;
  22239. /**
  22240. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22241. * @param kind defines the data kind (Position, normal, etc...)
  22242. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22243. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22244. * @returns a float array containing vertex data
  22245. */
  22246. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22247. /**
  22248. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22249. * @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.
  22250. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22251. * @returns the indices array or an empty array if the mesh has no geometry
  22252. */
  22253. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22254. /**
  22255. * Set specific vertex data
  22256. * @param kind defines the data kind (Position, normal, etc...)
  22257. * @param data defines the vertex data to use
  22258. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22259. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22260. */
  22261. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22262. /**
  22263. * Update a specific associated vertex buffer
  22264. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22265. * - VertexBuffer.PositionKind
  22266. * - VertexBuffer.UVKind
  22267. * - VertexBuffer.UV2Kind
  22268. * - VertexBuffer.UV3Kind
  22269. * - VertexBuffer.UV4Kind
  22270. * - VertexBuffer.UV5Kind
  22271. * - VertexBuffer.UV6Kind
  22272. * - VertexBuffer.ColorKind
  22273. * - VertexBuffer.MatricesIndicesKind
  22274. * - VertexBuffer.MatricesIndicesExtraKind
  22275. * - VertexBuffer.MatricesWeightsKind
  22276. * - VertexBuffer.MatricesWeightsExtraKind
  22277. * @param data defines the data source
  22278. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22279. * @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)
  22280. */
  22281. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22282. /**
  22283. * Creates a new index buffer
  22284. * @param indices defines the indices to store in the index buffer
  22285. * @param totalVertices defines the total number of vertices (could be null)
  22286. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22287. */
  22288. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22289. }
  22290. /**
  22291. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22292. */
  22293. export class VertexData {
  22294. /**
  22295. * Mesh side orientation : usually the external or front surface
  22296. */
  22297. static readonly FRONTSIDE: number;
  22298. /**
  22299. * Mesh side orientation : usually the internal or back surface
  22300. */
  22301. static readonly BACKSIDE: number;
  22302. /**
  22303. * Mesh side orientation : both internal and external or front and back surfaces
  22304. */
  22305. static readonly DOUBLESIDE: number;
  22306. /**
  22307. * Mesh side orientation : by default, `FRONTSIDE`
  22308. */
  22309. static readonly DEFAULTSIDE: number;
  22310. /**
  22311. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22312. */
  22313. positions: Nullable<FloatArray>;
  22314. /**
  22315. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22316. */
  22317. normals: Nullable<FloatArray>;
  22318. /**
  22319. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22320. */
  22321. tangents: Nullable<FloatArray>;
  22322. /**
  22323. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22324. */
  22325. uvs: Nullable<FloatArray>;
  22326. /**
  22327. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22328. */
  22329. uvs2: Nullable<FloatArray>;
  22330. /**
  22331. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22332. */
  22333. uvs3: Nullable<FloatArray>;
  22334. /**
  22335. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22336. */
  22337. uvs4: Nullable<FloatArray>;
  22338. /**
  22339. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22340. */
  22341. uvs5: Nullable<FloatArray>;
  22342. /**
  22343. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22344. */
  22345. uvs6: Nullable<FloatArray>;
  22346. /**
  22347. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22348. */
  22349. colors: Nullable<FloatArray>;
  22350. /**
  22351. * 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).
  22352. */
  22353. matricesIndices: Nullable<FloatArray>;
  22354. /**
  22355. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22356. */
  22357. matricesWeights: Nullable<FloatArray>;
  22358. /**
  22359. * An array extending the number of possible indices
  22360. */
  22361. matricesIndicesExtra: Nullable<FloatArray>;
  22362. /**
  22363. * An array extending the number of possible weights when the number of indices is extended
  22364. */
  22365. matricesWeightsExtra: Nullable<FloatArray>;
  22366. /**
  22367. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22368. */
  22369. indices: Nullable<IndicesArray>;
  22370. /**
  22371. * Uses the passed data array to set the set the values for the specified kind of data
  22372. * @param data a linear array of floating numbers
  22373. * @param kind the type of data that is being set, eg positions, colors etc
  22374. */
  22375. set(data: FloatArray, kind: string): void;
  22376. /**
  22377. * Associates the vertexData to the passed Mesh.
  22378. * Sets it as updatable or not (default `false`)
  22379. * @param mesh the mesh the vertexData is applied to
  22380. * @param updatable when used and having the value true allows new data to update the vertexData
  22381. * @returns the VertexData
  22382. */
  22383. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22384. /**
  22385. * Associates the vertexData to the passed Geometry.
  22386. * Sets it as updatable or not (default `false`)
  22387. * @param geometry the geometry the vertexData is applied to
  22388. * @param updatable when used and having the value true allows new data to update the vertexData
  22389. * @returns VertexData
  22390. */
  22391. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22392. /**
  22393. * Updates the associated mesh
  22394. * @param mesh the mesh to be updated
  22395. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22396. * @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
  22397. * @returns VertexData
  22398. */
  22399. updateMesh(mesh: Mesh): VertexData;
  22400. /**
  22401. * Updates the associated geometry
  22402. * @param geometry the geometry to be updated
  22403. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22404. * @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
  22405. * @returns VertexData.
  22406. */
  22407. updateGeometry(geometry: Geometry): VertexData;
  22408. private _applyTo;
  22409. private _update;
  22410. /**
  22411. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22412. * @param matrix the transforming matrix
  22413. * @returns the VertexData
  22414. */
  22415. transform(matrix: Matrix): VertexData;
  22416. /**
  22417. * Merges the passed VertexData into the current one
  22418. * @param other the VertexData to be merged into the current one
  22419. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22420. * @returns the modified VertexData
  22421. */
  22422. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22423. private _mergeElement;
  22424. private _validate;
  22425. /**
  22426. * Serializes the VertexData
  22427. * @returns a serialized object
  22428. */
  22429. serialize(): any;
  22430. /**
  22431. * Extracts the vertexData from a mesh
  22432. * @param mesh the mesh from which to extract the VertexData
  22433. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22434. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22435. * @returns the object VertexData associated to the passed mesh
  22436. */
  22437. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22438. /**
  22439. * Extracts the vertexData from the geometry
  22440. * @param geometry the geometry from which to extract the VertexData
  22441. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22442. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22443. * @returns the object VertexData associated to the passed mesh
  22444. */
  22445. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22446. private static _ExtractFrom;
  22447. /**
  22448. * Creates the VertexData for a Ribbon
  22449. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22450. * * pathArray array of paths, each of which an array of successive Vector3
  22451. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22452. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22453. * * 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
  22454. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22455. * * 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)
  22456. * * 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)
  22457. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22458. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22459. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22460. * @returns the VertexData of the ribbon
  22461. */
  22462. static CreateRibbon(options: {
  22463. pathArray: Vector3[][];
  22464. closeArray?: boolean;
  22465. closePath?: boolean;
  22466. offset?: number;
  22467. sideOrientation?: number;
  22468. frontUVs?: Vector4;
  22469. backUVs?: Vector4;
  22470. invertUV?: boolean;
  22471. uvs?: Vector2[];
  22472. colors?: Color4[];
  22473. }): VertexData;
  22474. /**
  22475. * Creates the VertexData for a box
  22476. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22477. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22478. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22479. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22480. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22481. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22482. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22483. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22484. * * 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)
  22485. * * 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)
  22486. * @returns the VertexData of the box
  22487. */
  22488. static CreateBox(options: {
  22489. size?: number;
  22490. width?: number;
  22491. height?: number;
  22492. depth?: number;
  22493. faceUV?: Vector4[];
  22494. faceColors?: Color4[];
  22495. sideOrientation?: number;
  22496. frontUVs?: Vector4;
  22497. backUVs?: Vector4;
  22498. }): VertexData;
  22499. /**
  22500. * Creates the VertexData for a tiled box
  22501. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22502. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22503. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22504. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22505. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22506. * @returns the VertexData of the box
  22507. */
  22508. static CreateTiledBox(options: {
  22509. pattern?: number;
  22510. width?: number;
  22511. height?: number;
  22512. depth?: number;
  22513. tileSize?: number;
  22514. tileWidth?: number;
  22515. tileHeight?: number;
  22516. alignHorizontal?: number;
  22517. alignVertical?: number;
  22518. faceUV?: Vector4[];
  22519. faceColors?: Color4[];
  22520. sideOrientation?: number;
  22521. }): VertexData;
  22522. /**
  22523. * Creates the VertexData for a tiled plane
  22524. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22525. * * pattern a limited pattern arrangement depending on the number
  22526. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22527. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22528. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22529. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22530. * * 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)
  22531. * * 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)
  22532. * @returns the VertexData of the tiled plane
  22533. */
  22534. static CreateTiledPlane(options: {
  22535. pattern?: number;
  22536. tileSize?: number;
  22537. tileWidth?: number;
  22538. tileHeight?: number;
  22539. size?: number;
  22540. width?: number;
  22541. height?: number;
  22542. alignHorizontal?: number;
  22543. alignVertical?: number;
  22544. sideOrientation?: number;
  22545. frontUVs?: Vector4;
  22546. backUVs?: Vector4;
  22547. }): VertexData;
  22548. /**
  22549. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22550. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22551. * * segments sets the number of horizontal strips optional, default 32
  22552. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22553. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22554. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22555. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22556. * * 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
  22557. * * 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
  22558. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22559. * * 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)
  22560. * * 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)
  22561. * @returns the VertexData of the ellipsoid
  22562. */
  22563. static CreateSphere(options: {
  22564. segments?: number;
  22565. diameter?: number;
  22566. diameterX?: number;
  22567. diameterY?: number;
  22568. diameterZ?: number;
  22569. arc?: number;
  22570. slice?: number;
  22571. sideOrientation?: number;
  22572. frontUVs?: Vector4;
  22573. backUVs?: Vector4;
  22574. }): VertexData;
  22575. /**
  22576. * Creates the VertexData for a cylinder, cone or prism
  22577. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22578. * * height sets the height (y direction) of the cylinder, optional, default 2
  22579. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22580. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22581. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22582. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22583. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22584. * * 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
  22585. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22586. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22587. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22588. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22589. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22590. * * 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)
  22591. * * 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)
  22592. * @returns the VertexData of the cylinder, cone or prism
  22593. */
  22594. static CreateCylinder(options: {
  22595. height?: number;
  22596. diameterTop?: number;
  22597. diameterBottom?: number;
  22598. diameter?: number;
  22599. tessellation?: number;
  22600. subdivisions?: number;
  22601. arc?: number;
  22602. faceColors?: Color4[];
  22603. faceUV?: Vector4[];
  22604. hasRings?: boolean;
  22605. enclose?: boolean;
  22606. sideOrientation?: number;
  22607. frontUVs?: Vector4;
  22608. backUVs?: Vector4;
  22609. }): VertexData;
  22610. /**
  22611. * Creates the VertexData for a torus
  22612. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22613. * * diameter the diameter of the torus, optional default 1
  22614. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22615. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22616. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22617. * * 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)
  22618. * * 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)
  22619. * @returns the VertexData of the torus
  22620. */
  22621. static CreateTorus(options: {
  22622. diameter?: number;
  22623. thickness?: number;
  22624. tessellation?: number;
  22625. sideOrientation?: number;
  22626. frontUVs?: Vector4;
  22627. backUVs?: Vector4;
  22628. }): VertexData;
  22629. /**
  22630. * Creates the VertexData of the LineSystem
  22631. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22632. * - lines an array of lines, each line being an array of successive Vector3
  22633. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22634. * @returns the VertexData of the LineSystem
  22635. */
  22636. static CreateLineSystem(options: {
  22637. lines: Vector3[][];
  22638. colors?: Nullable<Color4[][]>;
  22639. }): VertexData;
  22640. /**
  22641. * Create the VertexData for a DashedLines
  22642. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22643. * - points an array successive Vector3
  22644. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22645. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22646. * - dashNb the intended total number of dashes, optional, default 200
  22647. * @returns the VertexData for the DashedLines
  22648. */
  22649. static CreateDashedLines(options: {
  22650. points: Vector3[];
  22651. dashSize?: number;
  22652. gapSize?: number;
  22653. dashNb?: number;
  22654. }): VertexData;
  22655. /**
  22656. * Creates the VertexData for a Ground
  22657. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22658. * - width the width (x direction) of the ground, optional, default 1
  22659. * - height the height (z direction) of the ground, optional, default 1
  22660. * - subdivisions the number of subdivisions per side, optional, default 1
  22661. * @returns the VertexData of the Ground
  22662. */
  22663. static CreateGround(options: {
  22664. width?: number;
  22665. height?: number;
  22666. subdivisions?: number;
  22667. subdivisionsX?: number;
  22668. subdivisionsY?: number;
  22669. }): VertexData;
  22670. /**
  22671. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22672. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22673. * * xmin the ground minimum X coordinate, optional, default -1
  22674. * * zmin the ground minimum Z coordinate, optional, default -1
  22675. * * xmax the ground maximum X coordinate, optional, default 1
  22676. * * zmax the ground maximum Z coordinate, optional, default 1
  22677. * * 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}
  22678. * * 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}
  22679. * @returns the VertexData of the TiledGround
  22680. */
  22681. static CreateTiledGround(options: {
  22682. xmin: number;
  22683. zmin: number;
  22684. xmax: number;
  22685. zmax: number;
  22686. subdivisions?: {
  22687. w: number;
  22688. h: number;
  22689. };
  22690. precision?: {
  22691. w: number;
  22692. h: number;
  22693. };
  22694. }): VertexData;
  22695. /**
  22696. * Creates the VertexData of the Ground designed from a heightmap
  22697. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22698. * * width the width (x direction) of the ground
  22699. * * height the height (z direction) of the ground
  22700. * * subdivisions the number of subdivisions per side
  22701. * * minHeight the minimum altitude on the ground, optional, default 0
  22702. * * maxHeight the maximum altitude on the ground, optional default 1
  22703. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22704. * * buffer the array holding the image color data
  22705. * * bufferWidth the width of image
  22706. * * bufferHeight the height of image
  22707. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22708. * @returns the VertexData of the Ground designed from a heightmap
  22709. */
  22710. static CreateGroundFromHeightMap(options: {
  22711. width: number;
  22712. height: number;
  22713. subdivisions: number;
  22714. minHeight: number;
  22715. maxHeight: number;
  22716. colorFilter: Color3;
  22717. buffer: Uint8Array;
  22718. bufferWidth: number;
  22719. bufferHeight: number;
  22720. alphaFilter: number;
  22721. }): VertexData;
  22722. /**
  22723. * Creates the VertexData for a Plane
  22724. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22725. * * size sets the width and height of the plane to the value of size, optional default 1
  22726. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22727. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22728. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22729. * * 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)
  22730. * * 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)
  22731. * @returns the VertexData of the box
  22732. */
  22733. static CreatePlane(options: {
  22734. size?: number;
  22735. width?: number;
  22736. height?: number;
  22737. sideOrientation?: number;
  22738. frontUVs?: Vector4;
  22739. backUVs?: Vector4;
  22740. }): VertexData;
  22741. /**
  22742. * Creates the VertexData of the Disc or regular Polygon
  22743. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22744. * * radius the radius of the disc, optional default 0.5
  22745. * * tessellation the number of polygon sides, optional, default 64
  22746. * * 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
  22747. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22748. * * 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)
  22749. * * 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)
  22750. * @returns the VertexData of the box
  22751. */
  22752. static CreateDisc(options: {
  22753. radius?: number;
  22754. tessellation?: number;
  22755. arc?: number;
  22756. sideOrientation?: number;
  22757. frontUVs?: Vector4;
  22758. backUVs?: Vector4;
  22759. }): VertexData;
  22760. /**
  22761. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22762. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22763. * @param polygon a mesh built from polygonTriangulation.build()
  22764. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22765. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22766. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22767. * @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)
  22768. * @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)
  22769. * @returns the VertexData of the Polygon
  22770. */
  22771. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22772. /**
  22773. * Creates the VertexData of the IcoSphere
  22774. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22775. * * radius the radius of the IcoSphere, optional default 1
  22776. * * radiusX allows stretching in the x direction, optional, default radius
  22777. * * radiusY allows stretching in the y direction, optional, default radius
  22778. * * radiusZ allows stretching in the z direction, optional, default radius
  22779. * * flat when true creates a flat shaded mesh, optional, default true
  22780. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22781. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22782. * * 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)
  22783. * * 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)
  22784. * @returns the VertexData of the IcoSphere
  22785. */
  22786. static CreateIcoSphere(options: {
  22787. radius?: number;
  22788. radiusX?: number;
  22789. radiusY?: number;
  22790. radiusZ?: number;
  22791. flat?: boolean;
  22792. subdivisions?: number;
  22793. sideOrientation?: number;
  22794. frontUVs?: Vector4;
  22795. backUVs?: Vector4;
  22796. }): VertexData;
  22797. /**
  22798. * Creates the VertexData for a Polyhedron
  22799. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22800. * * type provided types are:
  22801. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22802. * * 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)
  22803. * * size the size of the IcoSphere, optional default 1
  22804. * * sizeX allows stretching in the x direction, optional, default size
  22805. * * sizeY allows stretching in the y direction, optional, default size
  22806. * * sizeZ allows stretching in the z direction, optional, default size
  22807. * * 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
  22808. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22809. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22810. * * flat when true creates a flat shaded mesh, optional, default true
  22811. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22812. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22813. * * 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)
  22814. * * 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)
  22815. * @returns the VertexData of the Polyhedron
  22816. */
  22817. static CreatePolyhedron(options: {
  22818. type?: number;
  22819. size?: number;
  22820. sizeX?: number;
  22821. sizeY?: number;
  22822. sizeZ?: number;
  22823. custom?: any;
  22824. faceUV?: Vector4[];
  22825. faceColors?: Color4[];
  22826. flat?: boolean;
  22827. sideOrientation?: number;
  22828. frontUVs?: Vector4;
  22829. backUVs?: Vector4;
  22830. }): VertexData;
  22831. /**
  22832. * Creates the VertexData for a TorusKnot
  22833. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22834. * * radius the radius of the torus knot, optional, default 2
  22835. * * tube the thickness of the tube, optional, default 0.5
  22836. * * radialSegments the number of sides on each tube segments, optional, default 32
  22837. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22838. * * p the number of windings around the z axis, optional, default 2
  22839. * * q the number of windings around the x axis, optional, default 3
  22840. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22841. * * 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)
  22842. * * 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)
  22843. * @returns the VertexData of the Torus Knot
  22844. */
  22845. static CreateTorusKnot(options: {
  22846. radius?: number;
  22847. tube?: number;
  22848. radialSegments?: number;
  22849. tubularSegments?: number;
  22850. p?: number;
  22851. q?: number;
  22852. sideOrientation?: number;
  22853. frontUVs?: Vector4;
  22854. backUVs?: Vector4;
  22855. }): VertexData;
  22856. /**
  22857. * Compute normals for given positions and indices
  22858. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22859. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22860. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22861. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22862. * * facetNormals : optional array of facet normals (vector3)
  22863. * * facetPositions : optional array of facet positions (vector3)
  22864. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22865. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22866. * * bInfo : optional bounding info, required for facetPartitioning computation
  22867. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22868. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22869. * * useRightHandedSystem: optional boolean to for right handed system computation
  22870. * * depthSort : optional boolean to enable the facet depth sort computation
  22871. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22872. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22873. */
  22874. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22875. facetNormals?: any;
  22876. facetPositions?: any;
  22877. facetPartitioning?: any;
  22878. ratio?: number;
  22879. bInfo?: any;
  22880. bbSize?: Vector3;
  22881. subDiv?: any;
  22882. useRightHandedSystem?: boolean;
  22883. depthSort?: boolean;
  22884. distanceTo?: Vector3;
  22885. depthSortedFacets?: any;
  22886. }): void;
  22887. /** @hidden */
  22888. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22889. /**
  22890. * Applies VertexData created from the imported parameters to the geometry
  22891. * @param parsedVertexData the parsed data from an imported file
  22892. * @param geometry the geometry to apply the VertexData to
  22893. */
  22894. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22895. }
  22896. }
  22897. declare module "babylonjs/Morph/morphTarget" {
  22898. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22899. import { Observable } from "babylonjs/Misc/observable";
  22900. import { Nullable, FloatArray } from "babylonjs/types";
  22901. import { Scene } from "babylonjs/scene";
  22902. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22903. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22904. /**
  22905. * Defines a target to use with MorphTargetManager
  22906. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22907. */
  22908. export class MorphTarget implements IAnimatable {
  22909. /** defines the name of the target */
  22910. name: string;
  22911. /**
  22912. * Gets or sets the list of animations
  22913. */
  22914. animations: import("babylonjs/Animations/animation").Animation[];
  22915. private _scene;
  22916. private _positions;
  22917. private _normals;
  22918. private _tangents;
  22919. private _uvs;
  22920. private _influence;
  22921. private _uniqueId;
  22922. /**
  22923. * Observable raised when the influence changes
  22924. */
  22925. onInfluenceChanged: Observable<boolean>;
  22926. /** @hidden */
  22927. _onDataLayoutChanged: Observable<void>;
  22928. /**
  22929. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22930. */
  22931. influence: number;
  22932. /**
  22933. * Gets or sets the id of the morph Target
  22934. */
  22935. id: string;
  22936. private _animationPropertiesOverride;
  22937. /**
  22938. * Gets or sets the animation properties override
  22939. */
  22940. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22941. /**
  22942. * Creates a new MorphTarget
  22943. * @param name defines the name of the target
  22944. * @param influence defines the influence to use
  22945. * @param scene defines the scene the morphtarget belongs to
  22946. */
  22947. constructor(
  22948. /** defines the name of the target */
  22949. name: string, influence?: number, scene?: Nullable<Scene>);
  22950. /**
  22951. * Gets the unique ID of this manager
  22952. */
  22953. readonly uniqueId: number;
  22954. /**
  22955. * Gets a boolean defining if the target contains position data
  22956. */
  22957. readonly hasPositions: boolean;
  22958. /**
  22959. * Gets a boolean defining if the target contains normal data
  22960. */
  22961. readonly hasNormals: boolean;
  22962. /**
  22963. * Gets a boolean defining if the target contains tangent data
  22964. */
  22965. readonly hasTangents: boolean;
  22966. /**
  22967. * Gets a boolean defining if the target contains texture coordinates data
  22968. */
  22969. readonly hasUVs: boolean;
  22970. /**
  22971. * Affects position data to this target
  22972. * @param data defines the position data to use
  22973. */
  22974. setPositions(data: Nullable<FloatArray>): void;
  22975. /**
  22976. * Gets the position data stored in this target
  22977. * @returns a FloatArray containing the position data (or null if not present)
  22978. */
  22979. getPositions(): Nullable<FloatArray>;
  22980. /**
  22981. * Affects normal data to this target
  22982. * @param data defines the normal data to use
  22983. */
  22984. setNormals(data: Nullable<FloatArray>): void;
  22985. /**
  22986. * Gets the normal data stored in this target
  22987. * @returns a FloatArray containing the normal data (or null if not present)
  22988. */
  22989. getNormals(): Nullable<FloatArray>;
  22990. /**
  22991. * Affects tangent data to this target
  22992. * @param data defines the tangent data to use
  22993. */
  22994. setTangents(data: Nullable<FloatArray>): void;
  22995. /**
  22996. * Gets the tangent data stored in this target
  22997. * @returns a FloatArray containing the tangent data (or null if not present)
  22998. */
  22999. getTangents(): Nullable<FloatArray>;
  23000. /**
  23001. * Affects texture coordinates data to this target
  23002. * @param data defines the texture coordinates data to use
  23003. */
  23004. setUVs(data: Nullable<FloatArray>): void;
  23005. /**
  23006. * Gets the texture coordinates data stored in this target
  23007. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  23008. */
  23009. getUVs(): Nullable<FloatArray>;
  23010. /**
  23011. * Clone the current target
  23012. * @returns a new MorphTarget
  23013. */
  23014. clone(): MorphTarget;
  23015. /**
  23016. * Serializes the current target into a Serialization object
  23017. * @returns the serialized object
  23018. */
  23019. serialize(): any;
  23020. /**
  23021. * Returns the string "MorphTarget"
  23022. * @returns "MorphTarget"
  23023. */
  23024. getClassName(): string;
  23025. /**
  23026. * Creates a new target from serialized data
  23027. * @param serializationObject defines the serialized data to use
  23028. * @returns a new MorphTarget
  23029. */
  23030. static Parse(serializationObject: any): MorphTarget;
  23031. /**
  23032. * Creates a MorphTarget from mesh data
  23033. * @param mesh defines the source mesh
  23034. * @param name defines the name to use for the new target
  23035. * @param influence defines the influence to attach to the target
  23036. * @returns a new MorphTarget
  23037. */
  23038. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  23039. }
  23040. }
  23041. declare module "babylonjs/Morph/morphTargetManager" {
  23042. import { Nullable } from "babylonjs/types";
  23043. import { Scene } from "babylonjs/scene";
  23044. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  23045. /**
  23046. * This class is used to deform meshes using morphing between different targets
  23047. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  23048. */
  23049. export class MorphTargetManager {
  23050. private _targets;
  23051. private _targetInfluenceChangedObservers;
  23052. private _targetDataLayoutChangedObservers;
  23053. private _activeTargets;
  23054. private _scene;
  23055. private _influences;
  23056. private _supportsNormals;
  23057. private _supportsTangents;
  23058. private _supportsUVs;
  23059. private _vertexCount;
  23060. private _uniqueId;
  23061. private _tempInfluences;
  23062. /**
  23063. * Gets or sets a boolean indicating if normals must be morphed
  23064. */
  23065. enableNormalMorphing: boolean;
  23066. /**
  23067. * Gets or sets a boolean indicating if tangents must be morphed
  23068. */
  23069. enableTangentMorphing: boolean;
  23070. /**
  23071. * Gets or sets a boolean indicating if UV must be morphed
  23072. */
  23073. enableUVMorphing: boolean;
  23074. /**
  23075. * Creates a new MorphTargetManager
  23076. * @param scene defines the current scene
  23077. */
  23078. constructor(scene?: Nullable<Scene>);
  23079. /**
  23080. * Gets the unique ID of this manager
  23081. */
  23082. readonly uniqueId: number;
  23083. /**
  23084. * Gets the number of vertices handled by this manager
  23085. */
  23086. readonly vertexCount: number;
  23087. /**
  23088. * Gets a boolean indicating if this manager supports morphing of normals
  23089. */
  23090. readonly supportsNormals: boolean;
  23091. /**
  23092. * Gets a boolean indicating if this manager supports morphing of tangents
  23093. */
  23094. readonly supportsTangents: boolean;
  23095. /**
  23096. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  23097. */
  23098. readonly supportsUVs: boolean;
  23099. /**
  23100. * Gets the number of targets stored in this manager
  23101. */
  23102. readonly numTargets: number;
  23103. /**
  23104. * Gets the number of influencers (ie. the number of targets with influences > 0)
  23105. */
  23106. readonly numInfluencers: number;
  23107. /**
  23108. * Gets the list of influences (one per target)
  23109. */
  23110. readonly influences: Float32Array;
  23111. /**
  23112. * Gets the active target at specified index. An active target is a target with an influence > 0
  23113. * @param index defines the index to check
  23114. * @returns the requested target
  23115. */
  23116. getActiveTarget(index: number): MorphTarget;
  23117. /**
  23118. * Gets the target at specified index
  23119. * @param index defines the index to check
  23120. * @returns the requested target
  23121. */
  23122. getTarget(index: number): MorphTarget;
  23123. /**
  23124. * Add a new target to this manager
  23125. * @param target defines the target to add
  23126. */
  23127. addTarget(target: MorphTarget): void;
  23128. /**
  23129. * Removes a target from the manager
  23130. * @param target defines the target to remove
  23131. */
  23132. removeTarget(target: MorphTarget): void;
  23133. /**
  23134. * Clone the current manager
  23135. * @returns a new MorphTargetManager
  23136. */
  23137. clone(): MorphTargetManager;
  23138. /**
  23139. * Serializes the current manager into a Serialization object
  23140. * @returns the serialized object
  23141. */
  23142. serialize(): any;
  23143. private _syncActiveTargets;
  23144. /**
  23145. * Syncrhonize the targets with all the meshes using this morph target manager
  23146. */
  23147. synchronize(): void;
  23148. /**
  23149. * Creates a new MorphTargetManager from serialized data
  23150. * @param serializationObject defines the serialized data
  23151. * @param scene defines the hosting scene
  23152. * @returns the new MorphTargetManager
  23153. */
  23154. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  23155. }
  23156. }
  23157. declare module "babylonjs/Meshes/meshLODLevel" {
  23158. import { Mesh } from "babylonjs/Meshes/mesh";
  23159. import { Nullable } from "babylonjs/types";
  23160. /**
  23161. * Class used to represent a specific level of detail of a mesh
  23162. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23163. */
  23164. export class MeshLODLevel {
  23165. /** Defines the distance where this level should start being displayed */
  23166. distance: number;
  23167. /** Defines the mesh to use to render this level */
  23168. mesh: Nullable<Mesh>;
  23169. /**
  23170. * Creates a new LOD level
  23171. * @param distance defines the distance where this level should star being displayed
  23172. * @param mesh defines the mesh to use to render this level
  23173. */
  23174. constructor(
  23175. /** Defines the distance where this level should start being displayed */
  23176. distance: number,
  23177. /** Defines the mesh to use to render this level */
  23178. mesh: Nullable<Mesh>);
  23179. }
  23180. }
  23181. declare module "babylonjs/Meshes/groundMesh" {
  23182. import { Scene } from "babylonjs/scene";
  23183. import { Vector3 } from "babylonjs/Maths/math.vector";
  23184. import { Mesh } from "babylonjs/Meshes/mesh";
  23185. /**
  23186. * Mesh representing the gorund
  23187. */
  23188. export class GroundMesh extends Mesh {
  23189. /** If octree should be generated */
  23190. generateOctree: boolean;
  23191. private _heightQuads;
  23192. /** @hidden */
  23193. _subdivisionsX: number;
  23194. /** @hidden */
  23195. _subdivisionsY: number;
  23196. /** @hidden */
  23197. _width: number;
  23198. /** @hidden */
  23199. _height: number;
  23200. /** @hidden */
  23201. _minX: number;
  23202. /** @hidden */
  23203. _maxX: number;
  23204. /** @hidden */
  23205. _minZ: number;
  23206. /** @hidden */
  23207. _maxZ: number;
  23208. constructor(name: string, scene: Scene);
  23209. /**
  23210. * "GroundMesh"
  23211. * @returns "GroundMesh"
  23212. */
  23213. getClassName(): string;
  23214. /**
  23215. * The minimum of x and y subdivisions
  23216. */
  23217. readonly subdivisions: number;
  23218. /**
  23219. * X subdivisions
  23220. */
  23221. readonly subdivisionsX: number;
  23222. /**
  23223. * Y subdivisions
  23224. */
  23225. readonly subdivisionsY: number;
  23226. /**
  23227. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23228. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23229. * @param chunksCount the number of subdivisions for x and y
  23230. * @param octreeBlocksSize (Default: 32)
  23231. */
  23232. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23233. /**
  23234. * Returns a height (y) value in the Worl system :
  23235. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23236. * @param x x coordinate
  23237. * @param z z coordinate
  23238. * @returns the ground y position if (x, z) are outside the ground surface.
  23239. */
  23240. getHeightAtCoordinates(x: number, z: number): number;
  23241. /**
  23242. * Returns a normalized vector (Vector3) orthogonal to the ground
  23243. * at the ground coordinates (x, z) expressed in the World system.
  23244. * @param x x coordinate
  23245. * @param z z coordinate
  23246. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23247. */
  23248. getNormalAtCoordinates(x: number, z: number): Vector3;
  23249. /**
  23250. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23251. * at the ground coordinates (x, z) expressed in the World system.
  23252. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23253. * @param x x coordinate
  23254. * @param z z coordinate
  23255. * @param ref vector to store the result
  23256. * @returns the GroundMesh.
  23257. */
  23258. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23259. /**
  23260. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23261. * if the ground has been updated.
  23262. * This can be used in the render loop.
  23263. * @returns the GroundMesh.
  23264. */
  23265. updateCoordinateHeights(): GroundMesh;
  23266. private _getFacetAt;
  23267. private _initHeightQuads;
  23268. private _computeHeightQuads;
  23269. /**
  23270. * Serializes this ground mesh
  23271. * @param serializationObject object to write serialization to
  23272. */
  23273. serialize(serializationObject: any): void;
  23274. /**
  23275. * Parses a serialized ground mesh
  23276. * @param parsedMesh the serialized mesh
  23277. * @param scene the scene to create the ground mesh in
  23278. * @returns the created ground mesh
  23279. */
  23280. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23281. }
  23282. }
  23283. declare module "babylonjs/Physics/physicsJoint" {
  23284. import { Vector3 } from "babylonjs/Maths/math.vector";
  23285. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23286. /**
  23287. * Interface for Physics-Joint data
  23288. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23289. */
  23290. export interface PhysicsJointData {
  23291. /**
  23292. * The main pivot of the joint
  23293. */
  23294. mainPivot?: Vector3;
  23295. /**
  23296. * The connected pivot of the joint
  23297. */
  23298. connectedPivot?: Vector3;
  23299. /**
  23300. * The main axis of the joint
  23301. */
  23302. mainAxis?: Vector3;
  23303. /**
  23304. * The connected axis of the joint
  23305. */
  23306. connectedAxis?: Vector3;
  23307. /**
  23308. * The collision of the joint
  23309. */
  23310. collision?: boolean;
  23311. /**
  23312. * Native Oimo/Cannon/Energy data
  23313. */
  23314. nativeParams?: any;
  23315. }
  23316. /**
  23317. * This is a holder class for the physics joint created by the physics plugin
  23318. * It holds a set of functions to control the underlying joint
  23319. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23320. */
  23321. export class PhysicsJoint {
  23322. /**
  23323. * The type of the physics joint
  23324. */
  23325. type: number;
  23326. /**
  23327. * The data for the physics joint
  23328. */
  23329. jointData: PhysicsJointData;
  23330. private _physicsJoint;
  23331. protected _physicsPlugin: IPhysicsEnginePlugin;
  23332. /**
  23333. * Initializes the physics joint
  23334. * @param type The type of the physics joint
  23335. * @param jointData The data for the physics joint
  23336. */
  23337. constructor(
  23338. /**
  23339. * The type of the physics joint
  23340. */
  23341. type: number,
  23342. /**
  23343. * The data for the physics joint
  23344. */
  23345. jointData: PhysicsJointData);
  23346. /**
  23347. * Gets the physics joint
  23348. */
  23349. /**
  23350. * Sets the physics joint
  23351. */
  23352. physicsJoint: any;
  23353. /**
  23354. * Sets the physics plugin
  23355. */
  23356. physicsPlugin: IPhysicsEnginePlugin;
  23357. /**
  23358. * Execute a function that is physics-plugin specific.
  23359. * @param {Function} func the function that will be executed.
  23360. * It accepts two parameters: the physics world and the physics joint
  23361. */
  23362. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23363. /**
  23364. * Distance-Joint type
  23365. */
  23366. static DistanceJoint: number;
  23367. /**
  23368. * Hinge-Joint type
  23369. */
  23370. static HingeJoint: number;
  23371. /**
  23372. * Ball-and-Socket joint type
  23373. */
  23374. static BallAndSocketJoint: number;
  23375. /**
  23376. * Wheel-Joint type
  23377. */
  23378. static WheelJoint: number;
  23379. /**
  23380. * Slider-Joint type
  23381. */
  23382. static SliderJoint: number;
  23383. /**
  23384. * Prismatic-Joint type
  23385. */
  23386. static PrismaticJoint: number;
  23387. /**
  23388. * Universal-Joint type
  23389. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23390. */
  23391. static UniversalJoint: number;
  23392. /**
  23393. * Hinge-Joint 2 type
  23394. */
  23395. static Hinge2Joint: number;
  23396. /**
  23397. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23398. */
  23399. static PointToPointJoint: number;
  23400. /**
  23401. * Spring-Joint type
  23402. */
  23403. static SpringJoint: number;
  23404. /**
  23405. * Lock-Joint type
  23406. */
  23407. static LockJoint: number;
  23408. }
  23409. /**
  23410. * A class representing a physics distance joint
  23411. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23412. */
  23413. export class DistanceJoint extends PhysicsJoint {
  23414. /**
  23415. *
  23416. * @param jointData The data for the Distance-Joint
  23417. */
  23418. constructor(jointData: DistanceJointData);
  23419. /**
  23420. * Update the predefined distance.
  23421. * @param maxDistance The maximum preferred distance
  23422. * @param minDistance The minimum preferred distance
  23423. */
  23424. updateDistance(maxDistance: number, minDistance?: number): void;
  23425. }
  23426. /**
  23427. * Represents a Motor-Enabled Joint
  23428. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23429. */
  23430. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23431. /**
  23432. * Initializes the Motor-Enabled Joint
  23433. * @param type The type of the joint
  23434. * @param jointData The physica joint data for the joint
  23435. */
  23436. constructor(type: number, jointData: PhysicsJointData);
  23437. /**
  23438. * Set the motor values.
  23439. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23440. * @param force the force to apply
  23441. * @param maxForce max force for this motor.
  23442. */
  23443. setMotor(force?: number, maxForce?: number): void;
  23444. /**
  23445. * Set the motor's limits.
  23446. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23447. * @param upperLimit The upper limit of the motor
  23448. * @param lowerLimit The lower limit of the motor
  23449. */
  23450. setLimit(upperLimit: number, lowerLimit?: number): void;
  23451. }
  23452. /**
  23453. * This class represents a single physics Hinge-Joint
  23454. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23455. */
  23456. export class HingeJoint extends MotorEnabledJoint {
  23457. /**
  23458. * Initializes the Hinge-Joint
  23459. * @param jointData The joint data for the Hinge-Joint
  23460. */
  23461. constructor(jointData: PhysicsJointData);
  23462. /**
  23463. * Set the motor values.
  23464. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23465. * @param {number} force the force to apply
  23466. * @param {number} maxForce max force for this motor.
  23467. */
  23468. setMotor(force?: number, maxForce?: number): void;
  23469. /**
  23470. * Set the motor's limits.
  23471. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23472. * @param upperLimit The upper limit of the motor
  23473. * @param lowerLimit The lower limit of the motor
  23474. */
  23475. setLimit(upperLimit: number, lowerLimit?: number): void;
  23476. }
  23477. /**
  23478. * This class represents a dual hinge physics joint (same as wheel joint)
  23479. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23480. */
  23481. export class Hinge2Joint extends MotorEnabledJoint {
  23482. /**
  23483. * Initializes the Hinge2-Joint
  23484. * @param jointData The joint data for the Hinge2-Joint
  23485. */
  23486. constructor(jointData: PhysicsJointData);
  23487. /**
  23488. * Set the motor values.
  23489. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23490. * @param {number} targetSpeed the speed the motor is to reach
  23491. * @param {number} maxForce max force for this motor.
  23492. * @param {motorIndex} the motor's index, 0 or 1.
  23493. */
  23494. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23495. /**
  23496. * Set the motor limits.
  23497. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23498. * @param {number} upperLimit the upper limit
  23499. * @param {number} lowerLimit lower limit
  23500. * @param {motorIndex} the motor's index, 0 or 1.
  23501. */
  23502. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23503. }
  23504. /**
  23505. * Interface for a motor enabled joint
  23506. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23507. */
  23508. export interface IMotorEnabledJoint {
  23509. /**
  23510. * Physics joint
  23511. */
  23512. physicsJoint: any;
  23513. /**
  23514. * Sets the motor of the motor-enabled joint
  23515. * @param force The force of the motor
  23516. * @param maxForce The maximum force of the motor
  23517. * @param motorIndex The index of the motor
  23518. */
  23519. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23520. /**
  23521. * Sets the limit of the motor
  23522. * @param upperLimit The upper limit of the motor
  23523. * @param lowerLimit The lower limit of the motor
  23524. * @param motorIndex The index of the motor
  23525. */
  23526. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23527. }
  23528. /**
  23529. * Joint data for a Distance-Joint
  23530. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23531. */
  23532. export interface DistanceJointData extends PhysicsJointData {
  23533. /**
  23534. * Max distance the 2 joint objects can be apart
  23535. */
  23536. maxDistance: number;
  23537. }
  23538. /**
  23539. * Joint data from a spring joint
  23540. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23541. */
  23542. export interface SpringJointData extends PhysicsJointData {
  23543. /**
  23544. * Length of the spring
  23545. */
  23546. length: number;
  23547. /**
  23548. * Stiffness of the spring
  23549. */
  23550. stiffness: number;
  23551. /**
  23552. * Damping of the spring
  23553. */
  23554. damping: number;
  23555. /** this callback will be called when applying the force to the impostors. */
  23556. forceApplicationCallback: () => void;
  23557. }
  23558. }
  23559. declare module "babylonjs/Physics/physicsRaycastResult" {
  23560. import { Vector3 } from "babylonjs/Maths/math.vector";
  23561. /**
  23562. * Holds the data for the raycast result
  23563. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23564. */
  23565. export class PhysicsRaycastResult {
  23566. private _hasHit;
  23567. private _hitDistance;
  23568. private _hitNormalWorld;
  23569. private _hitPointWorld;
  23570. private _rayFromWorld;
  23571. private _rayToWorld;
  23572. /**
  23573. * Gets if there was a hit
  23574. */
  23575. readonly hasHit: boolean;
  23576. /**
  23577. * Gets the distance from the hit
  23578. */
  23579. readonly hitDistance: number;
  23580. /**
  23581. * Gets the hit normal/direction in the world
  23582. */
  23583. readonly hitNormalWorld: Vector3;
  23584. /**
  23585. * Gets the hit point in the world
  23586. */
  23587. readonly hitPointWorld: Vector3;
  23588. /**
  23589. * Gets the ray "start point" of the ray in the world
  23590. */
  23591. readonly rayFromWorld: Vector3;
  23592. /**
  23593. * Gets the ray "end point" of the ray in the world
  23594. */
  23595. readonly rayToWorld: Vector3;
  23596. /**
  23597. * Sets the hit data (normal & point in world space)
  23598. * @param hitNormalWorld defines the normal in world space
  23599. * @param hitPointWorld defines the point in world space
  23600. */
  23601. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23602. /**
  23603. * Sets the distance from the start point to the hit point
  23604. * @param distance
  23605. */
  23606. setHitDistance(distance: number): void;
  23607. /**
  23608. * Calculates the distance manually
  23609. */
  23610. calculateHitDistance(): void;
  23611. /**
  23612. * Resets all the values to default
  23613. * @param from The from point on world space
  23614. * @param to The to point on world space
  23615. */
  23616. reset(from?: Vector3, to?: Vector3): void;
  23617. }
  23618. /**
  23619. * Interface for the size containing width and height
  23620. */
  23621. interface IXYZ {
  23622. /**
  23623. * X
  23624. */
  23625. x: number;
  23626. /**
  23627. * Y
  23628. */
  23629. y: number;
  23630. /**
  23631. * Z
  23632. */
  23633. z: number;
  23634. }
  23635. }
  23636. declare module "babylonjs/Physics/IPhysicsEngine" {
  23637. import { Nullable } from "babylonjs/types";
  23638. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23639. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23640. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23641. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23642. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23643. /**
  23644. * Interface used to describe a physics joint
  23645. */
  23646. export interface PhysicsImpostorJoint {
  23647. /** Defines the main impostor to which the joint is linked */
  23648. mainImpostor: PhysicsImpostor;
  23649. /** Defines the impostor that is connected to the main impostor using this joint */
  23650. connectedImpostor: PhysicsImpostor;
  23651. /** Defines the joint itself */
  23652. joint: PhysicsJoint;
  23653. }
  23654. /** @hidden */
  23655. export interface IPhysicsEnginePlugin {
  23656. world: any;
  23657. name: string;
  23658. setGravity(gravity: Vector3): void;
  23659. setTimeStep(timeStep: number): void;
  23660. getTimeStep(): number;
  23661. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23662. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23663. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23664. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23665. removePhysicsBody(impostor: PhysicsImpostor): void;
  23666. generateJoint(joint: PhysicsImpostorJoint): void;
  23667. removeJoint(joint: PhysicsImpostorJoint): void;
  23668. isSupported(): boolean;
  23669. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23670. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23671. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23672. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23673. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23674. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23675. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23676. getBodyMass(impostor: PhysicsImpostor): number;
  23677. getBodyFriction(impostor: PhysicsImpostor): number;
  23678. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23679. getBodyRestitution(impostor: PhysicsImpostor): number;
  23680. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23681. getBodyPressure?(impostor: PhysicsImpostor): number;
  23682. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23683. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23684. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23685. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23686. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23687. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23688. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23689. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23690. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23691. sleepBody(impostor: PhysicsImpostor): void;
  23692. wakeUpBody(impostor: PhysicsImpostor): void;
  23693. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23694. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23695. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23696. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23697. getRadius(impostor: PhysicsImpostor): number;
  23698. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23699. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23700. dispose(): void;
  23701. }
  23702. /**
  23703. * Interface used to define a physics engine
  23704. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23705. */
  23706. export interface IPhysicsEngine {
  23707. /**
  23708. * Gets the gravity vector used by the simulation
  23709. */
  23710. gravity: Vector3;
  23711. /**
  23712. * Sets the gravity vector used by the simulation
  23713. * @param gravity defines the gravity vector to use
  23714. */
  23715. setGravity(gravity: Vector3): void;
  23716. /**
  23717. * Set the time step of the physics engine.
  23718. * Default is 1/60.
  23719. * To slow it down, enter 1/600 for example.
  23720. * To speed it up, 1/30
  23721. * @param newTimeStep the new timestep to apply to this world.
  23722. */
  23723. setTimeStep(newTimeStep: number): void;
  23724. /**
  23725. * Get the time step of the physics engine.
  23726. * @returns the current time step
  23727. */
  23728. getTimeStep(): number;
  23729. /**
  23730. * Release all resources
  23731. */
  23732. dispose(): void;
  23733. /**
  23734. * Gets the name of the current physics plugin
  23735. * @returns the name of the plugin
  23736. */
  23737. getPhysicsPluginName(): string;
  23738. /**
  23739. * Adding a new impostor for the impostor tracking.
  23740. * This will be done by the impostor itself.
  23741. * @param impostor the impostor to add
  23742. */
  23743. addImpostor(impostor: PhysicsImpostor): void;
  23744. /**
  23745. * Remove an impostor from the engine.
  23746. * This impostor and its mesh will not longer be updated by the physics engine.
  23747. * @param impostor the impostor to remove
  23748. */
  23749. removeImpostor(impostor: PhysicsImpostor): void;
  23750. /**
  23751. * Add a joint to the physics engine
  23752. * @param mainImpostor defines the main impostor to which the joint is added.
  23753. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23754. * @param joint defines the joint that will connect both impostors.
  23755. */
  23756. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23757. /**
  23758. * Removes a joint from the simulation
  23759. * @param mainImpostor defines the impostor used with the joint
  23760. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23761. * @param joint defines the joint to remove
  23762. */
  23763. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23764. /**
  23765. * Gets the current plugin used to run the simulation
  23766. * @returns current plugin
  23767. */
  23768. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23769. /**
  23770. * Gets the list of physic impostors
  23771. * @returns an array of PhysicsImpostor
  23772. */
  23773. getImpostors(): Array<PhysicsImpostor>;
  23774. /**
  23775. * Gets the impostor for a physics enabled object
  23776. * @param object defines the object impersonated by the impostor
  23777. * @returns the PhysicsImpostor or null if not found
  23778. */
  23779. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23780. /**
  23781. * Gets the impostor for a physics body object
  23782. * @param body defines physics body used by the impostor
  23783. * @returns the PhysicsImpostor or null if not found
  23784. */
  23785. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23786. /**
  23787. * Does a raycast in the physics world
  23788. * @param from when should the ray start?
  23789. * @param to when should the ray end?
  23790. * @returns PhysicsRaycastResult
  23791. */
  23792. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23793. /**
  23794. * Called by the scene. No need to call it.
  23795. * @param delta defines the timespam between frames
  23796. */
  23797. _step(delta: number): void;
  23798. }
  23799. }
  23800. declare module "babylonjs/Physics/physicsImpostor" {
  23801. import { Nullable, IndicesArray } from "babylonjs/types";
  23802. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23803. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23804. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23805. import { Scene } from "babylonjs/scene";
  23806. import { Bone } from "babylonjs/Bones/bone";
  23807. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23808. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23809. import { Space } from "babylonjs/Maths/math.axis";
  23810. /**
  23811. * The interface for the physics imposter parameters
  23812. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23813. */
  23814. export interface PhysicsImpostorParameters {
  23815. /**
  23816. * The mass of the physics imposter
  23817. */
  23818. mass: number;
  23819. /**
  23820. * The friction of the physics imposter
  23821. */
  23822. friction?: number;
  23823. /**
  23824. * The coefficient of restitution of the physics imposter
  23825. */
  23826. restitution?: number;
  23827. /**
  23828. * The native options of the physics imposter
  23829. */
  23830. nativeOptions?: any;
  23831. /**
  23832. * Specifies if the parent should be ignored
  23833. */
  23834. ignoreParent?: boolean;
  23835. /**
  23836. * Specifies if bi-directional transformations should be disabled
  23837. */
  23838. disableBidirectionalTransformation?: boolean;
  23839. /**
  23840. * The pressure inside the physics imposter, soft object only
  23841. */
  23842. pressure?: number;
  23843. /**
  23844. * The stiffness the physics imposter, soft object only
  23845. */
  23846. stiffness?: number;
  23847. /**
  23848. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23849. */
  23850. velocityIterations?: number;
  23851. /**
  23852. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23853. */
  23854. positionIterations?: number;
  23855. /**
  23856. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23857. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23858. * Add to fix multiple points
  23859. */
  23860. fixedPoints?: number;
  23861. /**
  23862. * The collision margin around a soft object
  23863. */
  23864. margin?: number;
  23865. /**
  23866. * The collision margin around a soft object
  23867. */
  23868. damping?: number;
  23869. /**
  23870. * The path for a rope based on an extrusion
  23871. */
  23872. path?: any;
  23873. /**
  23874. * The shape of an extrusion used for a rope based on an extrusion
  23875. */
  23876. shape?: any;
  23877. }
  23878. /**
  23879. * Interface for a physics-enabled object
  23880. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23881. */
  23882. export interface IPhysicsEnabledObject {
  23883. /**
  23884. * The position of the physics-enabled object
  23885. */
  23886. position: Vector3;
  23887. /**
  23888. * The rotation of the physics-enabled object
  23889. */
  23890. rotationQuaternion: Nullable<Quaternion>;
  23891. /**
  23892. * The scale of the physics-enabled object
  23893. */
  23894. scaling: Vector3;
  23895. /**
  23896. * The rotation of the physics-enabled object
  23897. */
  23898. rotation?: Vector3;
  23899. /**
  23900. * The parent of the physics-enabled object
  23901. */
  23902. parent?: any;
  23903. /**
  23904. * The bounding info of the physics-enabled object
  23905. * @returns The bounding info of the physics-enabled object
  23906. */
  23907. getBoundingInfo(): BoundingInfo;
  23908. /**
  23909. * Computes the world matrix
  23910. * @param force Specifies if the world matrix should be computed by force
  23911. * @returns A world matrix
  23912. */
  23913. computeWorldMatrix(force: boolean): Matrix;
  23914. /**
  23915. * Gets the world matrix
  23916. * @returns A world matrix
  23917. */
  23918. getWorldMatrix?(): Matrix;
  23919. /**
  23920. * Gets the child meshes
  23921. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23922. * @returns An array of abstract meshes
  23923. */
  23924. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23925. /**
  23926. * Gets the vertex data
  23927. * @param kind The type of vertex data
  23928. * @returns A nullable array of numbers, or a float32 array
  23929. */
  23930. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23931. /**
  23932. * Gets the indices from the mesh
  23933. * @returns A nullable array of index arrays
  23934. */
  23935. getIndices?(): Nullable<IndicesArray>;
  23936. /**
  23937. * Gets the scene from the mesh
  23938. * @returns the indices array or null
  23939. */
  23940. getScene?(): Scene;
  23941. /**
  23942. * Gets the absolute position from the mesh
  23943. * @returns the absolute position
  23944. */
  23945. getAbsolutePosition(): Vector3;
  23946. /**
  23947. * Gets the absolute pivot point from the mesh
  23948. * @returns the absolute pivot point
  23949. */
  23950. getAbsolutePivotPoint(): Vector3;
  23951. /**
  23952. * Rotates the mesh
  23953. * @param axis The axis of rotation
  23954. * @param amount The amount of rotation
  23955. * @param space The space of the rotation
  23956. * @returns The rotation transform node
  23957. */
  23958. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23959. /**
  23960. * Translates the mesh
  23961. * @param axis The axis of translation
  23962. * @param distance The distance of translation
  23963. * @param space The space of the translation
  23964. * @returns The transform node
  23965. */
  23966. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23967. /**
  23968. * Sets the absolute position of the mesh
  23969. * @param absolutePosition The absolute position of the mesh
  23970. * @returns The transform node
  23971. */
  23972. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23973. /**
  23974. * Gets the class name of the mesh
  23975. * @returns The class name
  23976. */
  23977. getClassName(): string;
  23978. }
  23979. /**
  23980. * Represents a physics imposter
  23981. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23982. */
  23983. export class PhysicsImpostor {
  23984. /**
  23985. * The physics-enabled object used as the physics imposter
  23986. */
  23987. object: IPhysicsEnabledObject;
  23988. /**
  23989. * The type of the physics imposter
  23990. */
  23991. type: number;
  23992. private _options;
  23993. private _scene?;
  23994. /**
  23995. * The default object size of the imposter
  23996. */
  23997. static DEFAULT_OBJECT_SIZE: Vector3;
  23998. /**
  23999. * The identity quaternion of the imposter
  24000. */
  24001. static IDENTITY_QUATERNION: Quaternion;
  24002. /** @hidden */
  24003. _pluginData: any;
  24004. private _physicsEngine;
  24005. private _physicsBody;
  24006. private _bodyUpdateRequired;
  24007. private _onBeforePhysicsStepCallbacks;
  24008. private _onAfterPhysicsStepCallbacks;
  24009. /** @hidden */
  24010. _onPhysicsCollideCallbacks: Array<{
  24011. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  24012. otherImpostors: Array<PhysicsImpostor>;
  24013. }>;
  24014. private _deltaPosition;
  24015. private _deltaRotation;
  24016. private _deltaRotationConjugated;
  24017. /** @hidden */
  24018. _isFromLine: boolean;
  24019. private _parent;
  24020. private _isDisposed;
  24021. private static _tmpVecs;
  24022. private static _tmpQuat;
  24023. /**
  24024. * Specifies if the physics imposter is disposed
  24025. */
  24026. readonly isDisposed: boolean;
  24027. /**
  24028. * Gets the mass of the physics imposter
  24029. */
  24030. mass: number;
  24031. /**
  24032. * Gets the coefficient of friction
  24033. */
  24034. /**
  24035. * Sets the coefficient of friction
  24036. */
  24037. friction: number;
  24038. /**
  24039. * Gets the coefficient of restitution
  24040. */
  24041. /**
  24042. * Sets the coefficient of restitution
  24043. */
  24044. restitution: number;
  24045. /**
  24046. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  24047. */
  24048. /**
  24049. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  24050. */
  24051. pressure: number;
  24052. /**
  24053. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24054. */
  24055. /**
  24056. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24057. */
  24058. stiffness: number;
  24059. /**
  24060. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24061. */
  24062. /**
  24063. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24064. */
  24065. velocityIterations: number;
  24066. /**
  24067. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24068. */
  24069. /**
  24070. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24071. */
  24072. positionIterations: number;
  24073. /**
  24074. * The unique id of the physics imposter
  24075. * set by the physics engine when adding this impostor to the array
  24076. */
  24077. uniqueId: number;
  24078. /**
  24079. * @hidden
  24080. */
  24081. soft: boolean;
  24082. /**
  24083. * @hidden
  24084. */
  24085. segments: number;
  24086. private _joints;
  24087. /**
  24088. * Initializes the physics imposter
  24089. * @param object The physics-enabled object used as the physics imposter
  24090. * @param type The type of the physics imposter
  24091. * @param _options The options for the physics imposter
  24092. * @param _scene The Babylon scene
  24093. */
  24094. constructor(
  24095. /**
  24096. * The physics-enabled object used as the physics imposter
  24097. */
  24098. object: IPhysicsEnabledObject,
  24099. /**
  24100. * The type of the physics imposter
  24101. */
  24102. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  24103. /**
  24104. * This function will completly initialize this impostor.
  24105. * It will create a new body - but only if this mesh has no parent.
  24106. * If it has, this impostor will not be used other than to define the impostor
  24107. * of the child mesh.
  24108. * @hidden
  24109. */
  24110. _init(): void;
  24111. private _getPhysicsParent;
  24112. /**
  24113. * Should a new body be generated.
  24114. * @returns boolean specifying if body initialization is required
  24115. */
  24116. isBodyInitRequired(): boolean;
  24117. /**
  24118. * Sets the updated scaling
  24119. * @param updated Specifies if the scaling is updated
  24120. */
  24121. setScalingUpdated(): void;
  24122. /**
  24123. * Force a regeneration of this or the parent's impostor's body.
  24124. * Use under cautious - This will remove all joints already implemented.
  24125. */
  24126. forceUpdate(): void;
  24127. /**
  24128. * Gets the body that holds this impostor. Either its own, or its parent.
  24129. */
  24130. /**
  24131. * Set the physics body. Used mainly by the physics engine/plugin
  24132. */
  24133. physicsBody: any;
  24134. /**
  24135. * Get the parent of the physics imposter
  24136. * @returns Physics imposter or null
  24137. */
  24138. /**
  24139. * Sets the parent of the physics imposter
  24140. */
  24141. parent: Nullable<PhysicsImpostor>;
  24142. /**
  24143. * Resets the update flags
  24144. */
  24145. resetUpdateFlags(): void;
  24146. /**
  24147. * Gets the object extend size
  24148. * @returns the object extend size
  24149. */
  24150. getObjectExtendSize(): Vector3;
  24151. /**
  24152. * Gets the object center
  24153. * @returns The object center
  24154. */
  24155. getObjectCenter(): Vector3;
  24156. /**
  24157. * Get a specific parametes from the options parameter
  24158. * @param paramName The object parameter name
  24159. * @returns The object parameter
  24160. */
  24161. getParam(paramName: string): any;
  24162. /**
  24163. * Sets a specific parameter in the options given to the physics plugin
  24164. * @param paramName The parameter name
  24165. * @param value The value of the parameter
  24166. */
  24167. setParam(paramName: string, value: number): void;
  24168. /**
  24169. * Specifically change the body's mass option. Won't recreate the physics body object
  24170. * @param mass The mass of the physics imposter
  24171. */
  24172. setMass(mass: number): void;
  24173. /**
  24174. * Gets the linear velocity
  24175. * @returns linear velocity or null
  24176. */
  24177. getLinearVelocity(): Nullable<Vector3>;
  24178. /**
  24179. * Sets the linear velocity
  24180. * @param velocity linear velocity or null
  24181. */
  24182. setLinearVelocity(velocity: Nullable<Vector3>): void;
  24183. /**
  24184. * Gets the angular velocity
  24185. * @returns angular velocity or null
  24186. */
  24187. getAngularVelocity(): Nullable<Vector3>;
  24188. /**
  24189. * Sets the angular velocity
  24190. * @param velocity The velocity or null
  24191. */
  24192. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24193. /**
  24194. * Execute a function with the physics plugin native code
  24195. * Provide a function the will have two variables - the world object and the physics body object
  24196. * @param func The function to execute with the physics plugin native code
  24197. */
  24198. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24199. /**
  24200. * Register a function that will be executed before the physics world is stepping forward
  24201. * @param func The function to execute before the physics world is stepped forward
  24202. */
  24203. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24204. /**
  24205. * Unregister a function that will be executed before the physics world is stepping forward
  24206. * @param func The function to execute before the physics world is stepped forward
  24207. */
  24208. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24209. /**
  24210. * Register a function that will be executed after the physics step
  24211. * @param func The function to execute after physics step
  24212. */
  24213. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24214. /**
  24215. * Unregisters a function that will be executed after the physics step
  24216. * @param func The function to execute after physics step
  24217. */
  24218. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24219. /**
  24220. * register a function that will be executed when this impostor collides against a different body
  24221. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24222. * @param func Callback that is executed on collision
  24223. */
  24224. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24225. /**
  24226. * Unregisters the physics imposter on contact
  24227. * @param collideAgainst The physics object to collide against
  24228. * @param func Callback to execute on collision
  24229. */
  24230. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24231. private _tmpQuat;
  24232. private _tmpQuat2;
  24233. /**
  24234. * Get the parent rotation
  24235. * @returns The parent rotation
  24236. */
  24237. getParentsRotation(): Quaternion;
  24238. /**
  24239. * this function is executed by the physics engine.
  24240. */
  24241. beforeStep: () => void;
  24242. /**
  24243. * this function is executed by the physics engine
  24244. */
  24245. afterStep: () => void;
  24246. /**
  24247. * Legacy collision detection event support
  24248. */
  24249. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24250. /**
  24251. * event and body object due to cannon's event-based architecture.
  24252. */
  24253. onCollide: (e: {
  24254. body: any;
  24255. }) => void;
  24256. /**
  24257. * Apply a force
  24258. * @param force The force to apply
  24259. * @param contactPoint The contact point for the force
  24260. * @returns The physics imposter
  24261. */
  24262. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24263. /**
  24264. * Apply an impulse
  24265. * @param force The impulse force
  24266. * @param contactPoint The contact point for the impulse force
  24267. * @returns The physics imposter
  24268. */
  24269. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24270. /**
  24271. * A help function to create a joint
  24272. * @param otherImpostor A physics imposter used to create a joint
  24273. * @param jointType The type of joint
  24274. * @param jointData The data for the joint
  24275. * @returns The physics imposter
  24276. */
  24277. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24278. /**
  24279. * Add a joint to this impostor with a different impostor
  24280. * @param otherImpostor A physics imposter used to add a joint
  24281. * @param joint The joint to add
  24282. * @returns The physics imposter
  24283. */
  24284. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24285. /**
  24286. * Add an anchor to a cloth impostor
  24287. * @param otherImpostor rigid impostor to anchor to
  24288. * @param width ratio across width from 0 to 1
  24289. * @param height ratio up height from 0 to 1
  24290. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24291. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24292. * @returns impostor the soft imposter
  24293. */
  24294. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24295. /**
  24296. * Add a hook to a rope impostor
  24297. * @param otherImpostor rigid impostor to anchor to
  24298. * @param length ratio across rope from 0 to 1
  24299. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24300. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24301. * @returns impostor the rope imposter
  24302. */
  24303. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24304. /**
  24305. * Will keep this body still, in a sleep mode.
  24306. * @returns the physics imposter
  24307. */
  24308. sleep(): PhysicsImpostor;
  24309. /**
  24310. * Wake the body up.
  24311. * @returns The physics imposter
  24312. */
  24313. wakeUp(): PhysicsImpostor;
  24314. /**
  24315. * Clones the physics imposter
  24316. * @param newObject The physics imposter clones to this physics-enabled object
  24317. * @returns A nullable physics imposter
  24318. */
  24319. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24320. /**
  24321. * Disposes the physics imposter
  24322. */
  24323. dispose(): void;
  24324. /**
  24325. * Sets the delta position
  24326. * @param position The delta position amount
  24327. */
  24328. setDeltaPosition(position: Vector3): void;
  24329. /**
  24330. * Sets the delta rotation
  24331. * @param rotation The delta rotation amount
  24332. */
  24333. setDeltaRotation(rotation: Quaternion): void;
  24334. /**
  24335. * Gets the box size of the physics imposter and stores the result in the input parameter
  24336. * @param result Stores the box size
  24337. * @returns The physics imposter
  24338. */
  24339. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24340. /**
  24341. * Gets the radius of the physics imposter
  24342. * @returns Radius of the physics imposter
  24343. */
  24344. getRadius(): number;
  24345. /**
  24346. * Sync a bone with this impostor
  24347. * @param bone The bone to sync to the impostor.
  24348. * @param boneMesh The mesh that the bone is influencing.
  24349. * @param jointPivot The pivot of the joint / bone in local space.
  24350. * @param distToJoint Optional distance from the impostor to the joint.
  24351. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24352. */
  24353. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24354. /**
  24355. * Sync impostor to a bone
  24356. * @param bone The bone that the impostor will be synced to.
  24357. * @param boneMesh The mesh that the bone is influencing.
  24358. * @param jointPivot The pivot of the joint / bone in local space.
  24359. * @param distToJoint Optional distance from the impostor to the joint.
  24360. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24361. * @param boneAxis Optional vector3 axis the bone is aligned with
  24362. */
  24363. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24364. /**
  24365. * No-Imposter type
  24366. */
  24367. static NoImpostor: number;
  24368. /**
  24369. * Sphere-Imposter type
  24370. */
  24371. static SphereImpostor: number;
  24372. /**
  24373. * Box-Imposter type
  24374. */
  24375. static BoxImpostor: number;
  24376. /**
  24377. * Plane-Imposter type
  24378. */
  24379. static PlaneImpostor: number;
  24380. /**
  24381. * Mesh-imposter type
  24382. */
  24383. static MeshImpostor: number;
  24384. /**
  24385. * Capsule-Impostor type (Ammo.js plugin only)
  24386. */
  24387. static CapsuleImpostor: number;
  24388. /**
  24389. * Cylinder-Imposter type
  24390. */
  24391. static CylinderImpostor: number;
  24392. /**
  24393. * Particle-Imposter type
  24394. */
  24395. static ParticleImpostor: number;
  24396. /**
  24397. * Heightmap-Imposter type
  24398. */
  24399. static HeightmapImpostor: number;
  24400. /**
  24401. * ConvexHull-Impostor type (Ammo.js plugin only)
  24402. */
  24403. static ConvexHullImpostor: number;
  24404. /**
  24405. * Rope-Imposter type
  24406. */
  24407. static RopeImpostor: number;
  24408. /**
  24409. * Cloth-Imposter type
  24410. */
  24411. static ClothImpostor: number;
  24412. /**
  24413. * Softbody-Imposter type
  24414. */
  24415. static SoftbodyImpostor: number;
  24416. }
  24417. }
  24418. declare module "babylonjs/Meshes/mesh" {
  24419. import { Observable } from "babylonjs/Misc/observable";
  24420. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24421. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24422. import { Camera } from "babylonjs/Cameras/camera";
  24423. import { Scene } from "babylonjs/scene";
  24424. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24425. import { Color4 } from "babylonjs/Maths/math.color";
  24426. import { Engine } from "babylonjs/Engines/engine";
  24427. import { Node } from "babylonjs/node";
  24428. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24429. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24430. import { Buffer } from "babylonjs/Meshes/buffer";
  24431. import { Geometry } from "babylonjs/Meshes/geometry";
  24432. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24433. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24434. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24435. import { Effect } from "babylonjs/Materials/effect";
  24436. import { Material } from "babylonjs/Materials/material";
  24437. import { Skeleton } from "babylonjs/Bones/skeleton";
  24438. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24439. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24440. import { Path3D } from "babylonjs/Maths/math.path";
  24441. import { Plane } from "babylonjs/Maths/math.plane";
  24442. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24443. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24444. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24445. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24446. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24447. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24448. /**
  24449. * @hidden
  24450. **/
  24451. export class _CreationDataStorage {
  24452. closePath?: boolean;
  24453. closeArray?: boolean;
  24454. idx: number[];
  24455. dashSize: number;
  24456. gapSize: number;
  24457. path3D: Path3D;
  24458. pathArray: Vector3[][];
  24459. arc: number;
  24460. radius: number;
  24461. cap: number;
  24462. tessellation: number;
  24463. }
  24464. /**
  24465. * @hidden
  24466. **/
  24467. class _InstanceDataStorage {
  24468. visibleInstances: any;
  24469. batchCache: _InstancesBatch;
  24470. instancesBufferSize: number;
  24471. instancesBuffer: Nullable<Buffer>;
  24472. instancesData: Float32Array;
  24473. overridenInstanceCount: number;
  24474. isFrozen: boolean;
  24475. previousBatch: Nullable<_InstancesBatch>;
  24476. hardwareInstancedRendering: boolean;
  24477. sideOrientation: number;
  24478. manualUpdate: boolean;
  24479. }
  24480. /**
  24481. * @hidden
  24482. **/
  24483. export class _InstancesBatch {
  24484. mustReturn: boolean;
  24485. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24486. renderSelf: boolean[];
  24487. hardwareInstancedRendering: boolean[];
  24488. }
  24489. /**
  24490. * Class used to represent renderable models
  24491. */
  24492. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24493. /**
  24494. * Mesh side orientation : usually the external or front surface
  24495. */
  24496. static readonly FRONTSIDE: number;
  24497. /**
  24498. * Mesh side orientation : usually the internal or back surface
  24499. */
  24500. static readonly BACKSIDE: number;
  24501. /**
  24502. * Mesh side orientation : both internal and external or front and back surfaces
  24503. */
  24504. static readonly DOUBLESIDE: number;
  24505. /**
  24506. * Mesh side orientation : by default, `FRONTSIDE`
  24507. */
  24508. static readonly DEFAULTSIDE: number;
  24509. /**
  24510. * Mesh cap setting : no cap
  24511. */
  24512. static readonly NO_CAP: number;
  24513. /**
  24514. * Mesh cap setting : one cap at the beginning of the mesh
  24515. */
  24516. static readonly CAP_START: number;
  24517. /**
  24518. * Mesh cap setting : one cap at the end of the mesh
  24519. */
  24520. static readonly CAP_END: number;
  24521. /**
  24522. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24523. */
  24524. static readonly CAP_ALL: number;
  24525. /**
  24526. * Mesh pattern setting : no flip or rotate
  24527. */
  24528. static readonly NO_FLIP: number;
  24529. /**
  24530. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24531. */
  24532. static readonly FLIP_TILE: number;
  24533. /**
  24534. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24535. */
  24536. static readonly ROTATE_TILE: number;
  24537. /**
  24538. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24539. */
  24540. static readonly FLIP_ROW: number;
  24541. /**
  24542. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24543. */
  24544. static readonly ROTATE_ROW: number;
  24545. /**
  24546. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24547. */
  24548. static readonly FLIP_N_ROTATE_TILE: number;
  24549. /**
  24550. * Mesh pattern setting : rotate pattern and rotate
  24551. */
  24552. static readonly FLIP_N_ROTATE_ROW: number;
  24553. /**
  24554. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24555. */
  24556. static readonly CENTER: number;
  24557. /**
  24558. * Mesh tile positioning : part tiles on left
  24559. */
  24560. static readonly LEFT: number;
  24561. /**
  24562. * Mesh tile positioning : part tiles on right
  24563. */
  24564. static readonly RIGHT: number;
  24565. /**
  24566. * Mesh tile positioning : part tiles on top
  24567. */
  24568. static readonly TOP: number;
  24569. /**
  24570. * Mesh tile positioning : part tiles on bottom
  24571. */
  24572. static readonly BOTTOM: number;
  24573. /**
  24574. * Gets the default side orientation.
  24575. * @param orientation the orientation to value to attempt to get
  24576. * @returns the default orientation
  24577. * @hidden
  24578. */
  24579. static _GetDefaultSideOrientation(orientation?: number): number;
  24580. private _internalMeshDataInfo;
  24581. /**
  24582. * An event triggered before rendering the mesh
  24583. */
  24584. readonly onBeforeRenderObservable: Observable<Mesh>;
  24585. /**
  24586. * An event triggered before binding the mesh
  24587. */
  24588. readonly onBeforeBindObservable: Observable<Mesh>;
  24589. /**
  24590. * An event triggered after rendering the mesh
  24591. */
  24592. readonly onAfterRenderObservable: Observable<Mesh>;
  24593. /**
  24594. * An event triggered before drawing the mesh
  24595. */
  24596. readonly onBeforeDrawObservable: Observable<Mesh>;
  24597. private _onBeforeDrawObserver;
  24598. /**
  24599. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24600. */
  24601. onBeforeDraw: () => void;
  24602. readonly hasInstances: boolean;
  24603. /**
  24604. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24605. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24606. */
  24607. delayLoadState: number;
  24608. /**
  24609. * Gets the list of instances created from this mesh
  24610. * it is not supposed to be modified manually.
  24611. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24612. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24613. */
  24614. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24615. /**
  24616. * Gets the file containing delay loading data for this mesh
  24617. */
  24618. delayLoadingFile: string;
  24619. /** @hidden */
  24620. _binaryInfo: any;
  24621. /**
  24622. * User defined function used to change how LOD level selection is done
  24623. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24624. */
  24625. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24626. /**
  24627. * Gets or sets the morph target manager
  24628. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24629. */
  24630. morphTargetManager: Nullable<MorphTargetManager>;
  24631. /** @hidden */
  24632. _creationDataStorage: Nullable<_CreationDataStorage>;
  24633. /** @hidden */
  24634. _geometry: Nullable<Geometry>;
  24635. /** @hidden */
  24636. _delayInfo: Array<string>;
  24637. /** @hidden */
  24638. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24639. /** @hidden */
  24640. _instanceDataStorage: _InstanceDataStorage;
  24641. private _effectiveMaterial;
  24642. /** @hidden */
  24643. _shouldGenerateFlatShading: boolean;
  24644. /** @hidden */
  24645. _originalBuilderSideOrientation: number;
  24646. /**
  24647. * Use this property to change the original side orientation defined at construction time
  24648. */
  24649. overrideMaterialSideOrientation: Nullable<number>;
  24650. /**
  24651. * Gets the source mesh (the one used to clone this one from)
  24652. */
  24653. readonly source: Nullable<Mesh>;
  24654. /**
  24655. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24656. */
  24657. isUnIndexed: boolean;
  24658. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  24659. readonly worldMatrixInstancedBuffer: Float32Array;
  24660. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  24661. manualUpdateOfWorldMatrixInstancedBuffer: boolean;
  24662. /**
  24663. * @constructor
  24664. * @param name The value used by scene.getMeshByName() to do a lookup.
  24665. * @param scene The scene to add this mesh to.
  24666. * @param parent The parent of this mesh, if it has one
  24667. * @param source An optional Mesh from which geometry is shared, cloned.
  24668. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24669. * When false, achieved by calling a clone(), also passing False.
  24670. * This will make creation of children, recursive.
  24671. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24672. */
  24673. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24674. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  24675. doNotInstantiate: boolean;
  24676. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  24677. /**
  24678. * Gets the class name
  24679. * @returns the string "Mesh".
  24680. */
  24681. getClassName(): string;
  24682. /** @hidden */
  24683. readonly _isMesh: boolean;
  24684. /**
  24685. * Returns a description of this mesh
  24686. * @param fullDetails define if full details about this mesh must be used
  24687. * @returns a descriptive string representing this mesh
  24688. */
  24689. toString(fullDetails?: boolean): string;
  24690. /** @hidden */
  24691. _unBindEffect(): void;
  24692. /**
  24693. * Gets a boolean indicating if this mesh has LOD
  24694. */
  24695. readonly hasLODLevels: boolean;
  24696. /**
  24697. * Gets the list of MeshLODLevel associated with the current mesh
  24698. * @returns an array of MeshLODLevel
  24699. */
  24700. getLODLevels(): MeshLODLevel[];
  24701. private _sortLODLevels;
  24702. /**
  24703. * Add a mesh as LOD level triggered at the given distance.
  24704. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24705. * @param distance The distance from the center of the object to show this level
  24706. * @param mesh The mesh to be added as LOD level (can be null)
  24707. * @return This mesh (for chaining)
  24708. */
  24709. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24710. /**
  24711. * Returns the LOD level mesh at the passed distance or null if not found.
  24712. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24713. * @param distance The distance from the center of the object to show this level
  24714. * @returns a Mesh or `null`
  24715. */
  24716. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24717. /**
  24718. * Remove a mesh from the LOD array
  24719. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24720. * @param mesh defines the mesh to be removed
  24721. * @return This mesh (for chaining)
  24722. */
  24723. removeLODLevel(mesh: Mesh): Mesh;
  24724. /**
  24725. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24726. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24727. * @param camera defines the camera to use to compute distance
  24728. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24729. * @return This mesh (for chaining)
  24730. */
  24731. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24732. /**
  24733. * Gets the mesh internal Geometry object
  24734. */
  24735. readonly geometry: Nullable<Geometry>;
  24736. /**
  24737. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24738. * @returns the total number of vertices
  24739. */
  24740. getTotalVertices(): number;
  24741. /**
  24742. * Returns the content of an associated vertex buffer
  24743. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24744. * - VertexBuffer.PositionKind
  24745. * - VertexBuffer.UVKind
  24746. * - VertexBuffer.UV2Kind
  24747. * - VertexBuffer.UV3Kind
  24748. * - VertexBuffer.UV4Kind
  24749. * - VertexBuffer.UV5Kind
  24750. * - VertexBuffer.UV6Kind
  24751. * - VertexBuffer.ColorKind
  24752. * - VertexBuffer.MatricesIndicesKind
  24753. * - VertexBuffer.MatricesIndicesExtraKind
  24754. * - VertexBuffer.MatricesWeightsKind
  24755. * - VertexBuffer.MatricesWeightsExtraKind
  24756. * @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
  24757. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24758. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24759. */
  24760. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24761. /**
  24762. * Returns the mesh VertexBuffer object from the requested `kind`
  24763. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24764. * - VertexBuffer.PositionKind
  24765. * - VertexBuffer.NormalKind
  24766. * - VertexBuffer.UVKind
  24767. * - VertexBuffer.UV2Kind
  24768. * - VertexBuffer.UV3Kind
  24769. * - VertexBuffer.UV4Kind
  24770. * - VertexBuffer.UV5Kind
  24771. * - VertexBuffer.UV6Kind
  24772. * - VertexBuffer.ColorKind
  24773. * - VertexBuffer.MatricesIndicesKind
  24774. * - VertexBuffer.MatricesIndicesExtraKind
  24775. * - VertexBuffer.MatricesWeightsKind
  24776. * - VertexBuffer.MatricesWeightsExtraKind
  24777. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24778. */
  24779. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24780. /**
  24781. * Tests if a specific vertex buffer is associated with this mesh
  24782. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24783. * - VertexBuffer.PositionKind
  24784. * - VertexBuffer.NormalKind
  24785. * - VertexBuffer.UVKind
  24786. * - VertexBuffer.UV2Kind
  24787. * - VertexBuffer.UV3Kind
  24788. * - VertexBuffer.UV4Kind
  24789. * - VertexBuffer.UV5Kind
  24790. * - VertexBuffer.UV6Kind
  24791. * - VertexBuffer.ColorKind
  24792. * - VertexBuffer.MatricesIndicesKind
  24793. * - VertexBuffer.MatricesIndicesExtraKind
  24794. * - VertexBuffer.MatricesWeightsKind
  24795. * - VertexBuffer.MatricesWeightsExtraKind
  24796. * @returns a boolean
  24797. */
  24798. isVerticesDataPresent(kind: string): boolean;
  24799. /**
  24800. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24801. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24802. * - VertexBuffer.PositionKind
  24803. * - VertexBuffer.UVKind
  24804. * - VertexBuffer.UV2Kind
  24805. * - VertexBuffer.UV3Kind
  24806. * - VertexBuffer.UV4Kind
  24807. * - VertexBuffer.UV5Kind
  24808. * - VertexBuffer.UV6Kind
  24809. * - VertexBuffer.ColorKind
  24810. * - VertexBuffer.MatricesIndicesKind
  24811. * - VertexBuffer.MatricesIndicesExtraKind
  24812. * - VertexBuffer.MatricesWeightsKind
  24813. * - VertexBuffer.MatricesWeightsExtraKind
  24814. * @returns a boolean
  24815. */
  24816. isVertexBufferUpdatable(kind: string): boolean;
  24817. /**
  24818. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24819. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24820. * - VertexBuffer.PositionKind
  24821. * - VertexBuffer.NormalKind
  24822. * - VertexBuffer.UVKind
  24823. * - VertexBuffer.UV2Kind
  24824. * - VertexBuffer.UV3Kind
  24825. * - VertexBuffer.UV4Kind
  24826. * - VertexBuffer.UV5Kind
  24827. * - VertexBuffer.UV6Kind
  24828. * - VertexBuffer.ColorKind
  24829. * - VertexBuffer.MatricesIndicesKind
  24830. * - VertexBuffer.MatricesIndicesExtraKind
  24831. * - VertexBuffer.MatricesWeightsKind
  24832. * - VertexBuffer.MatricesWeightsExtraKind
  24833. * @returns an array of strings
  24834. */
  24835. getVerticesDataKinds(): string[];
  24836. /**
  24837. * Returns a positive integer : the total number of indices in this mesh geometry.
  24838. * @returns the numner of indices or zero if the mesh has no geometry.
  24839. */
  24840. getTotalIndices(): number;
  24841. /**
  24842. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24843. * @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.
  24844. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24845. * @returns the indices array or an empty array if the mesh has no geometry
  24846. */
  24847. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24848. readonly isBlocked: boolean;
  24849. /**
  24850. * Determine if the current mesh is ready to be rendered
  24851. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24852. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24853. * @returns true if all associated assets are ready (material, textures, shaders)
  24854. */
  24855. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24856. /**
  24857. * 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.
  24858. */
  24859. readonly areNormalsFrozen: boolean;
  24860. /**
  24861. * 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.
  24862. * @returns the current mesh
  24863. */
  24864. freezeNormals(): Mesh;
  24865. /**
  24866. * 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
  24867. * @returns the current mesh
  24868. */
  24869. unfreezeNormals(): Mesh;
  24870. /**
  24871. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24872. */
  24873. overridenInstanceCount: number;
  24874. /** @hidden */
  24875. _preActivate(): Mesh;
  24876. /** @hidden */
  24877. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24878. /** @hidden */
  24879. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24880. /**
  24881. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24882. * This means the mesh underlying bounding box and sphere are recomputed.
  24883. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24884. * @returns the current mesh
  24885. */
  24886. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24887. /** @hidden */
  24888. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24889. /**
  24890. * This function will subdivide the mesh into multiple submeshes
  24891. * @param count defines the expected number of submeshes
  24892. */
  24893. subdivide(count: number): void;
  24894. /**
  24895. * Copy a FloatArray into a specific associated vertex buffer
  24896. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24897. * - VertexBuffer.PositionKind
  24898. * - VertexBuffer.UVKind
  24899. * - VertexBuffer.UV2Kind
  24900. * - VertexBuffer.UV3Kind
  24901. * - VertexBuffer.UV4Kind
  24902. * - VertexBuffer.UV5Kind
  24903. * - VertexBuffer.UV6Kind
  24904. * - VertexBuffer.ColorKind
  24905. * - VertexBuffer.MatricesIndicesKind
  24906. * - VertexBuffer.MatricesIndicesExtraKind
  24907. * - VertexBuffer.MatricesWeightsKind
  24908. * - VertexBuffer.MatricesWeightsExtraKind
  24909. * @param data defines the data source
  24910. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24911. * @param stride defines the data stride size (can be null)
  24912. * @returns the current mesh
  24913. */
  24914. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24915. /**
  24916. * Delete a vertex buffer associated with this mesh
  24917. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  24918. * - VertexBuffer.PositionKind
  24919. * - VertexBuffer.UVKind
  24920. * - VertexBuffer.UV2Kind
  24921. * - VertexBuffer.UV3Kind
  24922. * - VertexBuffer.UV4Kind
  24923. * - VertexBuffer.UV5Kind
  24924. * - VertexBuffer.UV6Kind
  24925. * - VertexBuffer.ColorKind
  24926. * - VertexBuffer.MatricesIndicesKind
  24927. * - VertexBuffer.MatricesIndicesExtraKind
  24928. * - VertexBuffer.MatricesWeightsKind
  24929. * - VertexBuffer.MatricesWeightsExtraKind
  24930. */
  24931. removeVerticesData(kind: string): void;
  24932. /**
  24933. * Flags an associated vertex buffer as updatable
  24934. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24935. * - VertexBuffer.PositionKind
  24936. * - VertexBuffer.UVKind
  24937. * - VertexBuffer.UV2Kind
  24938. * - VertexBuffer.UV3Kind
  24939. * - VertexBuffer.UV4Kind
  24940. * - VertexBuffer.UV5Kind
  24941. * - VertexBuffer.UV6Kind
  24942. * - VertexBuffer.ColorKind
  24943. * - VertexBuffer.MatricesIndicesKind
  24944. * - VertexBuffer.MatricesIndicesExtraKind
  24945. * - VertexBuffer.MatricesWeightsKind
  24946. * - VertexBuffer.MatricesWeightsExtraKind
  24947. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24948. */
  24949. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24950. /**
  24951. * Sets the mesh global Vertex Buffer
  24952. * @param buffer defines the buffer to use
  24953. * @returns the current mesh
  24954. */
  24955. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24956. /**
  24957. * Update a specific associated vertex buffer
  24958. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24959. * - VertexBuffer.PositionKind
  24960. * - VertexBuffer.UVKind
  24961. * - VertexBuffer.UV2Kind
  24962. * - VertexBuffer.UV3Kind
  24963. * - VertexBuffer.UV4Kind
  24964. * - VertexBuffer.UV5Kind
  24965. * - VertexBuffer.UV6Kind
  24966. * - VertexBuffer.ColorKind
  24967. * - VertexBuffer.MatricesIndicesKind
  24968. * - VertexBuffer.MatricesIndicesExtraKind
  24969. * - VertexBuffer.MatricesWeightsKind
  24970. * - VertexBuffer.MatricesWeightsExtraKind
  24971. * @param data defines the data source
  24972. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24973. * @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)
  24974. * @returns the current mesh
  24975. */
  24976. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24977. /**
  24978. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24979. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24980. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24981. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24982. * @returns the current mesh
  24983. */
  24984. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24985. /**
  24986. * Creates a un-shared specific occurence of the geometry for the mesh.
  24987. * @returns the current mesh
  24988. */
  24989. makeGeometryUnique(): Mesh;
  24990. /**
  24991. * Set the index buffer of this mesh
  24992. * @param indices defines the source data
  24993. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24994. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24995. * @returns the current mesh
  24996. */
  24997. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24998. /**
  24999. * Update the current index buffer
  25000. * @param indices defines the source data
  25001. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  25002. * @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)
  25003. * @returns the current mesh
  25004. */
  25005. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  25006. /**
  25007. * Invert the geometry to move from a right handed system to a left handed one.
  25008. * @returns the current mesh
  25009. */
  25010. toLeftHanded(): Mesh;
  25011. /** @hidden */
  25012. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  25013. /** @hidden */
  25014. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  25015. /**
  25016. * Registers for this mesh a javascript function called just before the rendering process
  25017. * @param func defines the function to call before rendering this mesh
  25018. * @returns the current mesh
  25019. */
  25020. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25021. /**
  25022. * Disposes a previously registered javascript function called before the rendering
  25023. * @param func defines the function to remove
  25024. * @returns the current mesh
  25025. */
  25026. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25027. /**
  25028. * Registers for this mesh a javascript function called just after the rendering is complete
  25029. * @param func defines the function to call after rendering this mesh
  25030. * @returns the current mesh
  25031. */
  25032. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25033. /**
  25034. * Disposes a previously registered javascript function called after the rendering.
  25035. * @param func defines the function to remove
  25036. * @returns the current mesh
  25037. */
  25038. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25039. /** @hidden */
  25040. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  25041. /** @hidden */
  25042. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  25043. /** @hidden */
  25044. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  25045. /** @hidden */
  25046. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  25047. /** @hidden */
  25048. _rebuild(): void;
  25049. /** @hidden */
  25050. _freeze(): void;
  25051. /** @hidden */
  25052. _unFreeze(): void;
  25053. /**
  25054. * 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
  25055. * @param subMesh defines the subMesh to render
  25056. * @param enableAlphaMode defines if alpha mode can be changed
  25057. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  25058. * @returns the current mesh
  25059. */
  25060. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  25061. private _onBeforeDraw;
  25062. /**
  25063. * Renormalize the mesh and patch it up if there are no weights
  25064. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  25065. * However in the case of zero weights then we set just a single influence to 1.
  25066. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  25067. */
  25068. cleanMatrixWeights(): void;
  25069. private normalizeSkinFourWeights;
  25070. private normalizeSkinWeightsAndExtra;
  25071. /**
  25072. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  25073. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  25074. * the user know there was an issue with importing the mesh
  25075. * @returns a validation object with skinned, valid and report string
  25076. */
  25077. validateSkinning(): {
  25078. skinned: boolean;
  25079. valid: boolean;
  25080. report: string;
  25081. };
  25082. /** @hidden */
  25083. _checkDelayState(): Mesh;
  25084. private _queueLoad;
  25085. /**
  25086. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  25087. * A mesh is in the frustum if its bounding box intersects the frustum
  25088. * @param frustumPlanes defines the frustum to test
  25089. * @returns true if the mesh is in the frustum planes
  25090. */
  25091. isInFrustum(frustumPlanes: Plane[]): boolean;
  25092. /**
  25093. * Sets the mesh material by the material or multiMaterial `id` property
  25094. * @param id is a string identifying the material or the multiMaterial
  25095. * @returns the current mesh
  25096. */
  25097. setMaterialByID(id: string): Mesh;
  25098. /**
  25099. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  25100. * @returns an array of IAnimatable
  25101. */
  25102. getAnimatables(): IAnimatable[];
  25103. /**
  25104. * Modifies the mesh geometry according to the passed transformation matrix.
  25105. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  25106. * The mesh normals are modified using the same transformation.
  25107. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25108. * @param transform defines the transform matrix to use
  25109. * @see http://doc.babylonjs.com/resources/baking_transformations
  25110. * @returns the current mesh
  25111. */
  25112. bakeTransformIntoVertices(transform: Matrix): Mesh;
  25113. /**
  25114. * Modifies the mesh geometry according to its own current World Matrix.
  25115. * The mesh World Matrix is then reset.
  25116. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  25117. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25118. * @see http://doc.babylonjs.com/resources/baking_transformations
  25119. * @returns the current mesh
  25120. */
  25121. bakeCurrentTransformIntoVertices(): Mesh;
  25122. /** @hidden */
  25123. readonly _positions: Nullable<Vector3[]>;
  25124. /** @hidden */
  25125. _resetPointsArrayCache(): Mesh;
  25126. /** @hidden */
  25127. _generatePointsArray(): boolean;
  25128. /**
  25129. * Returns a new Mesh object generated from the current mesh properties.
  25130. * This method must not get confused with createInstance()
  25131. * @param name is a string, the name given to the new mesh
  25132. * @param newParent can be any Node object (default `null`)
  25133. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  25134. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  25135. * @returns a new mesh
  25136. */
  25137. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  25138. /**
  25139. * Releases resources associated with this mesh.
  25140. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25141. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25142. */
  25143. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25144. /** @hidden */
  25145. _disposeInstanceSpecificData(): void;
  25146. /**
  25147. * Modifies the mesh geometry according to a displacement map.
  25148. * 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.
  25149. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25150. * @param url is a string, the URL from the image file is to be downloaded.
  25151. * @param minHeight is the lower limit of the displacement.
  25152. * @param maxHeight is the upper limit of the displacement.
  25153. * @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.
  25154. * @param uvOffset is an optional vector2 used to offset UV.
  25155. * @param uvScale is an optional vector2 used to scale UV.
  25156. * @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.
  25157. * @returns the Mesh.
  25158. */
  25159. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25160. /**
  25161. * Modifies the mesh geometry according to a displacementMap buffer.
  25162. * 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.
  25163. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25164. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  25165. * @param heightMapWidth is the width of the buffer image.
  25166. * @param heightMapHeight is the height of the buffer image.
  25167. * @param minHeight is the lower limit of the displacement.
  25168. * @param maxHeight is the upper limit of the displacement.
  25169. * @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.
  25170. * @param uvOffset is an optional vector2 used to offset UV.
  25171. * @param uvScale is an optional vector2 used to scale UV.
  25172. * @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.
  25173. * @returns the Mesh.
  25174. */
  25175. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25176. /**
  25177. * Modify the mesh to get a flat shading rendering.
  25178. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  25179. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  25180. * @returns current mesh
  25181. */
  25182. convertToFlatShadedMesh(): Mesh;
  25183. /**
  25184. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  25185. * In other words, more vertices, no more indices and a single bigger VBO.
  25186. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  25187. * @returns current mesh
  25188. */
  25189. convertToUnIndexedMesh(): Mesh;
  25190. /**
  25191. * Inverses facet orientations.
  25192. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25193. * @param flipNormals will also inverts the normals
  25194. * @returns current mesh
  25195. */
  25196. flipFaces(flipNormals?: boolean): Mesh;
  25197. /**
  25198. * Increase the number of facets and hence vertices in a mesh
  25199. * Vertex normals are interpolated from existing vertex normals
  25200. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25201. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25202. */
  25203. increaseVertices(numberPerEdge: number): void;
  25204. /**
  25205. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25206. * This will undo any application of covertToFlatShadedMesh
  25207. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25208. */
  25209. forceSharedVertices(): void;
  25210. /** @hidden */
  25211. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25212. /** @hidden */
  25213. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25214. /**
  25215. * Creates a new InstancedMesh object from the mesh model.
  25216. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25217. * @param name defines the name of the new instance
  25218. * @returns a new InstancedMesh
  25219. */
  25220. createInstance(name: string): InstancedMesh;
  25221. /**
  25222. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25223. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25224. * @returns the current mesh
  25225. */
  25226. synchronizeInstances(): Mesh;
  25227. /**
  25228. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25229. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25230. * This should be used together with the simplification to avoid disappearing triangles.
  25231. * @param successCallback an optional success callback to be called after the optimization finished.
  25232. * @returns the current mesh
  25233. */
  25234. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25235. /**
  25236. * Serialize current mesh
  25237. * @param serializationObject defines the object which will receive the serialization data
  25238. */
  25239. serialize(serializationObject: any): void;
  25240. /** @hidden */
  25241. _syncGeometryWithMorphTargetManager(): void;
  25242. /** @hidden */
  25243. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25244. /**
  25245. * Returns a new Mesh object parsed from the source provided.
  25246. * @param parsedMesh is the source
  25247. * @param scene defines the hosting scene
  25248. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25249. * @returns a new Mesh
  25250. */
  25251. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25252. /**
  25253. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25254. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25255. * @param name defines the name of the mesh to create
  25256. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25257. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25258. * @param closePath creates a seam between the first and the last points of each path of the path array
  25259. * @param offset is taken in account only if the `pathArray` is containing a single path
  25260. * @param scene defines the hosting scene
  25261. * @param updatable defines if the mesh must be flagged as updatable
  25262. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25263. * @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)
  25264. * @returns a new Mesh
  25265. */
  25266. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25267. /**
  25268. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25269. * @param name defines the name of the mesh to create
  25270. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25271. * @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
  25272. * @param scene defines the hosting scene
  25273. * @param updatable defines if the mesh must be flagged as updatable
  25274. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25275. * @returns a new Mesh
  25276. */
  25277. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25278. /**
  25279. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25280. * @param name defines the name of the mesh to create
  25281. * @param size sets the size (float) of each box side (default 1)
  25282. * @param scene defines the hosting scene
  25283. * @param updatable defines if the mesh must be flagged as updatable
  25284. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25285. * @returns a new Mesh
  25286. */
  25287. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25288. /**
  25289. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25290. * @param name defines the name of the mesh to create
  25291. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25292. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25293. * @param scene defines the hosting scene
  25294. * @param updatable defines if the mesh must be flagged as updatable
  25295. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25296. * @returns a new Mesh
  25297. */
  25298. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25299. /**
  25300. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25301. * @param name defines the name of the mesh to create
  25302. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25303. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25304. * @param scene defines the hosting scene
  25305. * @returns a new Mesh
  25306. */
  25307. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25308. /**
  25309. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25310. * @param name defines the name of the mesh to create
  25311. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25312. * @param diameterTop set the top cap diameter (floats, default 1)
  25313. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25314. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25315. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25316. * @param scene defines the hosting scene
  25317. * @param updatable defines if the mesh must be flagged as updatable
  25318. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25319. * @returns a new Mesh
  25320. */
  25321. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25322. /**
  25323. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25324. * @param name defines the name of the mesh to create
  25325. * @param diameter sets the diameter size (float) of the torus (default 1)
  25326. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25327. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25328. * @param scene defines the hosting scene
  25329. * @param updatable defines if the mesh must be flagged as updatable
  25330. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25331. * @returns a new Mesh
  25332. */
  25333. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25334. /**
  25335. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25336. * @param name defines the name of the mesh to create
  25337. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25338. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25339. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25340. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25341. * @param p the number of windings on X axis (positive integers, default 2)
  25342. * @param q the number of windings on Y axis (positive integers, default 3)
  25343. * @param scene defines the hosting scene
  25344. * @param updatable defines if the mesh must be flagged as updatable
  25345. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25346. * @returns a new Mesh
  25347. */
  25348. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25349. /**
  25350. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25351. * @param name defines the name of the mesh to create
  25352. * @param points is an array successive Vector3
  25353. * @param scene defines the hosting scene
  25354. * @param updatable defines if the mesh must be flagged as updatable
  25355. * @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).
  25356. * @returns a new Mesh
  25357. */
  25358. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25359. /**
  25360. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25361. * @param name defines the name of the mesh to create
  25362. * @param points is an array successive Vector3
  25363. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25364. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25365. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25366. * @param scene defines the hosting scene
  25367. * @param updatable defines if the mesh must be flagged as updatable
  25368. * @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)
  25369. * @returns a new Mesh
  25370. */
  25371. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25372. /**
  25373. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25374. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25375. * 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.
  25376. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25377. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25378. * Remember you can only change the shape positions, not their number when updating a polygon.
  25379. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25380. * @param name defines the name of the mesh to create
  25381. * @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
  25382. * @param scene defines the hosting scene
  25383. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25384. * @param updatable defines if the mesh must be flagged as updatable
  25385. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25386. * @param earcutInjection can be used to inject your own earcut reference
  25387. * @returns a new Mesh
  25388. */
  25389. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25390. /**
  25391. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25392. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25393. * @param name defines the name of the mesh to create
  25394. * @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
  25395. * @param depth defines the height of extrusion
  25396. * @param scene defines the hosting scene
  25397. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25398. * @param updatable defines if the mesh must be flagged as updatable
  25399. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25400. * @param earcutInjection can be used to inject your own earcut reference
  25401. * @returns a new Mesh
  25402. */
  25403. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25404. /**
  25405. * Creates an extruded shape mesh.
  25406. * 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
  25407. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25408. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25409. * @param name defines the name of the mesh to create
  25410. * @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
  25411. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25412. * @param scale is the value to scale the shape
  25413. * @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
  25414. * @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
  25415. * @param scene defines the hosting scene
  25416. * @param updatable defines if the mesh must be flagged as updatable
  25417. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25418. * @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)
  25419. * @returns a new Mesh
  25420. */
  25421. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25422. /**
  25423. * Creates an custom extruded shape mesh.
  25424. * The custom extrusion is a parametric shape.
  25425. * It has no predefined shape. Its final shape will depend on the input parameters.
  25426. * Please consider using the same method from the MeshBuilder class instead
  25427. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25428. * @param name defines the name of the mesh to create
  25429. * @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
  25430. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25431. * @param scaleFunction is a custom Javascript function called on each path point
  25432. * @param rotationFunction is a custom Javascript function called on each path point
  25433. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25434. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25435. * @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
  25436. * @param scene defines the hosting scene
  25437. * @param updatable defines if the mesh must be flagged as updatable
  25438. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25439. * @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)
  25440. * @returns a new Mesh
  25441. */
  25442. 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;
  25443. /**
  25444. * Creates lathe mesh.
  25445. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25446. * Please consider using the same method from the MeshBuilder class instead
  25447. * @param name defines the name of the mesh to create
  25448. * @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
  25449. * @param radius is the radius value of the lathe
  25450. * @param tessellation is the side number of the lathe.
  25451. * @param scene defines the hosting scene
  25452. * @param updatable defines if the mesh must be flagged as updatable
  25453. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25454. * @returns a new Mesh
  25455. */
  25456. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25457. /**
  25458. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25459. * @param name defines the name of the mesh to create
  25460. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25461. * @param scene defines the hosting scene
  25462. * @param updatable defines if the mesh must be flagged as updatable
  25463. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25464. * @returns a new Mesh
  25465. */
  25466. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25467. /**
  25468. * Creates a ground mesh.
  25469. * Please consider using the same method from the MeshBuilder class instead
  25470. * @param name defines the name of the mesh to create
  25471. * @param width set the width of the ground
  25472. * @param height set the height of the ground
  25473. * @param subdivisions sets the number of subdivisions per side
  25474. * @param scene defines the hosting scene
  25475. * @param updatable defines if the mesh must be flagged as updatable
  25476. * @returns a new Mesh
  25477. */
  25478. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25479. /**
  25480. * Creates a tiled ground mesh.
  25481. * Please consider using the same method from the MeshBuilder class instead
  25482. * @param name defines the name of the mesh to create
  25483. * @param xmin set the ground minimum X coordinate
  25484. * @param zmin set the ground minimum Y coordinate
  25485. * @param xmax set the ground maximum X coordinate
  25486. * @param zmax set the ground maximum Z coordinate
  25487. * @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
  25488. * @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
  25489. * @param scene defines the hosting scene
  25490. * @param updatable defines if the mesh must be flagged as updatable
  25491. * @returns a new Mesh
  25492. */
  25493. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25494. w: number;
  25495. h: number;
  25496. }, precision: {
  25497. w: number;
  25498. h: number;
  25499. }, scene: Scene, updatable?: boolean): Mesh;
  25500. /**
  25501. * Creates a ground mesh from a height map.
  25502. * Please consider using the same method from the MeshBuilder class instead
  25503. * @see http://doc.babylonjs.com/babylon101/height_map
  25504. * @param name defines the name of the mesh to create
  25505. * @param url sets the URL of the height map image resource
  25506. * @param width set the ground width size
  25507. * @param height set the ground height size
  25508. * @param subdivisions sets the number of subdivision per side
  25509. * @param minHeight is the minimum altitude on the ground
  25510. * @param maxHeight is the maximum altitude on the ground
  25511. * @param scene defines the hosting scene
  25512. * @param updatable defines if the mesh must be flagged as updatable
  25513. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25514. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25515. * @returns a new Mesh
  25516. */
  25517. 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;
  25518. /**
  25519. * Creates a tube mesh.
  25520. * The tube is a parametric shape.
  25521. * It has no predefined shape. Its final shape will depend on the input parameters.
  25522. * Please consider using the same method from the MeshBuilder class instead
  25523. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25524. * @param name defines the name of the mesh to create
  25525. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25526. * @param radius sets the tube radius size
  25527. * @param tessellation is the number of sides on the tubular surface
  25528. * @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
  25529. * @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
  25530. * @param scene defines the hosting scene
  25531. * @param updatable defines if the mesh must be flagged as updatable
  25532. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25533. * @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)
  25534. * @returns a new Mesh
  25535. */
  25536. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25537. (i: number, distance: number): number;
  25538. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25539. /**
  25540. * Creates a polyhedron mesh.
  25541. * Please consider using the same method from the MeshBuilder class instead.
  25542. * * 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
  25543. * * The parameter `size` (positive float, default 1) sets the polygon size
  25544. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25545. * * 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`
  25546. * * 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
  25547. * * 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)`)
  25548. * * 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
  25549. * * 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
  25550. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25551. * * 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
  25552. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25553. * @param name defines the name of the mesh to create
  25554. * @param options defines the options used to create the mesh
  25555. * @param scene defines the hosting scene
  25556. * @returns a new Mesh
  25557. */
  25558. static CreatePolyhedron(name: string, options: {
  25559. type?: number;
  25560. size?: number;
  25561. sizeX?: number;
  25562. sizeY?: number;
  25563. sizeZ?: number;
  25564. custom?: any;
  25565. faceUV?: Vector4[];
  25566. faceColors?: Color4[];
  25567. updatable?: boolean;
  25568. sideOrientation?: number;
  25569. }, scene: Scene): Mesh;
  25570. /**
  25571. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25572. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25573. * * 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`)
  25574. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25575. * * 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
  25576. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25577. * * 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
  25578. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25579. * @param name defines the name of the mesh
  25580. * @param options defines the options used to create the mesh
  25581. * @param scene defines the hosting scene
  25582. * @returns a new Mesh
  25583. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25584. */
  25585. static CreateIcoSphere(name: string, options: {
  25586. radius?: number;
  25587. flat?: boolean;
  25588. subdivisions?: number;
  25589. sideOrientation?: number;
  25590. updatable?: boolean;
  25591. }, scene: Scene): Mesh;
  25592. /**
  25593. * Creates a decal mesh.
  25594. * Please consider using the same method from the MeshBuilder class instead.
  25595. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25596. * @param name defines the name of the mesh
  25597. * @param sourceMesh defines the mesh receiving the decal
  25598. * @param position sets the position of the decal in world coordinates
  25599. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25600. * @param size sets the decal scaling
  25601. * @param angle sets the angle to rotate the decal
  25602. * @returns a new Mesh
  25603. */
  25604. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25605. /**
  25606. * Prepare internal position array for software CPU skinning
  25607. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25608. */
  25609. setPositionsForCPUSkinning(): Float32Array;
  25610. /**
  25611. * Prepare internal normal array for software CPU skinning
  25612. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25613. */
  25614. setNormalsForCPUSkinning(): Float32Array;
  25615. /**
  25616. * Updates the vertex buffer by applying transformation from the bones
  25617. * @param skeleton defines the skeleton to apply to current mesh
  25618. * @returns the current mesh
  25619. */
  25620. applySkeleton(skeleton: Skeleton): Mesh;
  25621. /**
  25622. * 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
  25623. * @param meshes defines the list of meshes to scan
  25624. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25625. */
  25626. static MinMax(meshes: AbstractMesh[]): {
  25627. min: Vector3;
  25628. max: Vector3;
  25629. };
  25630. /**
  25631. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25632. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25633. * @returns a vector3
  25634. */
  25635. static Center(meshesOrMinMaxVector: {
  25636. min: Vector3;
  25637. max: Vector3;
  25638. } | AbstractMesh[]): Vector3;
  25639. /**
  25640. * Merge the array of meshes into a single mesh for performance reasons.
  25641. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25642. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25643. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25644. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25645. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25646. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25647. * @returns a new mesh
  25648. */
  25649. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25650. /** @hidden */
  25651. addInstance(instance: InstancedMesh): void;
  25652. /** @hidden */
  25653. removeInstance(instance: InstancedMesh): void;
  25654. }
  25655. }
  25656. declare module "babylonjs/Cameras/camera" {
  25657. import { SmartArray } from "babylonjs/Misc/smartArray";
  25658. import { Observable } from "babylonjs/Misc/observable";
  25659. import { Nullable } from "babylonjs/types";
  25660. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25661. import { Scene } from "babylonjs/scene";
  25662. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25663. import { Node } from "babylonjs/node";
  25664. import { Mesh } from "babylonjs/Meshes/mesh";
  25665. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25666. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25667. import { Viewport } from "babylonjs/Maths/math.viewport";
  25668. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25669. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25670. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25671. import { Ray } from "babylonjs/Culling/ray";
  25672. /**
  25673. * This is the base class of all the camera used in the application.
  25674. * @see http://doc.babylonjs.com/features/cameras
  25675. */
  25676. export class Camera extends Node {
  25677. /** @hidden */
  25678. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25679. /**
  25680. * This is the default projection mode used by the cameras.
  25681. * It helps recreating a feeling of perspective and better appreciate depth.
  25682. * This is the best way to simulate real life cameras.
  25683. */
  25684. static readonly PERSPECTIVE_CAMERA: number;
  25685. /**
  25686. * This helps creating camera with an orthographic mode.
  25687. * 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.
  25688. */
  25689. static readonly ORTHOGRAPHIC_CAMERA: number;
  25690. /**
  25691. * This is the default FOV mode for perspective cameras.
  25692. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25693. */
  25694. static readonly FOVMODE_VERTICAL_FIXED: number;
  25695. /**
  25696. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25697. */
  25698. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25699. /**
  25700. * This specifies ther is no need for a camera rig.
  25701. * Basically only one eye is rendered corresponding to the camera.
  25702. */
  25703. static readonly RIG_MODE_NONE: number;
  25704. /**
  25705. * Simulates a camera Rig with one blue eye and one red eye.
  25706. * This can be use with 3d blue and red glasses.
  25707. */
  25708. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25709. /**
  25710. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25711. */
  25712. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25713. /**
  25714. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25715. */
  25716. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25717. /**
  25718. * Defines that both eyes of the camera will be rendered over under each other.
  25719. */
  25720. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25721. /**
  25722. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25723. */
  25724. static readonly RIG_MODE_VR: number;
  25725. /**
  25726. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25727. */
  25728. static readonly RIG_MODE_WEBVR: number;
  25729. /**
  25730. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25731. */
  25732. static readonly RIG_MODE_CUSTOM: number;
  25733. /**
  25734. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25735. */
  25736. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25737. /**
  25738. * Define the input manager associated with the camera.
  25739. */
  25740. inputs: CameraInputsManager<Camera>;
  25741. /** @hidden */
  25742. _position: Vector3;
  25743. /**
  25744. * Define the current local position of the camera in the scene
  25745. */
  25746. position: Vector3;
  25747. /**
  25748. * The vector the camera should consider as up.
  25749. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25750. */
  25751. upVector: Vector3;
  25752. /**
  25753. * Define the current limit on the left side for an orthographic camera
  25754. * In scene unit
  25755. */
  25756. orthoLeft: Nullable<number>;
  25757. /**
  25758. * Define the current limit on the right side for an orthographic camera
  25759. * In scene unit
  25760. */
  25761. orthoRight: Nullable<number>;
  25762. /**
  25763. * Define the current limit on the bottom side for an orthographic camera
  25764. * In scene unit
  25765. */
  25766. orthoBottom: Nullable<number>;
  25767. /**
  25768. * Define the current limit on the top side for an orthographic camera
  25769. * In scene unit
  25770. */
  25771. orthoTop: Nullable<number>;
  25772. /**
  25773. * Field Of View is set in Radians. (default is 0.8)
  25774. */
  25775. fov: number;
  25776. /**
  25777. * Define the minimum distance the camera can see from.
  25778. * This is important to note that the depth buffer are not infinite and the closer it starts
  25779. * the more your scene might encounter depth fighting issue.
  25780. */
  25781. minZ: number;
  25782. /**
  25783. * Define the maximum distance the camera can see to.
  25784. * This is important to note that the depth buffer are not infinite and the further it end
  25785. * the more your scene might encounter depth fighting issue.
  25786. */
  25787. maxZ: number;
  25788. /**
  25789. * Define the default inertia of the camera.
  25790. * This helps giving a smooth feeling to the camera movement.
  25791. */
  25792. inertia: number;
  25793. /**
  25794. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25795. */
  25796. mode: number;
  25797. /**
  25798. * Define wether the camera is intermediate.
  25799. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25800. */
  25801. isIntermediate: boolean;
  25802. /**
  25803. * Define the viewport of the camera.
  25804. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25805. */
  25806. viewport: Viewport;
  25807. /**
  25808. * Restricts the camera to viewing objects with the same layerMask.
  25809. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25810. */
  25811. layerMask: number;
  25812. /**
  25813. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25814. */
  25815. fovMode: number;
  25816. /**
  25817. * Rig mode of the camera.
  25818. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25819. * This is normally controlled byt the camera themselves as internal use.
  25820. */
  25821. cameraRigMode: number;
  25822. /**
  25823. * Defines the distance between both "eyes" in case of a RIG
  25824. */
  25825. interaxialDistance: number;
  25826. /**
  25827. * Defines if stereoscopic rendering is done side by side or over under.
  25828. */
  25829. isStereoscopicSideBySide: boolean;
  25830. /**
  25831. * 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
  25832. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25833. * else in the scene. (Eg. security camera)
  25834. *
  25835. * 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)
  25836. */
  25837. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25838. /**
  25839. * When set, the camera will render to this render target instead of the default canvas
  25840. *
  25841. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25842. */
  25843. outputRenderTarget: Nullable<RenderTargetTexture>;
  25844. /**
  25845. * Observable triggered when the camera view matrix has changed.
  25846. */
  25847. onViewMatrixChangedObservable: Observable<Camera>;
  25848. /**
  25849. * Observable triggered when the camera Projection matrix has changed.
  25850. */
  25851. onProjectionMatrixChangedObservable: Observable<Camera>;
  25852. /**
  25853. * Observable triggered when the inputs have been processed.
  25854. */
  25855. onAfterCheckInputsObservable: Observable<Camera>;
  25856. /**
  25857. * Observable triggered when reset has been called and applied to the camera.
  25858. */
  25859. onRestoreStateObservable: Observable<Camera>;
  25860. /** @hidden */
  25861. _cameraRigParams: any;
  25862. /** @hidden */
  25863. _rigCameras: Camera[];
  25864. /** @hidden */
  25865. _rigPostProcess: Nullable<PostProcess>;
  25866. protected _webvrViewMatrix: Matrix;
  25867. /** @hidden */
  25868. _skipRendering: boolean;
  25869. /** @hidden */
  25870. _projectionMatrix: Matrix;
  25871. /** @hidden */
  25872. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25873. /** @hidden */
  25874. _activeMeshes: SmartArray<AbstractMesh>;
  25875. protected _globalPosition: Vector3;
  25876. /** @hidden */
  25877. _computedViewMatrix: Matrix;
  25878. private _doNotComputeProjectionMatrix;
  25879. private _transformMatrix;
  25880. private _frustumPlanes;
  25881. private _refreshFrustumPlanes;
  25882. private _storedFov;
  25883. private _stateStored;
  25884. /**
  25885. * Instantiates a new camera object.
  25886. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25887. * @see http://doc.babylonjs.com/features/cameras
  25888. * @param name Defines the name of the camera in the scene
  25889. * @param position Defines the position of the camera
  25890. * @param scene Defines the scene the camera belongs too
  25891. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25892. */
  25893. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25894. /**
  25895. * Store current camera state (fov, position, etc..)
  25896. * @returns the camera
  25897. */
  25898. storeState(): Camera;
  25899. /**
  25900. * Restores the camera state values if it has been stored. You must call storeState() first
  25901. */
  25902. protected _restoreStateValues(): boolean;
  25903. /**
  25904. * Restored camera state. You must call storeState() first.
  25905. * @returns true if restored and false otherwise
  25906. */
  25907. restoreState(): boolean;
  25908. /**
  25909. * Gets the class name of the camera.
  25910. * @returns the class name
  25911. */
  25912. getClassName(): string;
  25913. /** @hidden */
  25914. readonly _isCamera: boolean;
  25915. /**
  25916. * Gets a string representation of the camera useful for debug purpose.
  25917. * @param fullDetails Defines that a more verboe level of logging is required
  25918. * @returns the string representation
  25919. */
  25920. toString(fullDetails?: boolean): string;
  25921. /**
  25922. * Gets the current world space position of the camera.
  25923. */
  25924. readonly globalPosition: Vector3;
  25925. /**
  25926. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25927. * @returns the active meshe list
  25928. */
  25929. getActiveMeshes(): SmartArray<AbstractMesh>;
  25930. /**
  25931. * Check wether a mesh is part of the current active mesh list of the camera
  25932. * @param mesh Defines the mesh to check
  25933. * @returns true if active, false otherwise
  25934. */
  25935. isActiveMesh(mesh: Mesh): boolean;
  25936. /**
  25937. * Is this camera ready to be used/rendered
  25938. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25939. * @return true if the camera is ready
  25940. */
  25941. isReady(completeCheck?: boolean): boolean;
  25942. /** @hidden */
  25943. _initCache(): void;
  25944. /** @hidden */
  25945. _updateCache(ignoreParentClass?: boolean): void;
  25946. /** @hidden */
  25947. _isSynchronized(): boolean;
  25948. /** @hidden */
  25949. _isSynchronizedViewMatrix(): boolean;
  25950. /** @hidden */
  25951. _isSynchronizedProjectionMatrix(): boolean;
  25952. /**
  25953. * Attach the input controls to a specific dom element to get the input from.
  25954. * @param element Defines the element the controls should be listened from
  25955. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25956. */
  25957. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25958. /**
  25959. * Detach the current controls from the specified dom element.
  25960. * @param element Defines the element to stop listening the inputs from
  25961. */
  25962. detachControl(element: HTMLElement): void;
  25963. /**
  25964. * Update the camera state according to the different inputs gathered during the frame.
  25965. */
  25966. update(): void;
  25967. /** @hidden */
  25968. _checkInputs(): void;
  25969. /** @hidden */
  25970. readonly rigCameras: Camera[];
  25971. /**
  25972. * Gets the post process used by the rig cameras
  25973. */
  25974. readonly rigPostProcess: Nullable<PostProcess>;
  25975. /**
  25976. * Internal, gets the first post proces.
  25977. * @returns the first post process to be run on this camera.
  25978. */
  25979. _getFirstPostProcess(): Nullable<PostProcess>;
  25980. private _cascadePostProcessesToRigCams;
  25981. /**
  25982. * Attach a post process to the camera.
  25983. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25984. * @param postProcess The post process to attach to the camera
  25985. * @param insertAt The position of the post process in case several of them are in use in the scene
  25986. * @returns the position the post process has been inserted at
  25987. */
  25988. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25989. /**
  25990. * Detach a post process to the camera.
  25991. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25992. * @param postProcess The post process to detach from the camera
  25993. */
  25994. detachPostProcess(postProcess: PostProcess): void;
  25995. /**
  25996. * Gets the current world matrix of the camera
  25997. */
  25998. getWorldMatrix(): Matrix;
  25999. /** @hidden */
  26000. _getViewMatrix(): Matrix;
  26001. /**
  26002. * Gets the current view matrix of the camera.
  26003. * @param force forces the camera to recompute the matrix without looking at the cached state
  26004. * @returns the view matrix
  26005. */
  26006. getViewMatrix(force?: boolean): Matrix;
  26007. /**
  26008. * Freeze the projection matrix.
  26009. * It will prevent the cache check of the camera projection compute and can speed up perf
  26010. * if no parameter of the camera are meant to change
  26011. * @param projection Defines manually a projection if necessary
  26012. */
  26013. freezeProjectionMatrix(projection?: Matrix): void;
  26014. /**
  26015. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  26016. */
  26017. unfreezeProjectionMatrix(): void;
  26018. /**
  26019. * Gets the current projection matrix of the camera.
  26020. * @param force forces the camera to recompute the matrix without looking at the cached state
  26021. * @returns the projection matrix
  26022. */
  26023. getProjectionMatrix(force?: boolean): Matrix;
  26024. /**
  26025. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  26026. * @returns a Matrix
  26027. */
  26028. getTransformationMatrix(): Matrix;
  26029. private _updateFrustumPlanes;
  26030. /**
  26031. * Checks if a cullable object (mesh...) is in the camera frustum
  26032. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  26033. * @param target The object to check
  26034. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  26035. * @returns true if the object is in frustum otherwise false
  26036. */
  26037. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  26038. /**
  26039. * Checks if a cullable object (mesh...) is in the camera frustum
  26040. * Unlike isInFrustum this cheks the full bounding box
  26041. * @param target The object to check
  26042. * @returns true if the object is in frustum otherwise false
  26043. */
  26044. isCompletelyInFrustum(target: ICullable): boolean;
  26045. /**
  26046. * Gets a ray in the forward direction from the camera.
  26047. * @param length Defines the length of the ray to create
  26048. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  26049. * @param origin Defines the start point of the ray which defaults to the camera position
  26050. * @returns the forward ray
  26051. */
  26052. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  26053. /**
  26054. * Releases resources associated with this node.
  26055. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26056. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26057. */
  26058. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26059. /** @hidden */
  26060. _isLeftCamera: boolean;
  26061. /**
  26062. * Gets the left camera of a rig setup in case of Rigged Camera
  26063. */
  26064. readonly isLeftCamera: boolean;
  26065. /** @hidden */
  26066. _isRightCamera: boolean;
  26067. /**
  26068. * Gets the right camera of a rig setup in case of Rigged Camera
  26069. */
  26070. readonly isRightCamera: boolean;
  26071. /**
  26072. * Gets the left camera of a rig setup in case of Rigged Camera
  26073. */
  26074. readonly leftCamera: Nullable<FreeCamera>;
  26075. /**
  26076. * Gets the right camera of a rig setup in case of Rigged Camera
  26077. */
  26078. readonly rightCamera: Nullable<FreeCamera>;
  26079. /**
  26080. * Gets the left camera target of a rig setup in case of Rigged Camera
  26081. * @returns the target position
  26082. */
  26083. getLeftTarget(): Nullable<Vector3>;
  26084. /**
  26085. * Gets the right camera target of a rig setup in case of Rigged Camera
  26086. * @returns the target position
  26087. */
  26088. getRightTarget(): Nullable<Vector3>;
  26089. /**
  26090. * @hidden
  26091. */
  26092. setCameraRigMode(mode: number, rigParams: any): void;
  26093. /** @hidden */
  26094. static _setStereoscopicRigMode(camera: Camera): void;
  26095. /** @hidden */
  26096. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  26097. /** @hidden */
  26098. static _setVRRigMode(camera: Camera, rigParams: any): void;
  26099. /** @hidden */
  26100. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  26101. /** @hidden */
  26102. _getVRProjectionMatrix(): Matrix;
  26103. protected _updateCameraRotationMatrix(): void;
  26104. protected _updateWebVRCameraRotationMatrix(): void;
  26105. /**
  26106. * This function MUST be overwritten by the different WebVR cameras available.
  26107. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26108. * @hidden
  26109. */
  26110. _getWebVRProjectionMatrix(): Matrix;
  26111. /**
  26112. * This function MUST be overwritten by the different WebVR cameras available.
  26113. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26114. * @hidden
  26115. */
  26116. _getWebVRViewMatrix(): Matrix;
  26117. /** @hidden */
  26118. setCameraRigParameter(name: string, value: any): void;
  26119. /**
  26120. * needs to be overridden by children so sub has required properties to be copied
  26121. * @hidden
  26122. */
  26123. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  26124. /**
  26125. * May need to be overridden by children
  26126. * @hidden
  26127. */
  26128. _updateRigCameras(): void;
  26129. /** @hidden */
  26130. _setupInputs(): void;
  26131. /**
  26132. * Serialiaze the camera setup to a json represention
  26133. * @returns the JSON representation
  26134. */
  26135. serialize(): any;
  26136. /**
  26137. * Clones the current camera.
  26138. * @param name The cloned camera name
  26139. * @returns the cloned camera
  26140. */
  26141. clone(name: string): Camera;
  26142. /**
  26143. * Gets the direction of the camera relative to a given local axis.
  26144. * @param localAxis Defines the reference axis to provide a relative direction.
  26145. * @return the direction
  26146. */
  26147. getDirection(localAxis: Vector3): Vector3;
  26148. /**
  26149. * Returns the current camera absolute rotation
  26150. */
  26151. readonly absoluteRotation: Quaternion;
  26152. /**
  26153. * Gets the direction of the camera relative to a given local axis into a passed vector.
  26154. * @param localAxis Defines the reference axis to provide a relative direction.
  26155. * @param result Defines the vector to store the result in
  26156. */
  26157. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  26158. /**
  26159. * Gets a camera constructor for a given camera type
  26160. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  26161. * @param name The name of the camera the result will be able to instantiate
  26162. * @param scene The scene the result will construct the camera in
  26163. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  26164. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  26165. * @returns a factory method to construc the camera
  26166. */
  26167. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  26168. /**
  26169. * Compute the world matrix of the camera.
  26170. * @returns the camera world matrix
  26171. */
  26172. computeWorldMatrix(): Matrix;
  26173. /**
  26174. * Parse a JSON and creates the camera from the parsed information
  26175. * @param parsedCamera The JSON to parse
  26176. * @param scene The scene to instantiate the camera in
  26177. * @returns the newly constructed camera
  26178. */
  26179. static Parse(parsedCamera: any, scene: Scene): Camera;
  26180. }
  26181. }
  26182. declare module "babylonjs/Meshes/Builders/discBuilder" {
  26183. import { Nullable } from "babylonjs/types";
  26184. import { Scene } from "babylonjs/scene";
  26185. import { Vector4 } from "babylonjs/Maths/math.vector";
  26186. import { Mesh } from "babylonjs/Meshes/mesh";
  26187. /**
  26188. * Class containing static functions to help procedurally build meshes
  26189. */
  26190. export class DiscBuilder {
  26191. /**
  26192. * Creates a plane polygonal mesh. By default, this is a disc
  26193. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  26194. * * 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
  26195. * * 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
  26196. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  26197. * * 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
  26198. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26199. * @param name defines the name of the mesh
  26200. * @param options defines the options used to create the mesh
  26201. * @param scene defines the hosting scene
  26202. * @returns the plane polygonal mesh
  26203. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26204. */
  26205. static CreateDisc(name: string, options: {
  26206. radius?: number;
  26207. tessellation?: number;
  26208. arc?: number;
  26209. updatable?: boolean;
  26210. sideOrientation?: number;
  26211. frontUVs?: Vector4;
  26212. backUVs?: Vector4;
  26213. }, scene?: Nullable<Scene>): Mesh;
  26214. }
  26215. }
  26216. declare module "babylonjs/Particles/solidParticleSystem" {
  26217. import { Nullable } from "babylonjs/types";
  26218. import { Vector3 } from "babylonjs/Maths/math.vector";
  26219. import { Mesh } from "babylonjs/Meshes/mesh";
  26220. import { Scene, IDisposable } from "babylonjs/scene";
  26221. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  26222. /**
  26223. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  26224. *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.
  26225. * The SPS is also a particle system. It provides some methods to manage the particles.
  26226. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  26227. *
  26228. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  26229. */
  26230. export class SolidParticleSystem implements IDisposable {
  26231. /**
  26232. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  26233. * Example : var p = SPS.particles[i];
  26234. */
  26235. particles: SolidParticle[];
  26236. /**
  26237. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  26238. */
  26239. nbParticles: number;
  26240. /**
  26241. * If the particles must ever face the camera (default false). Useful for planar particles.
  26242. */
  26243. billboard: boolean;
  26244. /**
  26245. * Recompute normals when adding a shape
  26246. */
  26247. recomputeNormals: boolean;
  26248. /**
  26249. * This a counter ofr your own usage. It's not set by any SPS functions.
  26250. */
  26251. counter: number;
  26252. /**
  26253. * The SPS name. This name is also given to the underlying mesh.
  26254. */
  26255. name: string;
  26256. /**
  26257. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  26258. */
  26259. mesh: Mesh;
  26260. /**
  26261. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  26262. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  26263. */
  26264. vars: any;
  26265. /**
  26266. * This array is populated when the SPS is set as 'pickable'.
  26267. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  26268. * Each element of this array is an object `{idx: int, faceId: int}`.
  26269. * `idx` is the picked particle index in the `SPS.particles` array
  26270. * `faceId` is the picked face index counted within this particle.
  26271. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  26272. */
  26273. pickedParticles: {
  26274. idx: number;
  26275. faceId: number;
  26276. }[];
  26277. /**
  26278. * This array is populated when `enableDepthSort` is set to true.
  26279. * Each element of this array is an instance of the class DepthSortedParticle.
  26280. */
  26281. depthSortedParticles: DepthSortedParticle[];
  26282. /**
  26283. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  26284. * @hidden
  26285. */
  26286. _bSphereOnly: boolean;
  26287. /**
  26288. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  26289. * @hidden
  26290. */
  26291. _bSphereRadiusFactor: number;
  26292. private _scene;
  26293. private _positions;
  26294. private _indices;
  26295. private _normals;
  26296. private _colors;
  26297. private _uvs;
  26298. private _indices32;
  26299. private _positions32;
  26300. private _normals32;
  26301. private _fixedNormal32;
  26302. private _colors32;
  26303. private _uvs32;
  26304. private _index;
  26305. private _updatable;
  26306. private _pickable;
  26307. private _isVisibilityBoxLocked;
  26308. private _alwaysVisible;
  26309. private _depthSort;
  26310. private _expandable;
  26311. private _shapeCounter;
  26312. private _copy;
  26313. private _color;
  26314. private _computeParticleColor;
  26315. private _computeParticleTexture;
  26316. private _computeParticleRotation;
  26317. private _computeParticleVertex;
  26318. private _computeBoundingBox;
  26319. private _depthSortParticles;
  26320. private _camera;
  26321. private _mustUnrotateFixedNormals;
  26322. private _particlesIntersect;
  26323. private _needs32Bits;
  26324. private _isNotBuilt;
  26325. private _lastParticleId;
  26326. private _idxOfId;
  26327. /**
  26328. * Creates a SPS (Solid Particle System) object.
  26329. * @param name (String) is the SPS name, this will be the underlying mesh name.
  26330. * @param scene (Scene) is the scene in which the SPS is added.
  26331. * @param options defines the options of the sps e.g.
  26332. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  26333. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  26334. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  26335. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  26336. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  26337. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  26338. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  26339. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  26340. */
  26341. constructor(name: string, scene: Scene, options?: {
  26342. updatable?: boolean;
  26343. isPickable?: boolean;
  26344. enableDepthSort?: boolean;
  26345. particleIntersection?: boolean;
  26346. boundingSphereOnly?: boolean;
  26347. bSphereRadiusFactor?: number;
  26348. expandable?: boolean;
  26349. });
  26350. /**
  26351. * Builds the SPS underlying mesh. Returns a standard Mesh.
  26352. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  26353. * @returns the created mesh
  26354. */
  26355. buildMesh(): Mesh;
  26356. /**
  26357. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  26358. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  26359. * Thus the particles generated from `digest()` have their property `position` set yet.
  26360. * @param mesh ( Mesh ) is the mesh to be digested
  26361. * @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
  26362. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  26363. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  26364. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26365. * @returns the current SPS
  26366. */
  26367. digest(mesh: Mesh, options?: {
  26368. facetNb?: number;
  26369. number?: number;
  26370. delta?: number;
  26371. storage?: [];
  26372. }): SolidParticleSystem;
  26373. /**
  26374. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  26375. * @hidden
  26376. */
  26377. private _unrotateFixedNormals;
  26378. /**
  26379. * Resets the temporary working copy particle
  26380. * @hidden
  26381. */
  26382. private _resetCopy;
  26383. /**
  26384. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  26385. * @param p the current index in the positions array to be updated
  26386. * @param shape a Vector3 array, the shape geometry
  26387. * @param positions the positions array to be updated
  26388. * @param meshInd the shape indices array
  26389. * @param indices the indices array to be updated
  26390. * @param meshUV the shape uv array
  26391. * @param uvs the uv array to be updated
  26392. * @param meshCol the shape color array
  26393. * @param colors the color array to be updated
  26394. * @param meshNor the shape normals array
  26395. * @param normals the normals array to be updated
  26396. * @param idx the particle index
  26397. * @param idxInShape the particle index in its shape
  26398. * @param options the addShape() method passed options
  26399. * @hidden
  26400. */
  26401. private _meshBuilder;
  26402. /**
  26403. * Returns a shape Vector3 array from positions float array
  26404. * @param positions float array
  26405. * @returns a vector3 array
  26406. * @hidden
  26407. */
  26408. private _posToShape;
  26409. /**
  26410. * Returns a shapeUV array from a float uvs (array deep copy)
  26411. * @param uvs as a float array
  26412. * @returns a shapeUV array
  26413. * @hidden
  26414. */
  26415. private _uvsToShapeUV;
  26416. /**
  26417. * Adds a new particle object in the particles array
  26418. * @param idx particle index in particles array
  26419. * @param id particle id
  26420. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  26421. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  26422. * @param model particle ModelShape object
  26423. * @param shapeId model shape identifier
  26424. * @param idxInShape index of the particle in the current model
  26425. * @param bInfo model bounding info object
  26426. * @param storage target storage array, if any
  26427. * @hidden
  26428. */
  26429. private _addParticle;
  26430. /**
  26431. * Adds some particles to the SPS from the model shape. Returns the shape id.
  26432. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  26433. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  26434. * @param nb (positive integer) the number of particles to be created from this model
  26435. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  26436. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  26437. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26438. * @returns the number of shapes in the system
  26439. */
  26440. addShape(mesh: Mesh, nb: number, options?: {
  26441. positionFunction?: any;
  26442. vertexFunction?: any;
  26443. storage?: [];
  26444. }): number;
  26445. /**
  26446. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  26447. * @hidden
  26448. */
  26449. private _rebuildParticle;
  26450. /**
  26451. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  26452. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  26453. * @returns the SPS.
  26454. */
  26455. rebuildMesh(reset?: boolean): SolidParticleSystem;
  26456. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  26457. * Returns an array with the removed particles.
  26458. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  26459. * The SPS can't be empty so at least one particle needs to remain in place.
  26460. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  26461. * @param start index of the first particle to remove
  26462. * @param end index of the last particle to remove (included)
  26463. * @returns an array populated with the removed particles
  26464. */
  26465. removeParticles(start: number, end: number): SolidParticle[];
  26466. /**
  26467. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  26468. * @param solidParticleArray an array populated with Solid Particles objects
  26469. * @returns the SPS
  26470. */
  26471. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  26472. /**
  26473. * Creates a new particle and modifies the SPS mesh geometry :
  26474. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  26475. * - calls _addParticle() to populate the particle array
  26476. * factorized code from addShape() and insertParticlesFromArray()
  26477. * @param idx particle index in the particles array
  26478. * @param i particle index in its shape
  26479. * @param modelShape particle ModelShape object
  26480. * @param shape shape vertex array
  26481. * @param meshInd shape indices array
  26482. * @param meshUV shape uv array
  26483. * @param meshCol shape color array
  26484. * @param meshNor shape normals array
  26485. * @param bbInfo shape bounding info
  26486. * @param storage target particle storage
  26487. * @options addShape() passed options
  26488. * @hidden
  26489. */
  26490. private _insertNewParticle;
  26491. /**
  26492. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  26493. * This method calls `updateParticle()` for each particle of the SPS.
  26494. * For an animated SPS, it is usually called within the render loop.
  26495. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  26496. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  26497. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  26498. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  26499. * @returns the SPS.
  26500. */
  26501. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  26502. /**
  26503. * Disposes the SPS.
  26504. */
  26505. dispose(): void;
  26506. /**
  26507. * Returns a SolidParticle object from its identifier : particle.id
  26508. * @param id (integer) the particle Id
  26509. * @returns the searched particle or null if not found in the SPS.
  26510. */
  26511. getParticleById(id: number): Nullable<SolidParticle>;
  26512. /**
  26513. * Returns a new array populated with the particles having the passed shapeId.
  26514. * @param shapeId (integer) the shape identifier
  26515. * @returns a new solid particle array
  26516. */
  26517. getParticlesByShapeId(shapeId: number): SolidParticle[];
  26518. /**
  26519. * Populates the passed array "ref" with the particles having the passed shapeId.
  26520. * @param shapeId the shape identifier
  26521. * @returns the SPS
  26522. * @param ref
  26523. */
  26524. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  26525. /**
  26526. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  26527. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26528. * @returns the SPS.
  26529. */
  26530. refreshVisibleSize(): SolidParticleSystem;
  26531. /**
  26532. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  26533. * @param size the size (float) of the visibility box
  26534. * note : this doesn't lock the SPS mesh bounding box.
  26535. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26536. */
  26537. setVisibilityBox(size: number): void;
  26538. /**
  26539. * Gets whether the SPS as always visible or not
  26540. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26541. */
  26542. /**
  26543. * Sets the SPS as always visible or not
  26544. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26545. */
  26546. isAlwaysVisible: boolean;
  26547. /**
  26548. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26549. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26550. */
  26551. /**
  26552. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26553. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26554. */
  26555. isVisibilityBoxLocked: boolean;
  26556. /**
  26557. * Tells to `setParticles()` to compute the particle rotations or not.
  26558. * Default value : true. The SPS is faster when it's set to false.
  26559. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26560. */
  26561. /**
  26562. * Gets if `setParticles()` computes the particle rotations or not.
  26563. * Default value : true. The SPS is faster when it's set to false.
  26564. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26565. */
  26566. computeParticleRotation: boolean;
  26567. /**
  26568. * Tells to `setParticles()` to compute the particle colors or not.
  26569. * Default value : true. The SPS is faster when it's set to false.
  26570. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26571. */
  26572. /**
  26573. * Gets if `setParticles()` computes the particle colors or not.
  26574. * Default value : true. The SPS is faster when it's set to false.
  26575. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26576. */
  26577. computeParticleColor: boolean;
  26578. /**
  26579. * Gets if `setParticles()` computes the particle textures or not.
  26580. * Default value : true. The SPS is faster when it's set to false.
  26581. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  26582. */
  26583. computeParticleTexture: boolean;
  26584. /**
  26585. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  26586. * Default value : false. The SPS is faster when it's set to false.
  26587. * Note : the particle custom vertex positions aren't stored values.
  26588. */
  26589. /**
  26590. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  26591. * Default value : false. The SPS is faster when it's set to false.
  26592. * Note : the particle custom vertex positions aren't stored values.
  26593. */
  26594. computeParticleVertex: boolean;
  26595. /**
  26596. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  26597. */
  26598. /**
  26599. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  26600. */
  26601. computeBoundingBox: boolean;
  26602. /**
  26603. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  26604. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26605. * Default : `true`
  26606. */
  26607. /**
  26608. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  26609. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26610. * Default : `true`
  26611. */
  26612. depthSortParticles: boolean;
  26613. /**
  26614. * Gets if the SPS is created as expandable at construction time.
  26615. * Default : `false`
  26616. */
  26617. readonly expandable: boolean;
  26618. /**
  26619. * This function does nothing. It may be overwritten to set all the particle first values.
  26620. * The SPS doesn't call this function, you may have to call it by your own.
  26621. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26622. */
  26623. initParticles(): void;
  26624. /**
  26625. * This function does nothing. It may be overwritten to recycle a particle.
  26626. * The SPS doesn't call this function, you may have to call it by your own.
  26627. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26628. * @param particle The particle to recycle
  26629. * @returns the recycled particle
  26630. */
  26631. recycleParticle(particle: SolidParticle): SolidParticle;
  26632. /**
  26633. * Updates a particle : this function should be overwritten by the user.
  26634. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  26635. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26636. * @example : just set a particle position or velocity and recycle conditions
  26637. * @param particle The particle to update
  26638. * @returns the updated particle
  26639. */
  26640. updateParticle(particle: SolidParticle): SolidParticle;
  26641. /**
  26642. * Updates a vertex of a particle : it can be overwritten by the user.
  26643. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  26644. * @param particle the current particle
  26645. * @param vertex the current index of the current particle
  26646. * @param pt the index of the current vertex in the particle shape
  26647. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26648. * @example : just set a vertex particle position
  26649. * @returns the updated vertex
  26650. */
  26651. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26652. /**
  26653. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26654. * This does nothing and may be overwritten by the user.
  26655. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26656. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26657. * @param update the boolean update value actually passed to setParticles()
  26658. */
  26659. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26660. /**
  26661. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26662. * This will be passed three parameters.
  26663. * This does nothing and may be overwritten by the user.
  26664. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26665. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26666. * @param update the boolean update value actually passed to setParticles()
  26667. */
  26668. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26669. }
  26670. }
  26671. declare module "babylonjs/Particles/solidParticle" {
  26672. import { Nullable } from "babylonjs/types";
  26673. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26674. import { Color4 } from "babylonjs/Maths/math.color";
  26675. import { Mesh } from "babylonjs/Meshes/mesh";
  26676. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26677. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26678. import { Plane } from "babylonjs/Maths/math.plane";
  26679. /**
  26680. * Represents one particle of a solid particle system.
  26681. */
  26682. export class SolidParticle {
  26683. /**
  26684. * particle global index
  26685. */
  26686. idx: number;
  26687. /**
  26688. * particle identifier
  26689. */
  26690. id: number;
  26691. /**
  26692. * The color of the particle
  26693. */
  26694. color: Nullable<Color4>;
  26695. /**
  26696. * The world space position of the particle.
  26697. */
  26698. position: Vector3;
  26699. /**
  26700. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26701. */
  26702. rotation: Vector3;
  26703. /**
  26704. * The world space rotation quaternion of the particle.
  26705. */
  26706. rotationQuaternion: Nullable<Quaternion>;
  26707. /**
  26708. * The scaling of the particle.
  26709. */
  26710. scaling: Vector3;
  26711. /**
  26712. * The uvs of the particle.
  26713. */
  26714. uvs: Vector4;
  26715. /**
  26716. * The current speed of the particle.
  26717. */
  26718. velocity: Vector3;
  26719. /**
  26720. * The pivot point in the particle local space.
  26721. */
  26722. pivot: Vector3;
  26723. /**
  26724. * Must the particle be translated from its pivot point in its local space ?
  26725. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26726. * Default : false
  26727. */
  26728. translateFromPivot: boolean;
  26729. /**
  26730. * Is the particle active or not ?
  26731. */
  26732. alive: boolean;
  26733. /**
  26734. * Is the particle visible or not ?
  26735. */
  26736. isVisible: boolean;
  26737. /**
  26738. * Index of this particle in the global "positions" array (Internal use)
  26739. * @hidden
  26740. */
  26741. _pos: number;
  26742. /**
  26743. * @hidden Index of this particle in the global "indices" array (Internal use)
  26744. */
  26745. _ind: number;
  26746. /**
  26747. * @hidden ModelShape of this particle (Internal use)
  26748. */
  26749. _model: ModelShape;
  26750. /**
  26751. * ModelShape id of this particle
  26752. */
  26753. shapeId: number;
  26754. /**
  26755. * Index of the particle in its shape id
  26756. */
  26757. idxInShape: number;
  26758. /**
  26759. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26760. */
  26761. _modelBoundingInfo: BoundingInfo;
  26762. /**
  26763. * @hidden Particle BoundingInfo object (Internal use)
  26764. */
  26765. _boundingInfo: BoundingInfo;
  26766. /**
  26767. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26768. */
  26769. _sps: SolidParticleSystem;
  26770. /**
  26771. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26772. */
  26773. _stillInvisible: boolean;
  26774. /**
  26775. * @hidden Last computed particle rotation matrix
  26776. */
  26777. _rotationMatrix: number[];
  26778. /**
  26779. * Parent particle Id, if any.
  26780. * Default null.
  26781. */
  26782. parentId: Nullable<number>;
  26783. /**
  26784. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26785. * The possible values are :
  26786. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26787. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26788. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26789. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26790. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26791. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26792. * */
  26793. cullingStrategy: number;
  26794. /**
  26795. * @hidden Internal global position in the SPS.
  26796. */
  26797. _globalPosition: Vector3;
  26798. /**
  26799. * Creates a Solid Particle object.
  26800. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26801. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  26802. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  26803. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26804. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26805. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26806. * @param shapeId (integer) is the model shape identifier in the SPS.
  26807. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26808. * @param sps defines the sps it is associated to
  26809. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26810. */
  26811. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26812. /**
  26813. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  26814. * @param target the particle target
  26815. * @returns the current particle
  26816. */
  26817. copyToRef(target: SolidParticle): SolidParticle;
  26818. /**
  26819. * Legacy support, changed scale to scaling
  26820. */
  26821. /**
  26822. * Legacy support, changed scale to scaling
  26823. */
  26824. scale: Vector3;
  26825. /**
  26826. * Legacy support, changed quaternion to rotationQuaternion
  26827. */
  26828. /**
  26829. * Legacy support, changed quaternion to rotationQuaternion
  26830. */
  26831. quaternion: Nullable<Quaternion>;
  26832. /**
  26833. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26834. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26835. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26836. * @returns true if it intersects
  26837. */
  26838. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26839. /**
  26840. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26841. * A particle is in the frustum if its bounding box intersects the frustum
  26842. * @param frustumPlanes defines the frustum to test
  26843. * @returns true if the particle is in the frustum planes
  26844. */
  26845. isInFrustum(frustumPlanes: Plane[]): boolean;
  26846. /**
  26847. * get the rotation matrix of the particle
  26848. * @hidden
  26849. */
  26850. getRotationMatrix(m: Matrix): void;
  26851. }
  26852. /**
  26853. * Represents the shape of the model used by one particle of a solid particle system.
  26854. * SPS internal tool, don't use it manually.
  26855. */
  26856. export class ModelShape {
  26857. /**
  26858. * The shape id
  26859. * @hidden
  26860. */
  26861. shapeID: number;
  26862. /**
  26863. * flat array of model positions (internal use)
  26864. * @hidden
  26865. */
  26866. _shape: Vector3[];
  26867. /**
  26868. * flat array of model UVs (internal use)
  26869. * @hidden
  26870. */
  26871. _shapeUV: number[];
  26872. /**
  26873. * color array of the model
  26874. * @hidden
  26875. */
  26876. _shapeColors: number[];
  26877. /**
  26878. * indices array of the model
  26879. * @hidden
  26880. */
  26881. _indices: number[];
  26882. /**
  26883. * normals array of the model
  26884. * @hidden
  26885. */
  26886. _normals: number[];
  26887. /**
  26888. * length of the shape in the model indices array (internal use)
  26889. * @hidden
  26890. */
  26891. _indicesLength: number;
  26892. /**
  26893. * Custom position function (internal use)
  26894. * @hidden
  26895. */
  26896. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26897. /**
  26898. * Custom vertex function (internal use)
  26899. * @hidden
  26900. */
  26901. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26902. /**
  26903. * 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.
  26904. * SPS internal tool, don't use it manually.
  26905. * @hidden
  26906. */
  26907. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26908. }
  26909. /**
  26910. * Represents a Depth Sorted Particle in the solid particle system.
  26911. */
  26912. export class DepthSortedParticle {
  26913. /**
  26914. * Index of the particle in the "indices" array
  26915. */
  26916. ind: number;
  26917. /**
  26918. * Length of the particle shape in the "indices" array
  26919. */
  26920. indicesLength: number;
  26921. /**
  26922. * Squared distance from the particle to the camera
  26923. */
  26924. sqDistance: number;
  26925. }
  26926. }
  26927. declare module "babylonjs/Collisions/meshCollisionData" {
  26928. import { Collider } from "babylonjs/Collisions/collider";
  26929. import { Vector3 } from "babylonjs/Maths/math.vector";
  26930. import { Nullable } from "babylonjs/types";
  26931. import { Observer } from "babylonjs/Misc/observable";
  26932. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26933. /**
  26934. * @hidden
  26935. */
  26936. export class _MeshCollisionData {
  26937. _checkCollisions: boolean;
  26938. _collisionMask: number;
  26939. _collisionGroup: number;
  26940. _collider: Nullable<Collider>;
  26941. _oldPositionForCollisions: Vector3;
  26942. _diffPositionForCollisions: Vector3;
  26943. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26944. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26945. }
  26946. }
  26947. declare module "babylonjs/Meshes/abstractMesh" {
  26948. import { Observable } from "babylonjs/Misc/observable";
  26949. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26950. import { Camera } from "babylonjs/Cameras/camera";
  26951. import { Scene, IDisposable } from "babylonjs/scene";
  26952. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26953. import { Node } from "babylonjs/node";
  26954. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26955. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26956. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26957. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26958. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26959. import { Material } from "babylonjs/Materials/material";
  26960. import { Light } from "babylonjs/Lights/light";
  26961. import { Skeleton } from "babylonjs/Bones/skeleton";
  26962. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26963. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26964. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26965. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26966. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26967. import { Plane } from "babylonjs/Maths/math.plane";
  26968. import { Ray } from "babylonjs/Culling/ray";
  26969. import { Collider } from "babylonjs/Collisions/collider";
  26970. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26971. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26972. /** @hidden */
  26973. class _FacetDataStorage {
  26974. facetPositions: Vector3[];
  26975. facetNormals: Vector3[];
  26976. facetPartitioning: number[][];
  26977. facetNb: number;
  26978. partitioningSubdivisions: number;
  26979. partitioningBBoxRatio: number;
  26980. facetDataEnabled: boolean;
  26981. facetParameters: any;
  26982. bbSize: Vector3;
  26983. subDiv: {
  26984. max: number;
  26985. X: number;
  26986. Y: number;
  26987. Z: number;
  26988. };
  26989. facetDepthSort: boolean;
  26990. facetDepthSortEnabled: boolean;
  26991. depthSortedIndices: IndicesArray;
  26992. depthSortedFacets: {
  26993. ind: number;
  26994. sqDistance: number;
  26995. }[];
  26996. facetDepthSortFunction: (f1: {
  26997. ind: number;
  26998. sqDistance: number;
  26999. }, f2: {
  27000. ind: number;
  27001. sqDistance: number;
  27002. }) => number;
  27003. facetDepthSortFrom: Vector3;
  27004. facetDepthSortOrigin: Vector3;
  27005. invertedMatrix: Matrix;
  27006. }
  27007. /**
  27008. * @hidden
  27009. **/
  27010. class _InternalAbstractMeshDataInfo {
  27011. _hasVertexAlpha: boolean;
  27012. _useVertexColors: boolean;
  27013. _numBoneInfluencers: number;
  27014. _applyFog: boolean;
  27015. _receiveShadows: boolean;
  27016. _facetData: _FacetDataStorage;
  27017. _visibility: number;
  27018. _skeleton: Nullable<Skeleton>;
  27019. _layerMask: number;
  27020. _computeBonesUsingShaders: boolean;
  27021. _isActive: boolean;
  27022. _onlyForInstances: boolean;
  27023. _isActiveIntermediate: boolean;
  27024. _onlyForInstancesIntermediate: boolean;
  27025. _actAsRegularMesh: boolean;
  27026. }
  27027. /**
  27028. * Class used to store all common mesh properties
  27029. */
  27030. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  27031. /** No occlusion */
  27032. static OCCLUSION_TYPE_NONE: number;
  27033. /** Occlusion set to optimisitic */
  27034. static OCCLUSION_TYPE_OPTIMISTIC: number;
  27035. /** Occlusion set to strict */
  27036. static OCCLUSION_TYPE_STRICT: number;
  27037. /** Use an accurante occlusion algorithm */
  27038. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  27039. /** Use a conservative occlusion algorithm */
  27040. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  27041. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  27042. * Test order :
  27043. * Is the bounding sphere outside the frustum ?
  27044. * If not, are the bounding box vertices outside the frustum ?
  27045. * It not, then the cullable object is in the frustum.
  27046. */
  27047. static readonly CULLINGSTRATEGY_STANDARD: number;
  27048. /** Culling strategy : Bounding Sphere Only.
  27049. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  27050. * It's also less accurate than the standard because some not visible objects can still be selected.
  27051. * Test : is the bounding sphere outside the frustum ?
  27052. * If not, then the cullable object is in the frustum.
  27053. */
  27054. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  27055. /** Culling strategy : Optimistic Inclusion.
  27056. * This in an inclusion test first, then the standard exclusion test.
  27057. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  27058. * 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.
  27059. * Anyway, it's as accurate as the standard strategy.
  27060. * Test :
  27061. * Is the cullable object bounding sphere center in the frustum ?
  27062. * If not, apply the default culling strategy.
  27063. */
  27064. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  27065. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  27066. * This in an inclusion test first, then the bounding sphere only exclusion test.
  27067. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  27068. * 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.
  27069. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  27070. * Test :
  27071. * Is the cullable object bounding sphere center in the frustum ?
  27072. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  27073. */
  27074. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  27075. /**
  27076. * No billboard
  27077. */
  27078. static readonly BILLBOARDMODE_NONE: number;
  27079. /** Billboard on X axis */
  27080. static readonly BILLBOARDMODE_X: number;
  27081. /** Billboard on Y axis */
  27082. static readonly BILLBOARDMODE_Y: number;
  27083. /** Billboard on Z axis */
  27084. static readonly BILLBOARDMODE_Z: number;
  27085. /** Billboard on all axes */
  27086. static readonly BILLBOARDMODE_ALL: number;
  27087. /** Billboard on using position instead of orientation */
  27088. static readonly BILLBOARDMODE_USE_POSITION: number;
  27089. /** @hidden */
  27090. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  27091. /**
  27092. * The culling strategy to use to check whether the mesh must be rendered or not.
  27093. * This value can be changed at any time and will be used on the next render mesh selection.
  27094. * The possible values are :
  27095. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  27096. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  27097. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  27098. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  27099. * Please read each static variable documentation to get details about the culling process.
  27100. * */
  27101. cullingStrategy: number;
  27102. /**
  27103. * Gets the number of facets in the mesh
  27104. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27105. */
  27106. readonly facetNb: number;
  27107. /**
  27108. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  27109. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27110. */
  27111. partitioningSubdivisions: number;
  27112. /**
  27113. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  27114. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  27115. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27116. */
  27117. partitioningBBoxRatio: number;
  27118. /**
  27119. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  27120. * Works only for updatable meshes.
  27121. * Doesn't work with multi-materials
  27122. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27123. */
  27124. mustDepthSortFacets: boolean;
  27125. /**
  27126. * The location (Vector3) where the facet depth sort must be computed from.
  27127. * By default, the active camera position.
  27128. * Used only when facet depth sort is enabled
  27129. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27130. */
  27131. facetDepthSortFrom: Vector3;
  27132. /**
  27133. * gets a boolean indicating if facetData is enabled
  27134. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27135. */
  27136. readonly isFacetDataEnabled: boolean;
  27137. /** @hidden */
  27138. _updateNonUniformScalingState(value: boolean): boolean;
  27139. /**
  27140. * An event triggered when this mesh collides with another one
  27141. */
  27142. onCollideObservable: Observable<AbstractMesh>;
  27143. /** Set a function to call when this mesh collides with another one */
  27144. onCollide: () => void;
  27145. /**
  27146. * An event triggered when the collision's position changes
  27147. */
  27148. onCollisionPositionChangeObservable: Observable<Vector3>;
  27149. /** Set a function to call when the collision's position changes */
  27150. onCollisionPositionChange: () => void;
  27151. /**
  27152. * An event triggered when material is changed
  27153. */
  27154. onMaterialChangedObservable: Observable<AbstractMesh>;
  27155. /**
  27156. * Gets or sets the orientation for POV movement & rotation
  27157. */
  27158. definedFacingForward: boolean;
  27159. /** @hidden */
  27160. _occlusionQuery: Nullable<WebGLQuery>;
  27161. /** @hidden */
  27162. _renderingGroup: Nullable<RenderingGroup>;
  27163. /**
  27164. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27165. */
  27166. /**
  27167. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27168. */
  27169. visibility: number;
  27170. /** Gets or sets the alpha index used to sort transparent meshes
  27171. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  27172. */
  27173. alphaIndex: number;
  27174. /**
  27175. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  27176. */
  27177. isVisible: boolean;
  27178. /**
  27179. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  27180. */
  27181. isPickable: boolean;
  27182. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  27183. showSubMeshesBoundingBox: boolean;
  27184. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  27185. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  27186. */
  27187. isBlocker: boolean;
  27188. /**
  27189. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  27190. */
  27191. enablePointerMoveEvents: boolean;
  27192. /**
  27193. * Specifies the rendering group id for this mesh (0 by default)
  27194. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  27195. */
  27196. renderingGroupId: number;
  27197. private _material;
  27198. /** Gets or sets current material */
  27199. material: Nullable<Material>;
  27200. /**
  27201. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  27202. * @see http://doc.babylonjs.com/babylon101/shadows
  27203. */
  27204. receiveShadows: boolean;
  27205. /** Defines color to use when rendering outline */
  27206. outlineColor: Color3;
  27207. /** Define width to use when rendering outline */
  27208. outlineWidth: number;
  27209. /** Defines color to use when rendering overlay */
  27210. overlayColor: Color3;
  27211. /** Defines alpha to use when rendering overlay */
  27212. overlayAlpha: number;
  27213. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  27214. hasVertexAlpha: boolean;
  27215. /** 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) */
  27216. useVertexColors: boolean;
  27217. /**
  27218. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  27219. */
  27220. computeBonesUsingShaders: boolean;
  27221. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  27222. numBoneInfluencers: number;
  27223. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  27224. applyFog: boolean;
  27225. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  27226. useOctreeForRenderingSelection: boolean;
  27227. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  27228. useOctreeForPicking: boolean;
  27229. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  27230. useOctreeForCollisions: boolean;
  27231. /**
  27232. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  27233. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  27234. */
  27235. layerMask: number;
  27236. /**
  27237. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  27238. */
  27239. alwaysSelectAsActiveMesh: boolean;
  27240. /**
  27241. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  27242. */
  27243. doNotSyncBoundingInfo: boolean;
  27244. /**
  27245. * Gets or sets the current action manager
  27246. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27247. */
  27248. actionManager: Nullable<AbstractActionManager>;
  27249. private _meshCollisionData;
  27250. /**
  27251. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  27252. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27253. */
  27254. ellipsoid: Vector3;
  27255. /**
  27256. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  27257. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27258. */
  27259. ellipsoidOffset: Vector3;
  27260. /**
  27261. * Gets or sets a collision mask used to mask collisions (default is -1).
  27262. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27263. */
  27264. collisionMask: number;
  27265. /**
  27266. * Gets or sets the current collision group mask (-1 by default).
  27267. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27268. */
  27269. collisionGroup: number;
  27270. /**
  27271. * Defines edge width used when edgesRenderer is enabled
  27272. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27273. */
  27274. edgesWidth: number;
  27275. /**
  27276. * Defines edge color used when edgesRenderer is enabled
  27277. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27278. */
  27279. edgesColor: Color4;
  27280. /** @hidden */
  27281. _edgesRenderer: Nullable<IEdgesRenderer>;
  27282. /** @hidden */
  27283. _masterMesh: Nullable<AbstractMesh>;
  27284. /** @hidden */
  27285. _boundingInfo: Nullable<BoundingInfo>;
  27286. /** @hidden */
  27287. _renderId: number;
  27288. /**
  27289. * Gets or sets the list of subMeshes
  27290. * @see http://doc.babylonjs.com/how_to/multi_materials
  27291. */
  27292. subMeshes: SubMesh[];
  27293. /** @hidden */
  27294. _intersectionsInProgress: AbstractMesh[];
  27295. /** @hidden */
  27296. _unIndexed: boolean;
  27297. /** @hidden */
  27298. _lightSources: Light[];
  27299. /** Gets the list of lights affecting that mesh */
  27300. readonly lightSources: Light[];
  27301. /** @hidden */
  27302. readonly _positions: Nullable<Vector3[]>;
  27303. /** @hidden */
  27304. _waitingData: {
  27305. lods: Nullable<any>;
  27306. actions: Nullable<any>;
  27307. freezeWorldMatrix: Nullable<boolean>;
  27308. };
  27309. /** @hidden */
  27310. _bonesTransformMatrices: Nullable<Float32Array>;
  27311. /** @hidden */
  27312. _transformMatrixTexture: Nullable<RawTexture>;
  27313. /**
  27314. * Gets or sets a skeleton to apply skining transformations
  27315. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  27316. */
  27317. skeleton: Nullable<Skeleton>;
  27318. /**
  27319. * An event triggered when the mesh is rebuilt.
  27320. */
  27321. onRebuildObservable: Observable<AbstractMesh>;
  27322. /**
  27323. * Creates a new AbstractMesh
  27324. * @param name defines the name of the mesh
  27325. * @param scene defines the hosting scene
  27326. */
  27327. constructor(name: string, scene?: Nullable<Scene>);
  27328. /**
  27329. * Returns the string "AbstractMesh"
  27330. * @returns "AbstractMesh"
  27331. */
  27332. getClassName(): string;
  27333. /**
  27334. * Gets a string representation of the current mesh
  27335. * @param fullDetails defines a boolean indicating if full details must be included
  27336. * @returns a string representation of the current mesh
  27337. */
  27338. toString(fullDetails?: boolean): string;
  27339. /**
  27340. * @hidden
  27341. */
  27342. protected _getEffectiveParent(): Nullable<Node>;
  27343. /** @hidden */
  27344. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27345. /** @hidden */
  27346. _rebuild(): void;
  27347. /** @hidden */
  27348. _resyncLightSources(): void;
  27349. /** @hidden */
  27350. _resyncLighSource(light: Light): void;
  27351. /** @hidden */
  27352. _unBindEffect(): void;
  27353. /** @hidden */
  27354. _removeLightSource(light: Light, dispose: boolean): void;
  27355. private _markSubMeshesAsDirty;
  27356. /** @hidden */
  27357. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  27358. /** @hidden */
  27359. _markSubMeshesAsAttributesDirty(): void;
  27360. /** @hidden */
  27361. _markSubMeshesAsMiscDirty(): void;
  27362. /**
  27363. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  27364. */
  27365. scaling: Vector3;
  27366. /**
  27367. * Returns true if the mesh is blocked. Implemented by child classes
  27368. */
  27369. readonly isBlocked: boolean;
  27370. /**
  27371. * Returns the mesh itself by default. Implemented by child classes
  27372. * @param camera defines the camera to use to pick the right LOD level
  27373. * @returns the currentAbstractMesh
  27374. */
  27375. getLOD(camera: Camera): Nullable<AbstractMesh>;
  27376. /**
  27377. * Returns 0 by default. Implemented by child classes
  27378. * @returns an integer
  27379. */
  27380. getTotalVertices(): number;
  27381. /**
  27382. * Returns a positive integer : the total number of indices in this mesh geometry.
  27383. * @returns the numner of indices or zero if the mesh has no geometry.
  27384. */
  27385. getTotalIndices(): number;
  27386. /**
  27387. * Returns null by default. Implemented by child classes
  27388. * @returns null
  27389. */
  27390. getIndices(): Nullable<IndicesArray>;
  27391. /**
  27392. * Returns the array of the requested vertex data kind. Implemented by child classes
  27393. * @param kind defines the vertex data kind to use
  27394. * @returns null
  27395. */
  27396. getVerticesData(kind: string): Nullable<FloatArray>;
  27397. /**
  27398. * Sets the vertex data of the mesh geometry for the requested `kind`.
  27399. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  27400. * Note that a new underlying VertexBuffer object is created each call.
  27401. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  27402. * @param kind defines vertex data kind:
  27403. * * VertexBuffer.PositionKind
  27404. * * VertexBuffer.UVKind
  27405. * * VertexBuffer.UV2Kind
  27406. * * VertexBuffer.UV3Kind
  27407. * * VertexBuffer.UV4Kind
  27408. * * VertexBuffer.UV5Kind
  27409. * * VertexBuffer.UV6Kind
  27410. * * VertexBuffer.ColorKind
  27411. * * VertexBuffer.MatricesIndicesKind
  27412. * * VertexBuffer.MatricesIndicesExtraKind
  27413. * * VertexBuffer.MatricesWeightsKind
  27414. * * VertexBuffer.MatricesWeightsExtraKind
  27415. * @param data defines the data source
  27416. * @param updatable defines if the data must be flagged as updatable (or static)
  27417. * @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
  27418. * @returns the current mesh
  27419. */
  27420. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  27421. /**
  27422. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  27423. * If the mesh has no geometry, it is simply returned as it is.
  27424. * @param kind defines vertex data kind:
  27425. * * VertexBuffer.PositionKind
  27426. * * VertexBuffer.UVKind
  27427. * * VertexBuffer.UV2Kind
  27428. * * VertexBuffer.UV3Kind
  27429. * * VertexBuffer.UV4Kind
  27430. * * VertexBuffer.UV5Kind
  27431. * * VertexBuffer.UV6Kind
  27432. * * VertexBuffer.ColorKind
  27433. * * VertexBuffer.MatricesIndicesKind
  27434. * * VertexBuffer.MatricesIndicesExtraKind
  27435. * * VertexBuffer.MatricesWeightsKind
  27436. * * VertexBuffer.MatricesWeightsExtraKind
  27437. * @param data defines the data source
  27438. * @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
  27439. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  27440. * @returns the current mesh
  27441. */
  27442. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  27443. /**
  27444. * Sets the mesh indices,
  27445. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  27446. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  27447. * @param totalVertices Defines the total number of vertices
  27448. * @returns the current mesh
  27449. */
  27450. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  27451. /**
  27452. * Gets a boolean indicating if specific vertex data is present
  27453. * @param kind defines the vertex data kind to use
  27454. * @returns true is data kind is present
  27455. */
  27456. isVerticesDataPresent(kind: string): boolean;
  27457. /**
  27458. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  27459. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  27460. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  27461. * @returns a BoundingInfo
  27462. */
  27463. getBoundingInfo(): BoundingInfo;
  27464. /**
  27465. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  27466. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  27467. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  27468. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  27469. * @returns the current mesh
  27470. */
  27471. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  27472. /**
  27473. * Overwrite the current bounding info
  27474. * @param boundingInfo defines the new bounding info
  27475. * @returns the current mesh
  27476. */
  27477. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  27478. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  27479. readonly useBones: boolean;
  27480. /** @hidden */
  27481. _preActivate(): void;
  27482. /** @hidden */
  27483. _preActivateForIntermediateRendering(renderId: number): void;
  27484. /** @hidden */
  27485. _activate(renderId: number, intermediateRendering: boolean): boolean;
  27486. /** @hidden */
  27487. _postActivate(): void;
  27488. /** @hidden */
  27489. _freeze(): void;
  27490. /** @hidden */
  27491. _unFreeze(): void;
  27492. /**
  27493. * Gets the current world matrix
  27494. * @returns a Matrix
  27495. */
  27496. getWorldMatrix(): Matrix;
  27497. /** @hidden */
  27498. _getWorldMatrixDeterminant(): number;
  27499. /**
  27500. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  27501. */
  27502. readonly isAnInstance: boolean;
  27503. /**
  27504. * Gets a boolean indicating if this mesh has instances
  27505. */
  27506. readonly hasInstances: boolean;
  27507. /**
  27508. * Perform relative position change from the point of view of behind the front of the mesh.
  27509. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27510. * Supports definition of mesh facing forward or backward
  27511. * @param amountRight defines the distance on the right axis
  27512. * @param amountUp defines the distance on the up axis
  27513. * @param amountForward defines the distance on the forward axis
  27514. * @returns the current mesh
  27515. */
  27516. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  27517. /**
  27518. * Calculate relative position change from the point of view of behind the front of the mesh.
  27519. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27520. * Supports definition of mesh facing forward or backward
  27521. * @param amountRight defines the distance on the right axis
  27522. * @param amountUp defines the distance on the up axis
  27523. * @param amountForward defines the distance on the forward axis
  27524. * @returns the new displacement vector
  27525. */
  27526. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  27527. /**
  27528. * Perform relative rotation change from the point of view of behind the front of the mesh.
  27529. * Supports definition of mesh facing forward or backward
  27530. * @param flipBack defines the flip
  27531. * @param twirlClockwise defines the twirl
  27532. * @param tiltRight defines the tilt
  27533. * @returns the current mesh
  27534. */
  27535. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  27536. /**
  27537. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  27538. * Supports definition of mesh facing forward or backward.
  27539. * @param flipBack defines the flip
  27540. * @param twirlClockwise defines the twirl
  27541. * @param tiltRight defines the tilt
  27542. * @returns the new rotation vector
  27543. */
  27544. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  27545. /**
  27546. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  27547. * This means the mesh underlying bounding box and sphere are recomputed.
  27548. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  27549. * @returns the current mesh
  27550. */
  27551. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  27552. /** @hidden */
  27553. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  27554. /** @hidden */
  27555. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  27556. /** @hidden */
  27557. _updateBoundingInfo(): AbstractMesh;
  27558. /** @hidden */
  27559. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  27560. /** @hidden */
  27561. protected _afterComputeWorldMatrix(): void;
  27562. /** @hidden */
  27563. readonly _effectiveMesh: AbstractMesh;
  27564. /**
  27565. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  27566. * A mesh is in the frustum if its bounding box intersects the frustum
  27567. * @param frustumPlanes defines the frustum to test
  27568. * @returns true if the mesh is in the frustum planes
  27569. */
  27570. isInFrustum(frustumPlanes: Plane[]): boolean;
  27571. /**
  27572. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  27573. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  27574. * @param frustumPlanes defines the frustum to test
  27575. * @returns true if the mesh is completely in the frustum planes
  27576. */
  27577. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  27578. /**
  27579. * True if the mesh intersects another mesh or a SolidParticle object
  27580. * @param mesh defines a target mesh or SolidParticle to test
  27581. * @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)
  27582. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  27583. * @returns true if there is an intersection
  27584. */
  27585. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  27586. /**
  27587. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  27588. * @param point defines the point to test
  27589. * @returns true if there is an intersection
  27590. */
  27591. intersectsPoint(point: Vector3): boolean;
  27592. /**
  27593. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  27594. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27595. */
  27596. checkCollisions: boolean;
  27597. /**
  27598. * Gets Collider object used to compute collisions (not physics)
  27599. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27600. */
  27601. readonly collider: Nullable<Collider>;
  27602. /**
  27603. * Move the mesh using collision engine
  27604. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27605. * @param displacement defines the requested displacement vector
  27606. * @returns the current mesh
  27607. */
  27608. moveWithCollisions(displacement: Vector3): AbstractMesh;
  27609. private _onCollisionPositionChange;
  27610. /** @hidden */
  27611. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  27612. /** @hidden */
  27613. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  27614. /** @hidden */
  27615. _checkCollision(collider: Collider): AbstractMesh;
  27616. /** @hidden */
  27617. _generatePointsArray(): boolean;
  27618. /**
  27619. * Checks if the passed Ray intersects with the mesh
  27620. * @param ray defines the ray to use
  27621. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  27622. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  27623. * @returns the picking info
  27624. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  27625. */
  27626. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  27627. /**
  27628. * Clones the current mesh
  27629. * @param name defines the mesh name
  27630. * @param newParent defines the new mesh parent
  27631. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  27632. * @returns the new mesh
  27633. */
  27634. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  27635. /**
  27636. * Disposes all the submeshes of the current meshnp
  27637. * @returns the current mesh
  27638. */
  27639. releaseSubMeshes(): AbstractMesh;
  27640. /**
  27641. * Releases resources associated with this abstract mesh.
  27642. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27643. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27644. */
  27645. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27646. /**
  27647. * Adds the passed mesh as a child to the current mesh
  27648. * @param mesh defines the child mesh
  27649. * @returns the current mesh
  27650. */
  27651. addChild(mesh: AbstractMesh): AbstractMesh;
  27652. /**
  27653. * Removes the passed mesh from the current mesh children list
  27654. * @param mesh defines the child mesh
  27655. * @returns the current mesh
  27656. */
  27657. removeChild(mesh: AbstractMesh): AbstractMesh;
  27658. /** @hidden */
  27659. private _initFacetData;
  27660. /**
  27661. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  27662. * This method can be called within the render loop.
  27663. * 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
  27664. * @returns the current mesh
  27665. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27666. */
  27667. updateFacetData(): AbstractMesh;
  27668. /**
  27669. * Returns the facetLocalNormals array.
  27670. * The normals are expressed in the mesh local spac
  27671. * @returns an array of Vector3
  27672. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27673. */
  27674. getFacetLocalNormals(): Vector3[];
  27675. /**
  27676. * Returns the facetLocalPositions array.
  27677. * The facet positions are expressed in the mesh local space
  27678. * @returns an array of Vector3
  27679. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27680. */
  27681. getFacetLocalPositions(): Vector3[];
  27682. /**
  27683. * Returns the facetLocalPartioning array
  27684. * @returns an array of array of numbers
  27685. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27686. */
  27687. getFacetLocalPartitioning(): number[][];
  27688. /**
  27689. * Returns the i-th facet position in the world system.
  27690. * This method allocates a new Vector3 per call
  27691. * @param i defines the facet index
  27692. * @returns a new Vector3
  27693. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27694. */
  27695. getFacetPosition(i: number): Vector3;
  27696. /**
  27697. * Sets the reference Vector3 with the i-th facet position in the world system
  27698. * @param i defines the facet index
  27699. * @param ref defines the target vector
  27700. * @returns the current mesh
  27701. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27702. */
  27703. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27704. /**
  27705. * Returns the i-th facet normal in the world system.
  27706. * This method allocates a new Vector3 per call
  27707. * @param i defines the facet index
  27708. * @returns a new Vector3
  27709. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27710. */
  27711. getFacetNormal(i: number): Vector3;
  27712. /**
  27713. * Sets the reference Vector3 with the i-th facet normal in the world system
  27714. * @param i defines the facet index
  27715. * @param ref defines the target vector
  27716. * @returns the current mesh
  27717. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27718. */
  27719. getFacetNormalToRef(i: number, ref: Vector3): this;
  27720. /**
  27721. * 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)
  27722. * @param x defines x coordinate
  27723. * @param y defines y coordinate
  27724. * @param z defines z coordinate
  27725. * @returns the array of facet indexes
  27726. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27727. */
  27728. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27729. /**
  27730. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27731. * @param projected sets as the (x,y,z) world projection on the facet
  27732. * @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
  27733. * @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
  27734. * @param x defines x coordinate
  27735. * @param y defines y coordinate
  27736. * @param z defines z coordinate
  27737. * @returns the face index if found (or null instead)
  27738. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27739. */
  27740. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27741. /**
  27742. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27743. * @param projected sets as the (x,y,z) local projection on the facet
  27744. * @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
  27745. * @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
  27746. * @param x defines x coordinate
  27747. * @param y defines y coordinate
  27748. * @param z defines z coordinate
  27749. * @returns the face index if found (or null instead)
  27750. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27751. */
  27752. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27753. /**
  27754. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27755. * @returns the parameters
  27756. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27757. */
  27758. getFacetDataParameters(): any;
  27759. /**
  27760. * Disables the feature FacetData and frees the related memory
  27761. * @returns the current mesh
  27762. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27763. */
  27764. disableFacetData(): AbstractMesh;
  27765. /**
  27766. * Updates the AbstractMesh indices array
  27767. * @param indices defines the data source
  27768. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27769. * @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)
  27770. * @returns the current mesh
  27771. */
  27772. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27773. /**
  27774. * Creates new normals data for the mesh
  27775. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27776. * @returns the current mesh
  27777. */
  27778. createNormals(updatable: boolean): AbstractMesh;
  27779. /**
  27780. * Align the mesh with a normal
  27781. * @param normal defines the normal to use
  27782. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27783. * @returns the current mesh
  27784. */
  27785. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27786. /** @hidden */
  27787. _checkOcclusionQuery(): boolean;
  27788. /**
  27789. * Disables the mesh edge rendering mode
  27790. * @returns the currentAbstractMesh
  27791. */
  27792. disableEdgesRendering(): AbstractMesh;
  27793. /**
  27794. * Enables the edge rendering mode on the mesh.
  27795. * This mode makes the mesh edges visible
  27796. * @param epsilon defines the maximal distance between two angles to detect a face
  27797. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27798. * @returns the currentAbstractMesh
  27799. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27800. */
  27801. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27802. }
  27803. }
  27804. declare module "babylonjs/Actions/actionEvent" {
  27805. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27806. import { Nullable } from "babylonjs/types";
  27807. import { Sprite } from "babylonjs/Sprites/sprite";
  27808. import { Scene } from "babylonjs/scene";
  27809. import { Vector2 } from "babylonjs/Maths/math.vector";
  27810. /**
  27811. * Interface used to define ActionEvent
  27812. */
  27813. export interface IActionEvent {
  27814. /** The mesh or sprite that triggered the action */
  27815. source: any;
  27816. /** The X mouse cursor position at the time of the event */
  27817. pointerX: number;
  27818. /** The Y mouse cursor position at the time of the event */
  27819. pointerY: number;
  27820. /** The mesh that is currently pointed at (can be null) */
  27821. meshUnderPointer: Nullable<AbstractMesh>;
  27822. /** the original (browser) event that triggered the ActionEvent */
  27823. sourceEvent?: any;
  27824. /** additional data for the event */
  27825. additionalData?: any;
  27826. }
  27827. /**
  27828. * ActionEvent is the event being sent when an action is triggered.
  27829. */
  27830. export class ActionEvent implements IActionEvent {
  27831. /** The mesh or sprite that triggered the action */
  27832. source: any;
  27833. /** The X mouse cursor position at the time of the event */
  27834. pointerX: number;
  27835. /** The Y mouse cursor position at the time of the event */
  27836. pointerY: number;
  27837. /** The mesh that is currently pointed at (can be null) */
  27838. meshUnderPointer: Nullable<AbstractMesh>;
  27839. /** the original (browser) event that triggered the ActionEvent */
  27840. sourceEvent?: any;
  27841. /** additional data for the event */
  27842. additionalData?: any;
  27843. /**
  27844. * Creates a new ActionEvent
  27845. * @param source The mesh or sprite that triggered the action
  27846. * @param pointerX The X mouse cursor position at the time of the event
  27847. * @param pointerY The Y mouse cursor position at the time of the event
  27848. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27849. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27850. * @param additionalData additional data for the event
  27851. */
  27852. constructor(
  27853. /** The mesh or sprite that triggered the action */
  27854. source: any,
  27855. /** The X mouse cursor position at the time of the event */
  27856. pointerX: number,
  27857. /** The Y mouse cursor position at the time of the event */
  27858. pointerY: number,
  27859. /** The mesh that is currently pointed at (can be null) */
  27860. meshUnderPointer: Nullable<AbstractMesh>,
  27861. /** the original (browser) event that triggered the ActionEvent */
  27862. sourceEvent?: any,
  27863. /** additional data for the event */
  27864. additionalData?: any);
  27865. /**
  27866. * Helper function to auto-create an ActionEvent from a source mesh.
  27867. * @param source The source mesh that triggered the event
  27868. * @param evt The original (browser) event
  27869. * @param additionalData additional data for the event
  27870. * @returns the new ActionEvent
  27871. */
  27872. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27873. /**
  27874. * Helper function to auto-create an ActionEvent from a source sprite
  27875. * @param source The source sprite that triggered the event
  27876. * @param scene Scene associated with the sprite
  27877. * @param evt The original (browser) event
  27878. * @param additionalData additional data for the event
  27879. * @returns the new ActionEvent
  27880. */
  27881. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27882. /**
  27883. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27884. * @param scene the scene where the event occurred
  27885. * @param evt The original (browser) event
  27886. * @returns the new ActionEvent
  27887. */
  27888. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27889. /**
  27890. * Helper function to auto-create an ActionEvent from a primitive
  27891. * @param prim defines the target primitive
  27892. * @param pointerPos defines the pointer position
  27893. * @param evt The original (browser) event
  27894. * @param additionalData additional data for the event
  27895. * @returns the new ActionEvent
  27896. */
  27897. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27898. }
  27899. }
  27900. declare module "babylonjs/Actions/abstractActionManager" {
  27901. import { IDisposable } from "babylonjs/scene";
  27902. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27903. import { IAction } from "babylonjs/Actions/action";
  27904. import { Nullable } from "babylonjs/types";
  27905. /**
  27906. * Abstract class used to decouple action Manager from scene and meshes.
  27907. * Do not instantiate.
  27908. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27909. */
  27910. export abstract class AbstractActionManager implements IDisposable {
  27911. /** Gets the list of active triggers */
  27912. static Triggers: {
  27913. [key: string]: number;
  27914. };
  27915. /** Gets the cursor to use when hovering items */
  27916. hoverCursor: string;
  27917. /** Gets the list of actions */
  27918. actions: IAction[];
  27919. /**
  27920. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27921. */
  27922. isRecursive: boolean;
  27923. /**
  27924. * Releases all associated resources
  27925. */
  27926. abstract dispose(): void;
  27927. /**
  27928. * Does this action manager has pointer triggers
  27929. */
  27930. abstract readonly hasPointerTriggers: boolean;
  27931. /**
  27932. * Does this action manager has pick triggers
  27933. */
  27934. abstract readonly hasPickTriggers: boolean;
  27935. /**
  27936. * Process a specific trigger
  27937. * @param trigger defines the trigger to process
  27938. * @param evt defines the event details to be processed
  27939. */
  27940. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27941. /**
  27942. * Does this action manager handles actions of any of the given triggers
  27943. * @param triggers defines the triggers to be tested
  27944. * @return a boolean indicating whether one (or more) of the triggers is handled
  27945. */
  27946. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27947. /**
  27948. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27949. * speed.
  27950. * @param triggerA defines the trigger to be tested
  27951. * @param triggerB defines the trigger to be tested
  27952. * @return a boolean indicating whether one (or more) of the triggers is handled
  27953. */
  27954. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27955. /**
  27956. * Does this action manager handles actions of a given trigger
  27957. * @param trigger defines the trigger to be tested
  27958. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27959. * @return whether the trigger is handled
  27960. */
  27961. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27962. /**
  27963. * Serialize this manager to a JSON object
  27964. * @param name defines the property name to store this manager
  27965. * @returns a JSON representation of this manager
  27966. */
  27967. abstract serialize(name: string): any;
  27968. /**
  27969. * Registers an action to this action manager
  27970. * @param action defines the action to be registered
  27971. * @return the action amended (prepared) after registration
  27972. */
  27973. abstract registerAction(action: IAction): Nullable<IAction>;
  27974. /**
  27975. * Unregisters an action to this action manager
  27976. * @param action defines the action to be unregistered
  27977. * @return a boolean indicating whether the action has been unregistered
  27978. */
  27979. abstract unregisterAction(action: IAction): Boolean;
  27980. /**
  27981. * Does exist one action manager with at least one trigger
  27982. **/
  27983. static readonly HasTriggers: boolean;
  27984. /**
  27985. * Does exist one action manager with at least one pick trigger
  27986. **/
  27987. static readonly HasPickTriggers: boolean;
  27988. /**
  27989. * Does exist one action manager that handles actions of a given trigger
  27990. * @param trigger defines the trigger to be tested
  27991. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27992. **/
  27993. static HasSpecificTrigger(trigger: number): boolean;
  27994. }
  27995. }
  27996. declare module "babylonjs/node" {
  27997. import { Scene } from "babylonjs/scene";
  27998. import { Nullable } from "babylonjs/types";
  27999. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  28000. import { Engine } from "babylonjs/Engines/engine";
  28001. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  28002. import { Observable } from "babylonjs/Misc/observable";
  28003. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  28004. import { IInspectable } from "babylonjs/Misc/iInspectable";
  28005. import { Animatable } from "babylonjs/Animations/animatable";
  28006. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  28007. import { Animation } from "babylonjs/Animations/animation";
  28008. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28010. /**
  28011. * Defines how a node can be built from a string name.
  28012. */
  28013. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  28014. /**
  28015. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  28016. */
  28017. export class Node implements IBehaviorAware<Node> {
  28018. /** @hidden */
  28019. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  28020. private static _NodeConstructors;
  28021. /**
  28022. * Add a new node constructor
  28023. * @param type defines the type name of the node to construct
  28024. * @param constructorFunc defines the constructor function
  28025. */
  28026. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  28027. /**
  28028. * Returns a node constructor based on type name
  28029. * @param type defines the type name
  28030. * @param name defines the new node name
  28031. * @param scene defines the hosting scene
  28032. * @param options defines optional options to transmit to constructors
  28033. * @returns the new constructor or null
  28034. */
  28035. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  28036. /**
  28037. * Gets or sets the name of the node
  28038. */
  28039. name: string;
  28040. /**
  28041. * Gets or sets the id of the node
  28042. */
  28043. id: string;
  28044. /**
  28045. * Gets or sets the unique id of the node
  28046. */
  28047. uniqueId: number;
  28048. /**
  28049. * Gets or sets a string used to store user defined state for the node
  28050. */
  28051. state: string;
  28052. /**
  28053. * Gets or sets an object used to store user defined information for the node
  28054. */
  28055. metadata: any;
  28056. /**
  28057. * For internal use only. Please do not use.
  28058. */
  28059. reservedDataStore: any;
  28060. /**
  28061. * List of inspectable custom properties (used by the Inspector)
  28062. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  28063. */
  28064. inspectableCustomProperties: IInspectable[];
  28065. private _doNotSerialize;
  28066. /**
  28067. * Gets or sets a boolean used to define if the node must be serialized
  28068. */
  28069. doNotSerialize: boolean;
  28070. /** @hidden */
  28071. _isDisposed: boolean;
  28072. /**
  28073. * Gets a list of Animations associated with the node
  28074. */
  28075. animations: import("babylonjs/Animations/animation").Animation[];
  28076. protected _ranges: {
  28077. [name: string]: Nullable<AnimationRange>;
  28078. };
  28079. /**
  28080. * Callback raised when the node is ready to be used
  28081. */
  28082. onReady: Nullable<(node: Node) => void>;
  28083. private _isEnabled;
  28084. private _isParentEnabled;
  28085. private _isReady;
  28086. /** @hidden */
  28087. _currentRenderId: number;
  28088. private _parentUpdateId;
  28089. /** @hidden */
  28090. _childUpdateId: number;
  28091. /** @hidden */
  28092. _waitingParentId: Nullable<string>;
  28093. /** @hidden */
  28094. _scene: Scene;
  28095. /** @hidden */
  28096. _cache: any;
  28097. private _parentNode;
  28098. private _children;
  28099. /** @hidden */
  28100. _worldMatrix: Matrix;
  28101. /** @hidden */
  28102. _worldMatrixDeterminant: number;
  28103. /** @hidden */
  28104. _worldMatrixDeterminantIsDirty: boolean;
  28105. /** @hidden */
  28106. private _sceneRootNodesIndex;
  28107. /**
  28108. * Gets a boolean indicating if the node has been disposed
  28109. * @returns true if the node was disposed
  28110. */
  28111. isDisposed(): boolean;
  28112. /**
  28113. * Gets or sets the parent of the node (without keeping the current position in the scene)
  28114. * @see https://doc.babylonjs.com/how_to/parenting
  28115. */
  28116. parent: Nullable<Node>;
  28117. /** @hidden */
  28118. _addToSceneRootNodes(): void;
  28119. /** @hidden */
  28120. _removeFromSceneRootNodes(): void;
  28121. private _animationPropertiesOverride;
  28122. /**
  28123. * Gets or sets the animation properties override
  28124. */
  28125. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  28126. /**
  28127. * Gets a string idenfifying the name of the class
  28128. * @returns "Node" string
  28129. */
  28130. getClassName(): string;
  28131. /** @hidden */
  28132. readonly _isNode: boolean;
  28133. /**
  28134. * An event triggered when the mesh is disposed
  28135. */
  28136. onDisposeObservable: Observable<Node>;
  28137. private _onDisposeObserver;
  28138. /**
  28139. * Sets a callback that will be raised when the node will be disposed
  28140. */
  28141. onDispose: () => void;
  28142. /**
  28143. * Creates a new Node
  28144. * @param name the name and id to be given to this node
  28145. * @param scene the scene this node will be added to
  28146. */
  28147. constructor(name: string, scene?: Nullable<Scene>);
  28148. /**
  28149. * Gets the scene of the node
  28150. * @returns a scene
  28151. */
  28152. getScene(): Scene;
  28153. /**
  28154. * Gets the engine of the node
  28155. * @returns a Engine
  28156. */
  28157. getEngine(): Engine;
  28158. private _behaviors;
  28159. /**
  28160. * Attach a behavior to the node
  28161. * @see http://doc.babylonjs.com/features/behaviour
  28162. * @param behavior defines the behavior to attach
  28163. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  28164. * @returns the current Node
  28165. */
  28166. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  28167. /**
  28168. * Remove an attached behavior
  28169. * @see http://doc.babylonjs.com/features/behaviour
  28170. * @param behavior defines the behavior to attach
  28171. * @returns the current Node
  28172. */
  28173. removeBehavior(behavior: Behavior<Node>): Node;
  28174. /**
  28175. * Gets the list of attached behaviors
  28176. * @see http://doc.babylonjs.com/features/behaviour
  28177. */
  28178. readonly behaviors: Behavior<Node>[];
  28179. /**
  28180. * Gets an attached behavior by name
  28181. * @param name defines the name of the behavior to look for
  28182. * @see http://doc.babylonjs.com/features/behaviour
  28183. * @returns null if behavior was not found else the requested behavior
  28184. */
  28185. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  28186. /**
  28187. * Returns the latest update of the World matrix
  28188. * @returns a Matrix
  28189. */
  28190. getWorldMatrix(): Matrix;
  28191. /** @hidden */
  28192. _getWorldMatrixDeterminant(): number;
  28193. /**
  28194. * Returns directly the latest state of the mesh World matrix.
  28195. * A Matrix is returned.
  28196. */
  28197. readonly worldMatrixFromCache: Matrix;
  28198. /** @hidden */
  28199. _initCache(): void;
  28200. /** @hidden */
  28201. updateCache(force?: boolean): void;
  28202. /** @hidden */
  28203. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  28204. /** @hidden */
  28205. _updateCache(ignoreParentClass?: boolean): void;
  28206. /** @hidden */
  28207. _isSynchronized(): boolean;
  28208. /** @hidden */
  28209. _markSyncedWithParent(): void;
  28210. /** @hidden */
  28211. isSynchronizedWithParent(): boolean;
  28212. /** @hidden */
  28213. isSynchronized(): boolean;
  28214. /**
  28215. * Is this node ready to be used/rendered
  28216. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  28217. * @return true if the node is ready
  28218. */
  28219. isReady(completeCheck?: boolean): boolean;
  28220. /**
  28221. * Is this node enabled?
  28222. * 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
  28223. * @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
  28224. * @return whether this node (and its parent) is enabled
  28225. */
  28226. isEnabled(checkAncestors?: boolean): boolean;
  28227. /** @hidden */
  28228. protected _syncParentEnabledState(): void;
  28229. /**
  28230. * Set the enabled state of this node
  28231. * @param value defines the new enabled state
  28232. */
  28233. setEnabled(value: boolean): void;
  28234. /**
  28235. * Is this node a descendant of the given node?
  28236. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  28237. * @param ancestor defines the parent node to inspect
  28238. * @returns a boolean indicating if this node is a descendant of the given node
  28239. */
  28240. isDescendantOf(ancestor: Node): boolean;
  28241. /** @hidden */
  28242. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  28243. /**
  28244. * Will return all nodes that have this node as ascendant
  28245. * @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
  28246. * @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
  28247. * @return all children nodes of all types
  28248. */
  28249. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  28250. /**
  28251. * Get all child-meshes of this node
  28252. * @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)
  28253. * @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
  28254. * @returns an array of AbstractMesh
  28255. */
  28256. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  28257. /**
  28258. * Get all direct children of this node
  28259. * @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
  28260. * @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)
  28261. * @returns an array of Node
  28262. */
  28263. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  28264. /** @hidden */
  28265. _setReady(state: boolean): void;
  28266. /**
  28267. * Get an animation by name
  28268. * @param name defines the name of the animation to look for
  28269. * @returns null if not found else the requested animation
  28270. */
  28271. getAnimationByName(name: string): Nullable<Animation>;
  28272. /**
  28273. * Creates an animation range for this node
  28274. * @param name defines the name of the range
  28275. * @param from defines the starting key
  28276. * @param to defines the end key
  28277. */
  28278. createAnimationRange(name: string, from: number, to: number): void;
  28279. /**
  28280. * Delete a specific animation range
  28281. * @param name defines the name of the range to delete
  28282. * @param deleteFrames defines if animation frames from the range must be deleted as well
  28283. */
  28284. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  28285. /**
  28286. * Get an animation range by name
  28287. * @param name defines the name of the animation range to look for
  28288. * @returns null if not found else the requested animation range
  28289. */
  28290. getAnimationRange(name: string): Nullable<AnimationRange>;
  28291. /**
  28292. * Gets the list of all animation ranges defined on this node
  28293. * @returns an array
  28294. */
  28295. getAnimationRanges(): Nullable<AnimationRange>[];
  28296. /**
  28297. * Will start the animation sequence
  28298. * @param name defines the range frames for animation sequence
  28299. * @param loop defines if the animation should loop (false by default)
  28300. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  28301. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  28302. * @returns the object created for this animation. If range does not exist, it will return null
  28303. */
  28304. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  28305. /**
  28306. * Serialize animation ranges into a JSON compatible object
  28307. * @returns serialization object
  28308. */
  28309. serializeAnimationRanges(): any;
  28310. /**
  28311. * Computes the world matrix of the node
  28312. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  28313. * @returns the world matrix
  28314. */
  28315. computeWorldMatrix(force?: boolean): Matrix;
  28316. /**
  28317. * Releases resources associated with this node.
  28318. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  28319. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  28320. */
  28321. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  28322. /**
  28323. * Parse animation range data from a serialization object and store them into a given node
  28324. * @param node defines where to store the animation ranges
  28325. * @param parsedNode defines the serialization object to read data from
  28326. * @param scene defines the hosting scene
  28327. */
  28328. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  28329. /**
  28330. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  28331. * @param includeDescendants Include bounding info from descendants as well (true by default)
  28332. * @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
  28333. * @returns the new bounding vectors
  28334. */
  28335. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  28336. min: Vector3;
  28337. max: Vector3;
  28338. };
  28339. }
  28340. }
  28341. declare module "babylonjs/Animations/animation" {
  28342. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  28343. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  28344. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28345. import { Nullable } from "babylonjs/types";
  28346. import { Scene } from "babylonjs/scene";
  28347. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  28348. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28349. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  28350. import { Node } from "babylonjs/node";
  28351. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28352. import { Size } from "babylonjs/Maths/math.size";
  28353. import { Animatable } from "babylonjs/Animations/animatable";
  28354. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  28355. /**
  28356. * @hidden
  28357. */
  28358. export class _IAnimationState {
  28359. key: number;
  28360. repeatCount: number;
  28361. workValue?: any;
  28362. loopMode?: number;
  28363. offsetValue?: any;
  28364. highLimitValue?: any;
  28365. }
  28366. /**
  28367. * Class used to store any kind of animation
  28368. */
  28369. export class Animation {
  28370. /**Name of the animation */
  28371. name: string;
  28372. /**Property to animate */
  28373. targetProperty: string;
  28374. /**The frames per second of the animation */
  28375. framePerSecond: number;
  28376. /**The data type of the animation */
  28377. dataType: number;
  28378. /**The loop mode of the animation */
  28379. loopMode?: number | undefined;
  28380. /**Specifies if blending should be enabled */
  28381. enableBlending?: boolean | undefined;
  28382. /**
  28383. * Use matrix interpolation instead of using direct key value when animating matrices
  28384. */
  28385. static AllowMatricesInterpolation: boolean;
  28386. /**
  28387. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  28388. */
  28389. static AllowMatrixDecomposeForInterpolation: boolean;
  28390. /**
  28391. * Stores the key frames of the animation
  28392. */
  28393. private _keys;
  28394. /**
  28395. * Stores the easing function of the animation
  28396. */
  28397. private _easingFunction;
  28398. /**
  28399. * @hidden Internal use only
  28400. */
  28401. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  28402. /**
  28403. * The set of event that will be linked to this animation
  28404. */
  28405. private _events;
  28406. /**
  28407. * Stores an array of target property paths
  28408. */
  28409. targetPropertyPath: string[];
  28410. /**
  28411. * Stores the blending speed of the animation
  28412. */
  28413. blendingSpeed: number;
  28414. /**
  28415. * Stores the animation ranges for the animation
  28416. */
  28417. private _ranges;
  28418. /**
  28419. * @hidden Internal use
  28420. */
  28421. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  28422. /**
  28423. * Sets up an animation
  28424. * @param property The property to animate
  28425. * @param animationType The animation type to apply
  28426. * @param framePerSecond The frames per second of the animation
  28427. * @param easingFunction The easing function used in the animation
  28428. * @returns The created animation
  28429. */
  28430. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  28431. /**
  28432. * Create and start an animation on a node
  28433. * @param name defines the name of the global animation that will be run on all nodes
  28434. * @param node defines the root node where the animation will take place
  28435. * @param targetProperty defines property to animate
  28436. * @param framePerSecond defines the number of frame per second yo use
  28437. * @param totalFrame defines the number of frames in total
  28438. * @param from defines the initial value
  28439. * @param to defines the final value
  28440. * @param loopMode defines which loop mode you want to use (off by default)
  28441. * @param easingFunction defines the easing function to use (linear by default)
  28442. * @param onAnimationEnd defines the callback to call when animation end
  28443. * @returns the animatable created for this animation
  28444. */
  28445. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28446. /**
  28447. * Create and start an animation on a node and its descendants
  28448. * @param name defines the name of the global animation that will be run on all nodes
  28449. * @param node defines the root node where the animation will take place
  28450. * @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
  28451. * @param targetProperty defines property to animate
  28452. * @param framePerSecond defines the number of frame per second to use
  28453. * @param totalFrame defines the number of frames in total
  28454. * @param from defines the initial value
  28455. * @param to defines the final value
  28456. * @param loopMode defines which loop mode you want to use (off by default)
  28457. * @param easingFunction defines the easing function to use (linear by default)
  28458. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  28459. * @returns the list of animatables created for all nodes
  28460. * @example https://www.babylonjs-playground.com/#MH0VLI
  28461. */
  28462. 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[]>;
  28463. /**
  28464. * Creates a new animation, merges it with the existing animations and starts it
  28465. * @param name Name of the animation
  28466. * @param node Node which contains the scene that begins the animations
  28467. * @param targetProperty Specifies which property to animate
  28468. * @param framePerSecond The frames per second of the animation
  28469. * @param totalFrame The total number of frames
  28470. * @param from The frame at the beginning of the animation
  28471. * @param to The frame at the end of the animation
  28472. * @param loopMode Specifies the loop mode of the animation
  28473. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  28474. * @param onAnimationEnd Callback to run once the animation is complete
  28475. * @returns Nullable animation
  28476. */
  28477. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28478. /**
  28479. * Transition property of an host to the target Value
  28480. * @param property The property to transition
  28481. * @param targetValue The target Value of the property
  28482. * @param host The object where the property to animate belongs
  28483. * @param scene Scene used to run the animation
  28484. * @param frameRate Framerate (in frame/s) to use
  28485. * @param transition The transition type we want to use
  28486. * @param duration The duration of the animation, in milliseconds
  28487. * @param onAnimationEnd Callback trigger at the end of the animation
  28488. * @returns Nullable animation
  28489. */
  28490. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  28491. /**
  28492. * Return the array of runtime animations currently using this animation
  28493. */
  28494. readonly runtimeAnimations: RuntimeAnimation[];
  28495. /**
  28496. * Specifies if any of the runtime animations are currently running
  28497. */
  28498. readonly hasRunningRuntimeAnimations: boolean;
  28499. /**
  28500. * Initializes the animation
  28501. * @param name Name of the animation
  28502. * @param targetProperty Property to animate
  28503. * @param framePerSecond The frames per second of the animation
  28504. * @param dataType The data type of the animation
  28505. * @param loopMode The loop mode of the animation
  28506. * @param enableBlending Specifies if blending should be enabled
  28507. */
  28508. constructor(
  28509. /**Name of the animation */
  28510. name: string,
  28511. /**Property to animate */
  28512. targetProperty: string,
  28513. /**The frames per second of the animation */
  28514. framePerSecond: number,
  28515. /**The data type of the animation */
  28516. dataType: number,
  28517. /**The loop mode of the animation */
  28518. loopMode?: number | undefined,
  28519. /**Specifies if blending should be enabled */
  28520. enableBlending?: boolean | undefined);
  28521. /**
  28522. * Converts the animation to a string
  28523. * @param fullDetails support for multiple levels of logging within scene loading
  28524. * @returns String form of the animation
  28525. */
  28526. toString(fullDetails?: boolean): string;
  28527. /**
  28528. * Add an event to this animation
  28529. * @param event Event to add
  28530. */
  28531. addEvent(event: AnimationEvent): void;
  28532. /**
  28533. * Remove all events found at the given frame
  28534. * @param frame The frame to remove events from
  28535. */
  28536. removeEvents(frame: number): void;
  28537. /**
  28538. * Retrieves all the events from the animation
  28539. * @returns Events from the animation
  28540. */
  28541. getEvents(): AnimationEvent[];
  28542. /**
  28543. * Creates an animation range
  28544. * @param name Name of the animation range
  28545. * @param from Starting frame of the animation range
  28546. * @param to Ending frame of the animation
  28547. */
  28548. createRange(name: string, from: number, to: number): void;
  28549. /**
  28550. * Deletes an animation range by name
  28551. * @param name Name of the animation range to delete
  28552. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  28553. */
  28554. deleteRange(name: string, deleteFrames?: boolean): void;
  28555. /**
  28556. * Gets the animation range by name, or null if not defined
  28557. * @param name Name of the animation range
  28558. * @returns Nullable animation range
  28559. */
  28560. getRange(name: string): Nullable<AnimationRange>;
  28561. /**
  28562. * Gets the key frames from the animation
  28563. * @returns The key frames of the animation
  28564. */
  28565. getKeys(): Array<IAnimationKey>;
  28566. /**
  28567. * Gets the highest frame rate of the animation
  28568. * @returns Highest frame rate of the animation
  28569. */
  28570. getHighestFrame(): number;
  28571. /**
  28572. * Gets the easing function of the animation
  28573. * @returns Easing function of the animation
  28574. */
  28575. getEasingFunction(): IEasingFunction;
  28576. /**
  28577. * Sets the easing function of the animation
  28578. * @param easingFunction A custom mathematical formula for animation
  28579. */
  28580. setEasingFunction(easingFunction: EasingFunction): void;
  28581. /**
  28582. * Interpolates a scalar linearly
  28583. * @param startValue Start value of the animation curve
  28584. * @param endValue End value of the animation curve
  28585. * @param gradient Scalar amount to interpolate
  28586. * @returns Interpolated scalar value
  28587. */
  28588. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  28589. /**
  28590. * Interpolates a scalar cubically
  28591. * @param startValue Start value of the animation curve
  28592. * @param outTangent End tangent of the animation
  28593. * @param endValue End value of the animation curve
  28594. * @param inTangent Start tangent of the animation curve
  28595. * @param gradient Scalar amount to interpolate
  28596. * @returns Interpolated scalar value
  28597. */
  28598. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  28599. /**
  28600. * Interpolates a quaternion using a spherical linear interpolation
  28601. * @param startValue Start value of the animation curve
  28602. * @param endValue End value of the animation curve
  28603. * @param gradient Scalar amount to interpolate
  28604. * @returns Interpolated quaternion value
  28605. */
  28606. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  28607. /**
  28608. * Interpolates a quaternion cubically
  28609. * @param startValue Start value of the animation curve
  28610. * @param outTangent End tangent of the animation curve
  28611. * @param endValue End value of the animation curve
  28612. * @param inTangent Start tangent of the animation curve
  28613. * @param gradient Scalar amount to interpolate
  28614. * @returns Interpolated quaternion value
  28615. */
  28616. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  28617. /**
  28618. * Interpolates a Vector3 linearl
  28619. * @param startValue Start value of the animation curve
  28620. * @param endValue End value of the animation curve
  28621. * @param gradient Scalar amount to interpolate
  28622. * @returns Interpolated scalar value
  28623. */
  28624. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  28625. /**
  28626. * Interpolates a Vector3 cubically
  28627. * @param startValue Start value of the animation curve
  28628. * @param outTangent End tangent of the animation
  28629. * @param endValue End value of the animation curve
  28630. * @param inTangent Start tangent of the animation curve
  28631. * @param gradient Scalar amount to interpolate
  28632. * @returns InterpolatedVector3 value
  28633. */
  28634. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  28635. /**
  28636. * Interpolates a Vector2 linearly
  28637. * @param startValue Start value of the animation curve
  28638. * @param endValue End value of the animation curve
  28639. * @param gradient Scalar amount to interpolate
  28640. * @returns Interpolated Vector2 value
  28641. */
  28642. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  28643. /**
  28644. * Interpolates a Vector2 cubically
  28645. * @param startValue Start value of the animation curve
  28646. * @param outTangent End tangent of the animation
  28647. * @param endValue End value of the animation curve
  28648. * @param inTangent Start tangent of the animation curve
  28649. * @param gradient Scalar amount to interpolate
  28650. * @returns Interpolated Vector2 value
  28651. */
  28652. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  28653. /**
  28654. * Interpolates a size linearly
  28655. * @param startValue Start value of the animation curve
  28656. * @param endValue End value of the animation curve
  28657. * @param gradient Scalar amount to interpolate
  28658. * @returns Interpolated Size value
  28659. */
  28660. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  28661. /**
  28662. * Interpolates a Color3 linearly
  28663. * @param startValue Start value of the animation curve
  28664. * @param endValue End value of the animation curve
  28665. * @param gradient Scalar amount to interpolate
  28666. * @returns Interpolated Color3 value
  28667. */
  28668. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  28669. /**
  28670. * Interpolates a Color4 linearly
  28671. * @param startValue Start value of the animation curve
  28672. * @param endValue End value of the animation curve
  28673. * @param gradient Scalar amount to interpolate
  28674. * @returns Interpolated Color3 value
  28675. */
  28676. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  28677. /**
  28678. * @hidden Internal use only
  28679. */
  28680. _getKeyValue(value: any): any;
  28681. /**
  28682. * @hidden Internal use only
  28683. */
  28684. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28685. /**
  28686. * Defines the function to use to interpolate matrices
  28687. * @param startValue defines the start matrix
  28688. * @param endValue defines the end matrix
  28689. * @param gradient defines the gradient between both matrices
  28690. * @param result defines an optional target matrix where to store the interpolation
  28691. * @returns the interpolated matrix
  28692. */
  28693. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28694. /**
  28695. * Makes a copy of the animation
  28696. * @returns Cloned animation
  28697. */
  28698. clone(): Animation;
  28699. /**
  28700. * Sets the key frames of the animation
  28701. * @param values The animation key frames to set
  28702. */
  28703. setKeys(values: Array<IAnimationKey>): void;
  28704. /**
  28705. * Serializes the animation to an object
  28706. * @returns Serialized object
  28707. */
  28708. serialize(): any;
  28709. /**
  28710. * Float animation type
  28711. */
  28712. static readonly ANIMATIONTYPE_FLOAT: number;
  28713. /**
  28714. * Vector3 animation type
  28715. */
  28716. static readonly ANIMATIONTYPE_VECTOR3: number;
  28717. /**
  28718. * Quaternion animation type
  28719. */
  28720. static readonly ANIMATIONTYPE_QUATERNION: number;
  28721. /**
  28722. * Matrix animation type
  28723. */
  28724. static readonly ANIMATIONTYPE_MATRIX: number;
  28725. /**
  28726. * Color3 animation type
  28727. */
  28728. static readonly ANIMATIONTYPE_COLOR3: number;
  28729. /**
  28730. * Color3 animation type
  28731. */
  28732. static readonly ANIMATIONTYPE_COLOR4: number;
  28733. /**
  28734. * Vector2 animation type
  28735. */
  28736. static readonly ANIMATIONTYPE_VECTOR2: number;
  28737. /**
  28738. * Size animation type
  28739. */
  28740. static readonly ANIMATIONTYPE_SIZE: number;
  28741. /**
  28742. * Relative Loop Mode
  28743. */
  28744. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28745. /**
  28746. * Cycle Loop Mode
  28747. */
  28748. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28749. /**
  28750. * Constant Loop Mode
  28751. */
  28752. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28753. /** @hidden */
  28754. static _UniversalLerp(left: any, right: any, amount: number): any;
  28755. /**
  28756. * Parses an animation object and creates an animation
  28757. * @param parsedAnimation Parsed animation object
  28758. * @returns Animation object
  28759. */
  28760. static Parse(parsedAnimation: any): Animation;
  28761. /**
  28762. * Appends the serialized animations from the source animations
  28763. * @param source Source containing the animations
  28764. * @param destination Target to store the animations
  28765. */
  28766. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28767. }
  28768. }
  28769. declare module "babylonjs/Animations/animatable.interface" {
  28770. import { Nullable } from "babylonjs/types";
  28771. import { Animation } from "babylonjs/Animations/animation";
  28772. /**
  28773. * Interface containing an array of animations
  28774. */
  28775. export interface IAnimatable {
  28776. /**
  28777. * Array of animations
  28778. */
  28779. animations: Nullable<Array<Animation>>;
  28780. }
  28781. }
  28782. declare module "babylonjs/Materials/fresnelParameters" {
  28783. import { Color3 } from "babylonjs/Maths/math.color";
  28784. /**
  28785. * This represents all the required information to add a fresnel effect on a material:
  28786. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28787. */
  28788. export class FresnelParameters {
  28789. private _isEnabled;
  28790. /**
  28791. * Define if the fresnel effect is enable or not.
  28792. */
  28793. isEnabled: boolean;
  28794. /**
  28795. * Define the color used on edges (grazing angle)
  28796. */
  28797. leftColor: Color3;
  28798. /**
  28799. * Define the color used on center
  28800. */
  28801. rightColor: Color3;
  28802. /**
  28803. * Define bias applied to computed fresnel term
  28804. */
  28805. bias: number;
  28806. /**
  28807. * Defined the power exponent applied to fresnel term
  28808. */
  28809. power: number;
  28810. /**
  28811. * Clones the current fresnel and its valuues
  28812. * @returns a clone fresnel configuration
  28813. */
  28814. clone(): FresnelParameters;
  28815. /**
  28816. * Serializes the current fresnel parameters to a JSON representation.
  28817. * @return the JSON serialization
  28818. */
  28819. serialize(): any;
  28820. /**
  28821. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28822. * @param parsedFresnelParameters Define the JSON representation
  28823. * @returns the parsed parameters
  28824. */
  28825. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28826. }
  28827. }
  28828. declare module "babylonjs/Misc/decorators" {
  28829. import { Nullable } from "babylonjs/types";
  28830. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28831. import { Scene } from "babylonjs/scene";
  28832. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28833. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28834. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28835. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28836. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28837. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28838. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28839. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28840. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28841. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28842. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28843. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28844. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28845. /**
  28846. * Decorator used to define property that can be serialized as reference to a camera
  28847. * @param sourceName defines the name of the property to decorate
  28848. */
  28849. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28850. /**
  28851. * Class used to help serialization objects
  28852. */
  28853. export class SerializationHelper {
  28854. /** @hidden */
  28855. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28856. /** @hidden */
  28857. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28858. /** @hidden */
  28859. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28860. /** @hidden */
  28861. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28862. /**
  28863. * Appends the serialized animations from the source animations
  28864. * @param source Source containing the animations
  28865. * @param destination Target to store the animations
  28866. */
  28867. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28868. /**
  28869. * Static function used to serialized a specific entity
  28870. * @param entity defines the entity to serialize
  28871. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28872. * @returns a JSON compatible object representing the serialization of the entity
  28873. */
  28874. static Serialize<T>(entity: T, serializationObject?: any): any;
  28875. /**
  28876. * Creates a new entity from a serialization data object
  28877. * @param creationFunction defines a function used to instanciated the new entity
  28878. * @param source defines the source serialization data
  28879. * @param scene defines the hosting scene
  28880. * @param rootUrl defines the root url for resources
  28881. * @returns a new entity
  28882. */
  28883. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28884. /**
  28885. * Clones an object
  28886. * @param creationFunction defines the function used to instanciate the new object
  28887. * @param source defines the source object
  28888. * @returns the cloned object
  28889. */
  28890. static Clone<T>(creationFunction: () => T, source: T): T;
  28891. /**
  28892. * Instanciates a new object based on a source one (some data will be shared between both object)
  28893. * @param creationFunction defines the function used to instanciate the new object
  28894. * @param source defines the source object
  28895. * @returns the new object
  28896. */
  28897. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28898. }
  28899. }
  28900. declare module "babylonjs/Misc/guid" {
  28901. /**
  28902. * Class used to manipulate GUIDs
  28903. */
  28904. export class GUID {
  28905. /**
  28906. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28907. * Be aware Math.random() could cause collisions, but:
  28908. * "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"
  28909. * @returns a pseudo random id
  28910. */
  28911. static RandomId(): string;
  28912. }
  28913. }
  28914. declare module "babylonjs/Materials/Textures/baseTexture" {
  28915. import { Observable } from "babylonjs/Misc/observable";
  28916. import { Nullable } from "babylonjs/types";
  28917. import { Scene } from "babylonjs/scene";
  28918. import { Matrix } from "babylonjs/Maths/math.vector";
  28919. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28920. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28921. import { ISize } from "babylonjs/Maths/math.size";
  28922. /**
  28923. * Base class of all the textures in babylon.
  28924. * It groups all the common properties the materials, post process, lights... might need
  28925. * in order to make a correct use of the texture.
  28926. */
  28927. export class BaseTexture implements IAnimatable {
  28928. /**
  28929. * Default anisotropic filtering level for the application.
  28930. * It is set to 4 as a good tradeoff between perf and quality.
  28931. */
  28932. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28933. /**
  28934. * Gets or sets the unique id of the texture
  28935. */
  28936. uniqueId: number;
  28937. /**
  28938. * Define the name of the texture.
  28939. */
  28940. name: string;
  28941. /**
  28942. * Gets or sets an object used to store user defined information.
  28943. */
  28944. metadata: any;
  28945. /**
  28946. * For internal use only. Please do not use.
  28947. */
  28948. reservedDataStore: any;
  28949. private _hasAlpha;
  28950. /**
  28951. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28952. */
  28953. hasAlpha: boolean;
  28954. /**
  28955. * Defines if the alpha value should be determined via the rgb values.
  28956. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28957. */
  28958. getAlphaFromRGB: boolean;
  28959. /**
  28960. * Intensity or strength of the texture.
  28961. * It is commonly used by materials to fine tune the intensity of the texture
  28962. */
  28963. level: number;
  28964. /**
  28965. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28966. * This is part of the texture as textures usually maps to one uv set.
  28967. */
  28968. coordinatesIndex: number;
  28969. private _coordinatesMode;
  28970. /**
  28971. * How a texture is mapped.
  28972. *
  28973. * | Value | Type | Description |
  28974. * | ----- | ----------------------------------- | ----------- |
  28975. * | 0 | EXPLICIT_MODE | |
  28976. * | 1 | SPHERICAL_MODE | |
  28977. * | 2 | PLANAR_MODE | |
  28978. * | 3 | CUBIC_MODE | |
  28979. * | 4 | PROJECTION_MODE | |
  28980. * | 5 | SKYBOX_MODE | |
  28981. * | 6 | INVCUBIC_MODE | |
  28982. * | 7 | EQUIRECTANGULAR_MODE | |
  28983. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28984. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28985. */
  28986. coordinatesMode: number;
  28987. /**
  28988. * | Value | Type | Description |
  28989. * | ----- | ------------------ | ----------- |
  28990. * | 0 | CLAMP_ADDRESSMODE | |
  28991. * | 1 | WRAP_ADDRESSMODE | |
  28992. * | 2 | MIRROR_ADDRESSMODE | |
  28993. */
  28994. wrapU: number;
  28995. /**
  28996. * | Value | Type | Description |
  28997. * | ----- | ------------------ | ----------- |
  28998. * | 0 | CLAMP_ADDRESSMODE | |
  28999. * | 1 | WRAP_ADDRESSMODE | |
  29000. * | 2 | MIRROR_ADDRESSMODE | |
  29001. */
  29002. wrapV: number;
  29003. /**
  29004. * | Value | Type | Description |
  29005. * | ----- | ------------------ | ----------- |
  29006. * | 0 | CLAMP_ADDRESSMODE | |
  29007. * | 1 | WRAP_ADDRESSMODE | |
  29008. * | 2 | MIRROR_ADDRESSMODE | |
  29009. */
  29010. wrapR: number;
  29011. /**
  29012. * With compliant hardware and browser (supporting anisotropic filtering)
  29013. * this defines the level of anisotropic filtering in the texture.
  29014. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  29015. */
  29016. anisotropicFilteringLevel: number;
  29017. /**
  29018. * Define if the texture is a cube texture or if false a 2d texture.
  29019. */
  29020. isCube: boolean;
  29021. /**
  29022. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  29023. */
  29024. is3D: boolean;
  29025. /**
  29026. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  29027. */
  29028. is2DArray: boolean;
  29029. /**
  29030. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  29031. * HDR texture are usually stored in linear space.
  29032. * This only impacts the PBR and Background materials
  29033. */
  29034. gammaSpace: boolean;
  29035. /**
  29036. * Gets or sets whether or not the texture contains RGBD data.
  29037. */
  29038. isRGBD: boolean;
  29039. /**
  29040. * Is Z inverted in the texture (useful in a cube texture).
  29041. */
  29042. invertZ: boolean;
  29043. /**
  29044. * Are mip maps generated for this texture or not.
  29045. */
  29046. readonly noMipmap: boolean;
  29047. /**
  29048. * @hidden
  29049. */
  29050. lodLevelInAlpha: boolean;
  29051. /**
  29052. * With prefiltered texture, defined the offset used during the prefiltering steps.
  29053. */
  29054. lodGenerationOffset: number;
  29055. /**
  29056. * With prefiltered texture, defined the scale used during the prefiltering steps.
  29057. */
  29058. lodGenerationScale: number;
  29059. /**
  29060. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  29061. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  29062. * average roughness values.
  29063. */
  29064. linearSpecularLOD: boolean;
  29065. /**
  29066. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  29067. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  29068. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  29069. */
  29070. irradianceTexture: Nullable<BaseTexture>;
  29071. /**
  29072. * Define if the texture is a render target.
  29073. */
  29074. isRenderTarget: boolean;
  29075. /**
  29076. * Define the unique id of the texture in the scene.
  29077. */
  29078. readonly uid: string;
  29079. /**
  29080. * Return a string representation of the texture.
  29081. * @returns the texture as a string
  29082. */
  29083. toString(): string;
  29084. /**
  29085. * Get the class name of the texture.
  29086. * @returns "BaseTexture"
  29087. */
  29088. getClassName(): string;
  29089. /**
  29090. * Define the list of animation attached to the texture.
  29091. */
  29092. animations: import("babylonjs/Animations/animation").Animation[];
  29093. /**
  29094. * An event triggered when the texture is disposed.
  29095. */
  29096. onDisposeObservable: Observable<BaseTexture>;
  29097. private _onDisposeObserver;
  29098. /**
  29099. * Callback triggered when the texture has been disposed.
  29100. * Kept for back compatibility, you can use the onDisposeObservable instead.
  29101. */
  29102. onDispose: () => void;
  29103. /**
  29104. * Define the current state of the loading sequence when in delayed load mode.
  29105. */
  29106. delayLoadState: number;
  29107. private _scene;
  29108. /** @hidden */
  29109. _texture: Nullable<InternalTexture>;
  29110. private _uid;
  29111. /**
  29112. * Define if the texture is preventinga material to render or not.
  29113. * If not and the texture is not ready, the engine will use a default black texture instead.
  29114. */
  29115. readonly isBlocking: boolean;
  29116. /**
  29117. * Instantiates a new BaseTexture.
  29118. * Base class of all the textures in babylon.
  29119. * It groups all the common properties the materials, post process, lights... might need
  29120. * in order to make a correct use of the texture.
  29121. * @param scene Define the scene the texture blongs to
  29122. */
  29123. constructor(scene: Nullable<Scene>);
  29124. /**
  29125. * Get the scene the texture belongs to.
  29126. * @returns the scene or null if undefined
  29127. */
  29128. getScene(): Nullable<Scene>;
  29129. /**
  29130. * Get the texture transform matrix used to offset tile the texture for istance.
  29131. * @returns the transformation matrix
  29132. */
  29133. getTextureMatrix(): Matrix;
  29134. /**
  29135. * Get the texture reflection matrix used to rotate/transform the reflection.
  29136. * @returns the reflection matrix
  29137. */
  29138. getReflectionTextureMatrix(): Matrix;
  29139. /**
  29140. * Get the underlying lower level texture from Babylon.
  29141. * @returns the insternal texture
  29142. */
  29143. getInternalTexture(): Nullable<InternalTexture>;
  29144. /**
  29145. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  29146. * @returns true if ready or not blocking
  29147. */
  29148. isReadyOrNotBlocking(): boolean;
  29149. /**
  29150. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  29151. * @returns true if fully ready
  29152. */
  29153. isReady(): boolean;
  29154. private _cachedSize;
  29155. /**
  29156. * Get the size of the texture.
  29157. * @returns the texture size.
  29158. */
  29159. getSize(): ISize;
  29160. /**
  29161. * Get the base size of the texture.
  29162. * It can be different from the size if the texture has been resized for POT for instance
  29163. * @returns the base size
  29164. */
  29165. getBaseSize(): ISize;
  29166. /**
  29167. * Update the sampling mode of the texture.
  29168. * Default is Trilinear mode.
  29169. *
  29170. * | Value | Type | Description |
  29171. * | ----- | ------------------ | ----------- |
  29172. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  29173. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  29174. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  29175. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  29176. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  29177. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  29178. * | 7 | NEAREST_LINEAR | |
  29179. * | 8 | NEAREST_NEAREST | |
  29180. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  29181. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  29182. * | 11 | LINEAR_LINEAR | |
  29183. * | 12 | LINEAR_NEAREST | |
  29184. *
  29185. * > _mag_: magnification filter (close to the viewer)
  29186. * > _min_: minification filter (far from the viewer)
  29187. * > _mip_: filter used between mip map levels
  29188. *@param samplingMode Define the new sampling mode of the texture
  29189. */
  29190. updateSamplingMode(samplingMode: number): void;
  29191. /**
  29192. * Scales the texture if is `canRescale()`
  29193. * @param ratio the resize factor we want to use to rescale
  29194. */
  29195. scale(ratio: number): void;
  29196. /**
  29197. * Get if the texture can rescale.
  29198. */
  29199. readonly canRescale: boolean;
  29200. /** @hidden */
  29201. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  29202. /** @hidden */
  29203. _rebuild(): void;
  29204. /**
  29205. * Triggers the load sequence in delayed load mode.
  29206. */
  29207. delayLoad(): void;
  29208. /**
  29209. * Clones the texture.
  29210. * @returns the cloned texture
  29211. */
  29212. clone(): Nullable<BaseTexture>;
  29213. /**
  29214. * Get the texture underlying type (INT, FLOAT...)
  29215. */
  29216. readonly textureType: number;
  29217. /**
  29218. * Get the texture underlying format (RGB, RGBA...)
  29219. */
  29220. readonly textureFormat: number;
  29221. /**
  29222. * Indicates that textures need to be re-calculated for all materials
  29223. */
  29224. protected _markAllSubMeshesAsTexturesDirty(): void;
  29225. /**
  29226. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  29227. * This will returns an RGBA array buffer containing either in values (0-255) or
  29228. * float values (0-1) depending of the underlying buffer type.
  29229. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  29230. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  29231. * @param buffer defines a user defined buffer to fill with data (can be null)
  29232. * @returns The Array buffer containing the pixels data.
  29233. */
  29234. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  29235. /**
  29236. * Release and destroy the underlying lower level texture aka internalTexture.
  29237. */
  29238. releaseInternalTexture(): void;
  29239. /** @hidden */
  29240. readonly _lodTextureHigh: Nullable<BaseTexture>;
  29241. /** @hidden */
  29242. readonly _lodTextureMid: Nullable<BaseTexture>;
  29243. /** @hidden */
  29244. readonly _lodTextureLow: Nullable<BaseTexture>;
  29245. /**
  29246. * Dispose the texture and release its associated resources.
  29247. */
  29248. dispose(): void;
  29249. /**
  29250. * Serialize the texture into a JSON representation that can be parsed later on.
  29251. * @returns the JSON representation of the texture
  29252. */
  29253. serialize(): any;
  29254. /**
  29255. * Helper function to be called back once a list of texture contains only ready textures.
  29256. * @param textures Define the list of textures to wait for
  29257. * @param callback Define the callback triggered once the entire list will be ready
  29258. */
  29259. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  29260. }
  29261. }
  29262. declare module "babylonjs/Materials/effect" {
  29263. import { Observable } from "babylonjs/Misc/observable";
  29264. import { Nullable } from "babylonjs/types";
  29265. import { IDisposable } from "babylonjs/scene";
  29266. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  29267. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29268. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  29269. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  29270. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  29271. import { Engine } from "babylonjs/Engines/engine";
  29272. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29273. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29274. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  29275. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  29276. /**
  29277. * Options to be used when creating an effect.
  29278. */
  29279. export interface IEffectCreationOptions {
  29280. /**
  29281. * Atrributes that will be used in the shader.
  29282. */
  29283. attributes: string[];
  29284. /**
  29285. * Uniform varible names that will be set in the shader.
  29286. */
  29287. uniformsNames: string[];
  29288. /**
  29289. * Uniform buffer variable names that will be set in the shader.
  29290. */
  29291. uniformBuffersNames: string[];
  29292. /**
  29293. * Sampler texture variable names that will be set in the shader.
  29294. */
  29295. samplers: string[];
  29296. /**
  29297. * Define statements that will be set in the shader.
  29298. */
  29299. defines: any;
  29300. /**
  29301. * Possible fallbacks for this effect to improve performance when needed.
  29302. */
  29303. fallbacks: Nullable<IEffectFallbacks>;
  29304. /**
  29305. * Callback that will be called when the shader is compiled.
  29306. */
  29307. onCompiled: Nullable<(effect: Effect) => void>;
  29308. /**
  29309. * Callback that will be called if an error occurs during shader compilation.
  29310. */
  29311. onError: Nullable<(effect: Effect, errors: string) => void>;
  29312. /**
  29313. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29314. */
  29315. indexParameters?: any;
  29316. /**
  29317. * Max number of lights that can be used in the shader.
  29318. */
  29319. maxSimultaneousLights?: number;
  29320. /**
  29321. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29322. */
  29323. transformFeedbackVaryings?: Nullable<string[]>;
  29324. }
  29325. /**
  29326. * Effect containing vertex and fragment shader that can be executed on an object.
  29327. */
  29328. export class Effect implements IDisposable {
  29329. /**
  29330. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29331. */
  29332. static ShadersRepository: string;
  29333. /**
  29334. * Name of the effect.
  29335. */
  29336. name: any;
  29337. /**
  29338. * String container all the define statements that should be set on the shader.
  29339. */
  29340. defines: string;
  29341. /**
  29342. * Callback that will be called when the shader is compiled.
  29343. */
  29344. onCompiled: Nullable<(effect: Effect) => void>;
  29345. /**
  29346. * Callback that will be called if an error occurs during shader compilation.
  29347. */
  29348. onError: Nullable<(effect: Effect, errors: string) => void>;
  29349. /**
  29350. * Callback that will be called when effect is bound.
  29351. */
  29352. onBind: Nullable<(effect: Effect) => void>;
  29353. /**
  29354. * Unique ID of the effect.
  29355. */
  29356. uniqueId: number;
  29357. /**
  29358. * Observable that will be called when the shader is compiled.
  29359. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29360. */
  29361. onCompileObservable: Observable<Effect>;
  29362. /**
  29363. * Observable that will be called if an error occurs during shader compilation.
  29364. */
  29365. onErrorObservable: Observable<Effect>;
  29366. /** @hidden */
  29367. _onBindObservable: Nullable<Observable<Effect>>;
  29368. /**
  29369. * Observable that will be called when effect is bound.
  29370. */
  29371. readonly onBindObservable: Observable<Effect>;
  29372. /** @hidden */
  29373. _bonesComputationForcedToCPU: boolean;
  29374. private static _uniqueIdSeed;
  29375. private _engine;
  29376. private _uniformBuffersNames;
  29377. private _uniformsNames;
  29378. private _samplerList;
  29379. private _samplers;
  29380. private _isReady;
  29381. private _compilationError;
  29382. private _allFallbacksProcessed;
  29383. private _attributesNames;
  29384. private _attributes;
  29385. private _uniforms;
  29386. /**
  29387. * Key for the effect.
  29388. * @hidden
  29389. */
  29390. _key: string;
  29391. private _indexParameters;
  29392. private _fallbacks;
  29393. private _vertexSourceCode;
  29394. private _fragmentSourceCode;
  29395. private _vertexSourceCodeOverride;
  29396. private _fragmentSourceCodeOverride;
  29397. private _transformFeedbackVaryings;
  29398. /**
  29399. * Compiled shader to webGL program.
  29400. * @hidden
  29401. */
  29402. _pipelineContext: Nullable<IPipelineContext>;
  29403. private _valueCache;
  29404. private static _baseCache;
  29405. /**
  29406. * Instantiates an effect.
  29407. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29408. * @param baseName Name of the effect.
  29409. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29410. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29411. * @param samplers List of sampler variables that will be passed to the shader.
  29412. * @param engine Engine to be used to render the effect
  29413. * @param defines Define statements to be added to the shader.
  29414. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29415. * @param onCompiled Callback that will be called when the shader is compiled.
  29416. * @param onError Callback that will be called if an error occurs during shader compilation.
  29417. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29418. */
  29419. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29420. private _useFinalCode;
  29421. /**
  29422. * Unique key for this effect
  29423. */
  29424. readonly key: string;
  29425. /**
  29426. * If the effect has been compiled and prepared.
  29427. * @returns if the effect is compiled and prepared.
  29428. */
  29429. isReady(): boolean;
  29430. private _isReadyInternal;
  29431. /**
  29432. * The engine the effect was initialized with.
  29433. * @returns the engine.
  29434. */
  29435. getEngine(): Engine;
  29436. /**
  29437. * The pipeline context for this effect
  29438. * @returns the associated pipeline context
  29439. */
  29440. getPipelineContext(): Nullable<IPipelineContext>;
  29441. /**
  29442. * The set of names of attribute variables for the shader.
  29443. * @returns An array of attribute names.
  29444. */
  29445. getAttributesNames(): string[];
  29446. /**
  29447. * Returns the attribute at the given index.
  29448. * @param index The index of the attribute.
  29449. * @returns The location of the attribute.
  29450. */
  29451. getAttributeLocation(index: number): number;
  29452. /**
  29453. * Returns the attribute based on the name of the variable.
  29454. * @param name of the attribute to look up.
  29455. * @returns the attribute location.
  29456. */
  29457. getAttributeLocationByName(name: string): number;
  29458. /**
  29459. * The number of attributes.
  29460. * @returns the numnber of attributes.
  29461. */
  29462. getAttributesCount(): number;
  29463. /**
  29464. * Gets the index of a uniform variable.
  29465. * @param uniformName of the uniform to look up.
  29466. * @returns the index.
  29467. */
  29468. getUniformIndex(uniformName: string): number;
  29469. /**
  29470. * Returns the attribute based on the name of the variable.
  29471. * @param uniformName of the uniform to look up.
  29472. * @returns the location of the uniform.
  29473. */
  29474. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29475. /**
  29476. * Returns an array of sampler variable names
  29477. * @returns The array of sampler variable neames.
  29478. */
  29479. getSamplers(): string[];
  29480. /**
  29481. * The error from the last compilation.
  29482. * @returns the error string.
  29483. */
  29484. getCompilationError(): string;
  29485. /**
  29486. * Gets a boolean indicating that all fallbacks were used during compilation
  29487. * @returns true if all fallbacks were used
  29488. */
  29489. allFallbacksProcessed(): boolean;
  29490. /**
  29491. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29492. * @param func The callback to be used.
  29493. */
  29494. executeWhenCompiled(func: (effect: Effect) => void): void;
  29495. private _checkIsReady;
  29496. private _loadShader;
  29497. /**
  29498. * Recompiles the webGL program
  29499. * @param vertexSourceCode The source code for the vertex shader.
  29500. * @param fragmentSourceCode The source code for the fragment shader.
  29501. * @param onCompiled Callback called when completed.
  29502. * @param onError Callback called on error.
  29503. * @hidden
  29504. */
  29505. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29506. /**
  29507. * Prepares the effect
  29508. * @hidden
  29509. */
  29510. _prepareEffect(): void;
  29511. private _processCompilationErrors;
  29512. /**
  29513. * Checks if the effect is supported. (Must be called after compilation)
  29514. */
  29515. readonly isSupported: boolean;
  29516. /**
  29517. * Binds a texture to the engine to be used as output of the shader.
  29518. * @param channel Name of the output variable.
  29519. * @param texture Texture to bind.
  29520. * @hidden
  29521. */
  29522. _bindTexture(channel: string, texture: InternalTexture): void;
  29523. /**
  29524. * Sets a texture on the engine to be used in the shader.
  29525. * @param channel Name of the sampler variable.
  29526. * @param texture Texture to set.
  29527. */
  29528. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29529. /**
  29530. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29531. * @param channel Name of the sampler variable.
  29532. * @param texture Texture to set.
  29533. */
  29534. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29535. /**
  29536. * Sets an array of textures on the engine to be used in the shader.
  29537. * @param channel Name of the variable.
  29538. * @param textures Textures to set.
  29539. */
  29540. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29541. /**
  29542. * 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)
  29543. * @param channel Name of the sampler variable.
  29544. * @param postProcess Post process to get the input texture from.
  29545. */
  29546. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29547. /**
  29548. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29549. * 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)
  29550. * @param channel Name of the sampler variable.
  29551. * @param postProcess Post process to get the output texture from.
  29552. */
  29553. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29554. /** @hidden */
  29555. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29556. /** @hidden */
  29557. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29558. /** @hidden */
  29559. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29560. /** @hidden */
  29561. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29562. /**
  29563. * Binds a buffer to a uniform.
  29564. * @param buffer Buffer to bind.
  29565. * @param name Name of the uniform variable to bind to.
  29566. */
  29567. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29568. /**
  29569. * Binds block to a uniform.
  29570. * @param blockName Name of the block to bind.
  29571. * @param index Index to bind.
  29572. */
  29573. bindUniformBlock(blockName: string, index: number): void;
  29574. /**
  29575. * Sets an interger value on a uniform variable.
  29576. * @param uniformName Name of the variable.
  29577. * @param value Value to be set.
  29578. * @returns this effect.
  29579. */
  29580. setInt(uniformName: string, value: number): Effect;
  29581. /**
  29582. * Sets an int array on a uniform variable.
  29583. * @param uniformName Name of the variable.
  29584. * @param array array to be set.
  29585. * @returns this effect.
  29586. */
  29587. setIntArray(uniformName: string, array: Int32Array): Effect;
  29588. /**
  29589. * 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)
  29590. * @param uniformName Name of the variable.
  29591. * @param array array to be set.
  29592. * @returns this effect.
  29593. */
  29594. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29595. /**
  29596. * 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)
  29597. * @param uniformName Name of the variable.
  29598. * @param array array to be set.
  29599. * @returns this effect.
  29600. */
  29601. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29602. /**
  29603. * 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)
  29604. * @param uniformName Name of the variable.
  29605. * @param array array to be set.
  29606. * @returns this effect.
  29607. */
  29608. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29609. /**
  29610. * Sets an float array on a uniform variable.
  29611. * @param uniformName Name of the variable.
  29612. * @param array array to be set.
  29613. * @returns this effect.
  29614. */
  29615. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29616. /**
  29617. * 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)
  29618. * @param uniformName Name of the variable.
  29619. * @param array array to be set.
  29620. * @returns this effect.
  29621. */
  29622. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29623. /**
  29624. * 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)
  29625. * @param uniformName Name of the variable.
  29626. * @param array array to be set.
  29627. * @returns this effect.
  29628. */
  29629. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29630. /**
  29631. * 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)
  29632. * @param uniformName Name of the variable.
  29633. * @param array array to be set.
  29634. * @returns this effect.
  29635. */
  29636. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29637. /**
  29638. * Sets an array on a uniform variable.
  29639. * @param uniformName Name of the variable.
  29640. * @param array array to be set.
  29641. * @returns this effect.
  29642. */
  29643. setArray(uniformName: string, array: number[]): Effect;
  29644. /**
  29645. * 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)
  29646. * @param uniformName Name of the variable.
  29647. * @param array array to be set.
  29648. * @returns this effect.
  29649. */
  29650. setArray2(uniformName: string, array: number[]): Effect;
  29651. /**
  29652. * 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)
  29653. * @param uniformName Name of the variable.
  29654. * @param array array to be set.
  29655. * @returns this effect.
  29656. */
  29657. setArray3(uniformName: string, array: number[]): Effect;
  29658. /**
  29659. * 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)
  29660. * @param uniformName Name of the variable.
  29661. * @param array array to be set.
  29662. * @returns this effect.
  29663. */
  29664. setArray4(uniformName: string, array: number[]): Effect;
  29665. /**
  29666. * Sets matrices on a uniform variable.
  29667. * @param uniformName Name of the variable.
  29668. * @param matrices matrices to be set.
  29669. * @returns this effect.
  29670. */
  29671. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29672. /**
  29673. * Sets matrix on a uniform variable.
  29674. * @param uniformName Name of the variable.
  29675. * @param matrix matrix to be set.
  29676. * @returns this effect.
  29677. */
  29678. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29679. /**
  29680. * 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)
  29681. * @param uniformName Name of the variable.
  29682. * @param matrix matrix to be set.
  29683. * @returns this effect.
  29684. */
  29685. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29686. /**
  29687. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29688. * @param uniformName Name of the variable.
  29689. * @param matrix matrix to be set.
  29690. * @returns this effect.
  29691. */
  29692. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29693. /**
  29694. * Sets a float on a uniform variable.
  29695. * @param uniformName Name of the variable.
  29696. * @param value value to be set.
  29697. * @returns this effect.
  29698. */
  29699. setFloat(uniformName: string, value: number): Effect;
  29700. /**
  29701. * Sets a boolean on a uniform variable.
  29702. * @param uniformName Name of the variable.
  29703. * @param bool value to be set.
  29704. * @returns this effect.
  29705. */
  29706. setBool(uniformName: string, bool: boolean): Effect;
  29707. /**
  29708. * Sets a Vector2 on a uniform variable.
  29709. * @param uniformName Name of the variable.
  29710. * @param vector2 vector2 to be set.
  29711. * @returns this effect.
  29712. */
  29713. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29714. /**
  29715. * Sets a float2 on a uniform variable.
  29716. * @param uniformName Name of the variable.
  29717. * @param x First float in float2.
  29718. * @param y Second float in float2.
  29719. * @returns this effect.
  29720. */
  29721. setFloat2(uniformName: string, x: number, y: number): Effect;
  29722. /**
  29723. * Sets a Vector3 on a uniform variable.
  29724. * @param uniformName Name of the variable.
  29725. * @param vector3 Value to be set.
  29726. * @returns this effect.
  29727. */
  29728. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29729. /**
  29730. * Sets a float3 on a uniform variable.
  29731. * @param uniformName Name of the variable.
  29732. * @param x First float in float3.
  29733. * @param y Second float in float3.
  29734. * @param z Third float in float3.
  29735. * @returns this effect.
  29736. */
  29737. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29738. /**
  29739. * Sets a Vector4 on a uniform variable.
  29740. * @param uniformName Name of the variable.
  29741. * @param vector4 Value to be set.
  29742. * @returns this effect.
  29743. */
  29744. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29745. /**
  29746. * Sets a float4 on a uniform variable.
  29747. * @param uniformName Name of the variable.
  29748. * @param x First float in float4.
  29749. * @param y Second float in float4.
  29750. * @param z Third float in float4.
  29751. * @param w Fourth float in float4.
  29752. * @returns this effect.
  29753. */
  29754. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29755. /**
  29756. * Sets a Color3 on a uniform variable.
  29757. * @param uniformName Name of the variable.
  29758. * @param color3 Value to be set.
  29759. * @returns this effect.
  29760. */
  29761. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29762. /**
  29763. * Sets a Color4 on a uniform variable.
  29764. * @param uniformName Name of the variable.
  29765. * @param color3 Value to be set.
  29766. * @param alpha Alpha value to be set.
  29767. * @returns this effect.
  29768. */
  29769. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29770. /**
  29771. * Sets a Color4 on a uniform variable
  29772. * @param uniformName defines the name of the variable
  29773. * @param color4 defines the value to be set
  29774. * @returns this effect.
  29775. */
  29776. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29777. /** Release all associated resources */
  29778. dispose(): void;
  29779. /**
  29780. * This function will add a new shader to the shader store
  29781. * @param name the name of the shader
  29782. * @param pixelShader optional pixel shader content
  29783. * @param vertexShader optional vertex shader content
  29784. */
  29785. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29786. /**
  29787. * Store of each shader (The can be looked up using effect.key)
  29788. */
  29789. static ShadersStore: {
  29790. [key: string]: string;
  29791. };
  29792. /**
  29793. * Store of each included file for a shader (The can be looked up using effect.key)
  29794. */
  29795. static IncludesShadersStore: {
  29796. [key: string]: string;
  29797. };
  29798. /**
  29799. * Resets the cache of effects.
  29800. */
  29801. static ResetCache(): void;
  29802. }
  29803. }
  29804. declare module "babylonjs/Engines/engineCapabilities" {
  29805. /**
  29806. * Interface used to describe the capabilities of the engine relatively to the current browser
  29807. */
  29808. export interface EngineCapabilities {
  29809. /** Maximum textures units per fragment shader */
  29810. maxTexturesImageUnits: number;
  29811. /** Maximum texture units per vertex shader */
  29812. maxVertexTextureImageUnits: number;
  29813. /** Maximum textures units in the entire pipeline */
  29814. maxCombinedTexturesImageUnits: number;
  29815. /** Maximum texture size */
  29816. maxTextureSize: number;
  29817. /** Maximum texture samples */
  29818. maxSamples?: number;
  29819. /** Maximum cube texture size */
  29820. maxCubemapTextureSize: number;
  29821. /** Maximum render texture size */
  29822. maxRenderTextureSize: number;
  29823. /** Maximum number of vertex attributes */
  29824. maxVertexAttribs: number;
  29825. /** Maximum number of varyings */
  29826. maxVaryingVectors: number;
  29827. /** Maximum number of uniforms per vertex shader */
  29828. maxVertexUniformVectors: number;
  29829. /** Maximum number of uniforms per fragment shader */
  29830. maxFragmentUniformVectors: number;
  29831. /** Defines if standard derivates (dx/dy) are supported */
  29832. standardDerivatives: boolean;
  29833. /** Defines if s3tc texture compression is supported */
  29834. s3tc?: WEBGL_compressed_texture_s3tc;
  29835. /** Defines if pvrtc texture compression is supported */
  29836. pvrtc: any;
  29837. /** Defines if etc1 texture compression is supported */
  29838. etc1: any;
  29839. /** Defines if etc2 texture compression is supported */
  29840. etc2: any;
  29841. /** Defines if astc texture compression is supported */
  29842. astc: any;
  29843. /** Defines if float textures are supported */
  29844. textureFloat: boolean;
  29845. /** Defines if vertex array objects are supported */
  29846. vertexArrayObject: boolean;
  29847. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  29848. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  29849. /** Gets the maximum level of anisotropy supported */
  29850. maxAnisotropy: number;
  29851. /** Defines if instancing is supported */
  29852. instancedArrays: boolean;
  29853. /** Defines if 32 bits indices are supported */
  29854. uintIndices: boolean;
  29855. /** Defines if high precision shaders are supported */
  29856. highPrecisionShaderSupported: boolean;
  29857. /** Defines if depth reading in the fragment shader is supported */
  29858. fragmentDepthSupported: boolean;
  29859. /** Defines if float texture linear filtering is supported*/
  29860. textureFloatLinearFiltering: boolean;
  29861. /** Defines if rendering to float textures is supported */
  29862. textureFloatRender: boolean;
  29863. /** Defines if half float textures are supported*/
  29864. textureHalfFloat: boolean;
  29865. /** Defines if half float texture linear filtering is supported*/
  29866. textureHalfFloatLinearFiltering: boolean;
  29867. /** Defines if rendering to half float textures is supported */
  29868. textureHalfFloatRender: boolean;
  29869. /** Defines if textureLOD shader command is supported */
  29870. textureLOD: boolean;
  29871. /** Defines if draw buffers extension is supported */
  29872. drawBuffersExtension: boolean;
  29873. /** Defines if depth textures are supported */
  29874. depthTextureExtension: boolean;
  29875. /** Defines if float color buffer are supported */
  29876. colorBufferFloat: boolean;
  29877. /** Gets disjoint timer query extension (null if not supported) */
  29878. timerQuery?: EXT_disjoint_timer_query;
  29879. /** Defines if timestamp can be used with timer query */
  29880. canUseTimestampForTimerQuery: boolean;
  29881. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  29882. multiview?: any;
  29883. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  29884. oculusMultiview?: any;
  29885. /** Function used to let the system compiles shaders in background */
  29886. parallelShaderCompile?: {
  29887. COMPLETION_STATUS_KHR: number;
  29888. };
  29889. /** Max number of texture samples for MSAA */
  29890. maxMSAASamples: number;
  29891. /** Defines if the blend min max extension is supported */
  29892. blendMinMax: boolean;
  29893. }
  29894. }
  29895. declare module "babylonjs/States/depthCullingState" {
  29896. import { Nullable } from "babylonjs/types";
  29897. /**
  29898. * @hidden
  29899. **/
  29900. export class DepthCullingState {
  29901. private _isDepthTestDirty;
  29902. private _isDepthMaskDirty;
  29903. private _isDepthFuncDirty;
  29904. private _isCullFaceDirty;
  29905. private _isCullDirty;
  29906. private _isZOffsetDirty;
  29907. private _isFrontFaceDirty;
  29908. private _depthTest;
  29909. private _depthMask;
  29910. private _depthFunc;
  29911. private _cull;
  29912. private _cullFace;
  29913. private _zOffset;
  29914. private _frontFace;
  29915. /**
  29916. * Initializes the state.
  29917. */
  29918. constructor();
  29919. readonly isDirty: boolean;
  29920. zOffset: number;
  29921. cullFace: Nullable<number>;
  29922. cull: Nullable<boolean>;
  29923. depthFunc: Nullable<number>;
  29924. depthMask: boolean;
  29925. depthTest: boolean;
  29926. frontFace: Nullable<number>;
  29927. reset(): void;
  29928. apply(gl: WebGLRenderingContext): void;
  29929. }
  29930. }
  29931. declare module "babylonjs/States/stencilState" {
  29932. /**
  29933. * @hidden
  29934. **/
  29935. export class StencilState {
  29936. /** 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 */
  29937. static readonly ALWAYS: number;
  29938. /** Passed to stencilOperation to specify that stencil value must be kept */
  29939. static readonly KEEP: number;
  29940. /** Passed to stencilOperation to specify that stencil value must be replaced */
  29941. static readonly REPLACE: number;
  29942. private _isStencilTestDirty;
  29943. private _isStencilMaskDirty;
  29944. private _isStencilFuncDirty;
  29945. private _isStencilOpDirty;
  29946. private _stencilTest;
  29947. private _stencilMask;
  29948. private _stencilFunc;
  29949. private _stencilFuncRef;
  29950. private _stencilFuncMask;
  29951. private _stencilOpStencilFail;
  29952. private _stencilOpDepthFail;
  29953. private _stencilOpStencilDepthPass;
  29954. readonly isDirty: boolean;
  29955. stencilFunc: number;
  29956. stencilFuncRef: number;
  29957. stencilFuncMask: number;
  29958. stencilOpStencilFail: number;
  29959. stencilOpDepthFail: number;
  29960. stencilOpStencilDepthPass: number;
  29961. stencilMask: number;
  29962. stencilTest: boolean;
  29963. constructor();
  29964. reset(): void;
  29965. apply(gl: WebGLRenderingContext): void;
  29966. }
  29967. }
  29968. declare module "babylonjs/States/alphaCullingState" {
  29969. /**
  29970. * @hidden
  29971. **/
  29972. export class AlphaState {
  29973. private _isAlphaBlendDirty;
  29974. private _isBlendFunctionParametersDirty;
  29975. private _isBlendEquationParametersDirty;
  29976. private _isBlendConstantsDirty;
  29977. private _alphaBlend;
  29978. private _blendFunctionParameters;
  29979. private _blendEquationParameters;
  29980. private _blendConstants;
  29981. /**
  29982. * Initializes the state.
  29983. */
  29984. constructor();
  29985. readonly isDirty: boolean;
  29986. alphaBlend: boolean;
  29987. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  29988. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  29989. setAlphaEquationParameters(rgb: number, alpha: number): void;
  29990. reset(): void;
  29991. apply(gl: WebGLRenderingContext): void;
  29992. }
  29993. }
  29994. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  29995. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29996. /** @hidden */
  29997. export class WebGL2ShaderProcessor implements IShaderProcessor {
  29998. attributeProcessor(attribute: string): string;
  29999. varyingProcessor(varying: string, isFragment: boolean): string;
  30000. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30001. }
  30002. }
  30003. declare module "babylonjs/Engines/instancingAttributeInfo" {
  30004. /**
  30005. * Interface for attribute information associated with buffer instanciation
  30006. */
  30007. export interface InstancingAttributeInfo {
  30008. /**
  30009. * Index/offset of the attribute in the vertex shader
  30010. */
  30011. index: number;
  30012. /**
  30013. * size of the attribute, 1, 2, 3 or 4
  30014. */
  30015. attributeSize: number;
  30016. /**
  30017. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30018. * default is FLOAT
  30019. */
  30020. attributeType: number;
  30021. /**
  30022. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30023. */
  30024. normalized: boolean;
  30025. /**
  30026. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30027. */
  30028. offset: number;
  30029. /**
  30030. * Name of the GLSL attribute, for debugging purpose only
  30031. */
  30032. attributeName: string;
  30033. }
  30034. }
  30035. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  30036. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30037. import { Nullable } from "babylonjs/types";
  30038. module "babylonjs/Engines/thinEngine" {
  30039. interface ThinEngine {
  30040. /**
  30041. * Update a video texture
  30042. * @param texture defines the texture to update
  30043. * @param video defines the video element to use
  30044. * @param invertY defines if data must be stored with Y axis inverted
  30045. */
  30046. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  30047. }
  30048. }
  30049. }
  30050. declare module "babylonjs/Materials/Textures/videoTexture" {
  30051. import { Observable } from "babylonjs/Misc/observable";
  30052. import { Nullable } from "babylonjs/types";
  30053. import { Scene } from "babylonjs/scene";
  30054. import { Texture } from "babylonjs/Materials/Textures/texture";
  30055. import "babylonjs/Engines/Extensions/engine.videoTexture";
  30056. /**
  30057. * Settings for finer control over video usage
  30058. */
  30059. export interface VideoTextureSettings {
  30060. /**
  30061. * Applies `autoplay` to video, if specified
  30062. */
  30063. autoPlay?: boolean;
  30064. /**
  30065. * Applies `loop` to video, if specified
  30066. */
  30067. loop?: boolean;
  30068. /**
  30069. * Automatically updates internal texture from video at every frame in the render loop
  30070. */
  30071. autoUpdateTexture: boolean;
  30072. /**
  30073. * Image src displayed during the video loading or until the user interacts with the video.
  30074. */
  30075. poster?: string;
  30076. }
  30077. /**
  30078. * If you want to display a video in your scene, this is the special texture for that.
  30079. * This special texture works similar to other textures, with the exception of a few parameters.
  30080. * @see https://doc.babylonjs.com/how_to/video_texture
  30081. */
  30082. export class VideoTexture extends Texture {
  30083. /**
  30084. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30085. */
  30086. readonly autoUpdateTexture: boolean;
  30087. /**
  30088. * The video instance used by the texture internally
  30089. */
  30090. readonly video: HTMLVideoElement;
  30091. private _onUserActionRequestedObservable;
  30092. /**
  30093. * Event triggerd when a dom action is required by the user to play the video.
  30094. * This happens due to recent changes in browser policies preventing video to auto start.
  30095. */
  30096. readonly onUserActionRequestedObservable: Observable<Texture>;
  30097. private _generateMipMaps;
  30098. private _engine;
  30099. private _stillImageCaptured;
  30100. private _displayingPosterTexture;
  30101. private _settings;
  30102. private _createInternalTextureOnEvent;
  30103. private _frameId;
  30104. /**
  30105. * Creates a video texture.
  30106. * If you want to display a video in your scene, this is the special texture for that.
  30107. * This special texture works similar to other textures, with the exception of a few parameters.
  30108. * @see https://doc.babylonjs.com/how_to/video_texture
  30109. * @param name optional name, will detect from video source, if not defined
  30110. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30111. * @param scene is obviously the current scene.
  30112. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30113. * @param invertY is false by default but can be used to invert video on Y axis
  30114. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30115. * @param settings allows finer control over video usage
  30116. */
  30117. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30118. private _getName;
  30119. private _getVideo;
  30120. private _createInternalTexture;
  30121. private reset;
  30122. /**
  30123. * @hidden Internal method to initiate `update`.
  30124. */
  30125. _rebuild(): void;
  30126. /**
  30127. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30128. */
  30129. update(): void;
  30130. /**
  30131. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30132. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30133. */
  30134. updateTexture(isVisible: boolean): void;
  30135. protected _updateInternalTexture: () => void;
  30136. /**
  30137. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30138. * @param url New url.
  30139. */
  30140. updateURL(url: string): void;
  30141. /**
  30142. * Dispose the texture and release its associated resources.
  30143. */
  30144. dispose(): void;
  30145. /**
  30146. * Creates a video texture straight from a stream.
  30147. * @param scene Define the scene the texture should be created in
  30148. * @param stream Define the stream the texture should be created from
  30149. * @returns The created video texture as a promise
  30150. */
  30151. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30152. /**
  30153. * Creates a video texture straight from your WebCam video feed.
  30154. * @param scene Define the scene the texture should be created in
  30155. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30156. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30157. * @returns The created video texture as a promise
  30158. */
  30159. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30160. minWidth: number;
  30161. maxWidth: number;
  30162. minHeight: number;
  30163. maxHeight: number;
  30164. deviceId: string;
  30165. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30166. /**
  30167. * Creates a video texture straight from your WebCam video feed.
  30168. * @param scene Define the scene the texture should be created in
  30169. * @param onReady Define a callback to triggered once the texture will be ready
  30170. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30171. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30172. */
  30173. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30174. minWidth: number;
  30175. maxWidth: number;
  30176. minHeight: number;
  30177. maxHeight: number;
  30178. deviceId: string;
  30179. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30180. }
  30181. }
  30182. declare module "babylonjs/Engines/thinEngine" {
  30183. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30184. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  30185. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30186. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30187. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  30188. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  30189. import { Observable } from "babylonjs/Misc/observable";
  30190. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  30191. import { StencilState } from "babylonjs/States/stencilState";
  30192. import { AlphaState } from "babylonjs/States/alphaCullingState";
  30193. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30194. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30195. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30196. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30197. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30198. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30199. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30200. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  30201. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30202. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30203. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  30204. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  30205. /**
  30206. * Defines the interface used by objects working like Scene
  30207. * @hidden
  30208. */
  30209. interface ISceneLike {
  30210. _addPendingData(data: any): void;
  30211. _removePendingData(data: any): void;
  30212. offlineProvider: IOfflineProvider;
  30213. }
  30214. /** Interface defining initialization parameters for Engine class */
  30215. export interface EngineOptions extends WebGLContextAttributes {
  30216. /**
  30217. * Defines if the engine should no exceed a specified device ratio
  30218. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30219. */
  30220. limitDeviceRatio?: number;
  30221. /**
  30222. * Defines if webvr should be enabled automatically
  30223. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30224. */
  30225. autoEnableWebVR?: boolean;
  30226. /**
  30227. * Defines if webgl2 should be turned off even if supported
  30228. * @see http://doc.babylonjs.com/features/webgl2
  30229. */
  30230. disableWebGL2Support?: boolean;
  30231. /**
  30232. * Defines if webaudio should be initialized as well
  30233. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30234. */
  30235. audioEngine?: boolean;
  30236. /**
  30237. * Defines if animations should run using a deterministic lock step
  30238. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30239. */
  30240. deterministicLockstep?: boolean;
  30241. /** Defines the maximum steps to use with deterministic lock step mode */
  30242. lockstepMaxSteps?: number;
  30243. /**
  30244. * Defines that engine should ignore context lost events
  30245. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30246. */
  30247. doNotHandleContextLost?: boolean;
  30248. /**
  30249. * Defines that engine should ignore modifying touch action attribute and style
  30250. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30251. */
  30252. doNotHandleTouchAction?: boolean;
  30253. /**
  30254. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30255. */
  30256. useHighPrecisionFloats?: boolean;
  30257. }
  30258. /**
  30259. * The base engine class (root of all engines)
  30260. */
  30261. export class ThinEngine {
  30262. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30263. static ExceptionList: ({
  30264. key: string;
  30265. capture: string;
  30266. captureConstraint: number;
  30267. targets: string[];
  30268. } | {
  30269. key: string;
  30270. capture: null;
  30271. captureConstraint: null;
  30272. targets: string[];
  30273. })[];
  30274. /** @hidden */
  30275. static _TextureLoaders: IInternalTextureLoader[];
  30276. /**
  30277. * Returns the current npm package of the sdk
  30278. */
  30279. static readonly NpmPackage: string;
  30280. /**
  30281. * Returns the current version of the framework
  30282. */
  30283. static readonly Version: string;
  30284. /**
  30285. * Returns a string describing the current engine
  30286. */
  30287. readonly description: string;
  30288. /**
  30289. * Gets or sets the epsilon value used by collision engine
  30290. */
  30291. static CollisionsEpsilon: number;
  30292. /**
  30293. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30294. */
  30295. static ShadersRepository: string;
  30296. /** @hidden */
  30297. _shaderProcessor: IShaderProcessor;
  30298. /**
  30299. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30300. */
  30301. forcePOTTextures: boolean;
  30302. /**
  30303. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30304. */
  30305. isFullscreen: boolean;
  30306. /**
  30307. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30308. */
  30309. cullBackFaces: boolean;
  30310. /**
  30311. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30312. */
  30313. renderEvenInBackground: boolean;
  30314. /**
  30315. * Gets or sets a boolean indicating that cache can be kept between frames
  30316. */
  30317. preventCacheWipeBetweenFrames: boolean;
  30318. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30319. validateShaderPrograms: boolean;
  30320. /**
  30321. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30322. */
  30323. disableUniformBuffers: boolean;
  30324. /** @hidden */
  30325. _uniformBuffers: UniformBuffer[];
  30326. /**
  30327. * Gets a boolean indicating that the engine supports uniform buffers
  30328. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30329. */
  30330. readonly supportsUniformBuffers: boolean;
  30331. /** @hidden */
  30332. _gl: WebGLRenderingContext;
  30333. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  30334. protected _windowIsBackground: boolean;
  30335. protected _webGLVersion: number;
  30336. protected _creationOptions: EngineOptions;
  30337. protected _highPrecisionShadersAllowed: boolean;
  30338. /** @hidden */
  30339. readonly _shouldUseHighPrecisionShader: boolean;
  30340. /**
  30341. * Gets a boolean indicating that only power of 2 textures are supported
  30342. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30343. */
  30344. readonly needPOTTextures: boolean;
  30345. /** @hidden */
  30346. _badOS: boolean;
  30347. /** @hidden */
  30348. _badDesktopOS: boolean;
  30349. private _hardwareScalingLevel;
  30350. /** @hidden */
  30351. _caps: EngineCapabilities;
  30352. private _isStencilEnable;
  30353. protected _colorWrite: boolean;
  30354. private _glVersion;
  30355. private _glRenderer;
  30356. private _glVendor;
  30357. /** @hidden */
  30358. _videoTextureSupported: boolean;
  30359. protected _renderingQueueLaunched: boolean;
  30360. protected _activeRenderLoops: (() => void)[];
  30361. /**
  30362. * Observable signaled when a context lost event is raised
  30363. */
  30364. onContextLostObservable: Observable<ThinEngine>;
  30365. /**
  30366. * Observable signaled when a context restored event is raised
  30367. */
  30368. onContextRestoredObservable: Observable<ThinEngine>;
  30369. private _onContextLost;
  30370. private _onContextRestored;
  30371. protected _contextWasLost: boolean;
  30372. /** @hidden */
  30373. _doNotHandleContextLost: boolean;
  30374. /**
  30375. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30376. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30377. */
  30378. doNotHandleContextLost: boolean;
  30379. /**
  30380. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30381. */
  30382. disableVertexArrayObjects: boolean;
  30383. /** @hidden */
  30384. protected _depthCullingState: DepthCullingState;
  30385. /** @hidden */
  30386. protected _stencilState: StencilState;
  30387. /** @hidden */
  30388. protected _alphaState: AlphaState;
  30389. /** @hidden */
  30390. _internalTexturesCache: InternalTexture[];
  30391. /** @hidden */
  30392. protected _activeChannel: number;
  30393. private _currentTextureChannel;
  30394. /** @hidden */
  30395. protected _boundTexturesCache: {
  30396. [key: string]: Nullable<InternalTexture>;
  30397. };
  30398. /** @hidden */
  30399. protected _currentEffect: Nullable<Effect>;
  30400. /** @hidden */
  30401. protected _currentProgram: Nullable<WebGLProgram>;
  30402. private _compiledEffects;
  30403. private _vertexAttribArraysEnabled;
  30404. /** @hidden */
  30405. protected _cachedViewport: Nullable<IViewportLike>;
  30406. private _cachedVertexArrayObject;
  30407. /** @hidden */
  30408. protected _cachedVertexBuffers: any;
  30409. /** @hidden */
  30410. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30411. /** @hidden */
  30412. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30413. /** @hidden */
  30414. _currentRenderTarget: Nullable<InternalTexture>;
  30415. private _uintIndicesCurrentlySet;
  30416. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  30417. /** @hidden */
  30418. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30419. private _currentBufferPointers;
  30420. private _currentInstanceLocations;
  30421. private _currentInstanceBuffers;
  30422. private _textureUnits;
  30423. /** @hidden */
  30424. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  30425. /** @hidden */
  30426. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  30427. /** @hidden */
  30428. _boundRenderFunction: any;
  30429. private _vaoRecordInProgress;
  30430. private _mustWipeVertexAttributes;
  30431. private _emptyTexture;
  30432. private _emptyCubeTexture;
  30433. private _emptyTexture3D;
  30434. private _emptyTexture2DArray;
  30435. /** @hidden */
  30436. _frameHandler: number;
  30437. private _nextFreeTextureSlots;
  30438. private _maxSimultaneousTextures;
  30439. private _activeRequests;
  30440. protected _texturesSupported: string[];
  30441. /** @hidden */
  30442. _textureFormatInUse: Nullable<string>;
  30443. protected readonly _supportsHardwareTextureRescaling: boolean;
  30444. /**
  30445. * Gets the list of texture formats supported
  30446. */
  30447. readonly texturesSupported: Array<string>;
  30448. /**
  30449. * Gets the list of texture formats in use
  30450. */
  30451. readonly textureFormatInUse: Nullable<string>;
  30452. /**
  30453. * Gets the current viewport
  30454. */
  30455. readonly currentViewport: Nullable<IViewportLike>;
  30456. /**
  30457. * Gets the default empty texture
  30458. */
  30459. readonly emptyTexture: InternalTexture;
  30460. /**
  30461. * Gets the default empty 3D texture
  30462. */
  30463. readonly emptyTexture3D: InternalTexture;
  30464. /**
  30465. * Gets the default empty 2D array texture
  30466. */
  30467. readonly emptyTexture2DArray: InternalTexture;
  30468. /**
  30469. * Gets the default empty cube texture
  30470. */
  30471. readonly emptyCubeTexture: InternalTexture;
  30472. /**
  30473. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  30474. */
  30475. readonly premultipliedAlpha: boolean;
  30476. /**
  30477. * Observable event triggered before each texture is initialized
  30478. */
  30479. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30480. /**
  30481. * Creates a new engine
  30482. * @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
  30483. * @param antialias defines enable antialiasing (default: false)
  30484. * @param options defines further options to be sent to the getContext() function
  30485. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  30486. */
  30487. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  30488. private _rebuildInternalTextures;
  30489. private _rebuildEffects;
  30490. /**
  30491. * Gets a boolean indicating if all created effects are ready
  30492. * @returns true if all effects are ready
  30493. */
  30494. areAllEffectsReady(): boolean;
  30495. protected _rebuildBuffers(): void;
  30496. private _initGLContext;
  30497. /**
  30498. * Gets version of the current webGL context
  30499. */
  30500. readonly webGLVersion: number;
  30501. /**
  30502. * Gets a string idenfifying the name of the class
  30503. * @returns "Engine" string
  30504. */
  30505. getClassName(): string;
  30506. /**
  30507. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  30508. */
  30509. readonly isStencilEnable: boolean;
  30510. /** @hidden */
  30511. _prepareWorkingCanvas(): void;
  30512. /**
  30513. * Reset the texture cache to empty state
  30514. */
  30515. resetTextureCache(): void;
  30516. /**
  30517. * Gets an object containing information about the current webGL context
  30518. * @returns an object containing the vender, the renderer and the version of the current webGL context
  30519. */
  30520. getGlInfo(): {
  30521. vendor: string;
  30522. renderer: string;
  30523. version: string;
  30524. };
  30525. /**
  30526. * Defines the hardware scaling level.
  30527. * By default the hardware scaling level is computed from the window device ratio.
  30528. * 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.
  30529. * @param level defines the level to use
  30530. */
  30531. setHardwareScalingLevel(level: number): void;
  30532. /**
  30533. * Gets the current hardware scaling level.
  30534. * By default the hardware scaling level is computed from the window device ratio.
  30535. * 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.
  30536. * @returns a number indicating the current hardware scaling level
  30537. */
  30538. getHardwareScalingLevel(): number;
  30539. /**
  30540. * Gets the list of loaded textures
  30541. * @returns an array containing all loaded textures
  30542. */
  30543. getLoadedTexturesCache(): InternalTexture[];
  30544. /**
  30545. * Gets the object containing all engine capabilities
  30546. * @returns the EngineCapabilities object
  30547. */
  30548. getCaps(): EngineCapabilities;
  30549. /**
  30550. * stop executing a render loop function and remove it from the execution array
  30551. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  30552. */
  30553. stopRenderLoop(renderFunction?: () => void): void;
  30554. /** @hidden */
  30555. _renderLoop(): void;
  30556. /**
  30557. * Gets the HTML canvas attached with the current webGL context
  30558. * @returns a HTML canvas
  30559. */
  30560. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  30561. /**
  30562. * Gets host window
  30563. * @returns the host window object
  30564. */
  30565. getHostWindow(): Nullable<Window>;
  30566. /**
  30567. * Gets the current render width
  30568. * @param useScreen defines if screen size must be used (or the current render target if any)
  30569. * @returns a number defining the current render width
  30570. */
  30571. getRenderWidth(useScreen?: boolean): number;
  30572. /**
  30573. * Gets the current render height
  30574. * @param useScreen defines if screen size must be used (or the current render target if any)
  30575. * @returns a number defining the current render height
  30576. */
  30577. getRenderHeight(useScreen?: boolean): number;
  30578. /**
  30579. * Can be used to override the current requestAnimationFrame requester.
  30580. * @hidden
  30581. */
  30582. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  30583. /**
  30584. * Register and execute a render loop. The engine can have more than one render function
  30585. * @param renderFunction defines the function to continuously execute
  30586. */
  30587. runRenderLoop(renderFunction: () => void): void;
  30588. /**
  30589. * Clear the current render buffer or the current render target (if any is set up)
  30590. * @param color defines the color to use
  30591. * @param backBuffer defines if the back buffer must be cleared
  30592. * @param depth defines if the depth buffer must be cleared
  30593. * @param stencil defines if the stencil buffer must be cleared
  30594. */
  30595. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  30596. private _viewportCached;
  30597. /** @hidden */
  30598. _viewport(x: number, y: number, width: number, height: number): void;
  30599. /**
  30600. * Set the WebGL's viewport
  30601. * @param viewport defines the viewport element to be used
  30602. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  30603. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  30604. */
  30605. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  30606. /**
  30607. * Begin a new frame
  30608. */
  30609. beginFrame(): void;
  30610. /**
  30611. * Enf the current frame
  30612. */
  30613. endFrame(): void;
  30614. /**
  30615. * Resize the view according to the canvas' size
  30616. */
  30617. resize(): void;
  30618. /**
  30619. * Force a specific size of the canvas
  30620. * @param width defines the new canvas' width
  30621. * @param height defines the new canvas' height
  30622. */
  30623. setSize(width: number, height: number): void;
  30624. /**
  30625. * Binds the frame buffer to the specified texture.
  30626. * @param texture The texture to render to or null for the default canvas
  30627. * @param faceIndex The face of the texture to render to in case of cube texture
  30628. * @param requiredWidth The width of the target to render to
  30629. * @param requiredHeight The height of the target to render to
  30630. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  30631. * @param depthStencilTexture The depth stencil texture to use to render
  30632. * @param lodLevel defines le lod level to bind to the frame buffer
  30633. */
  30634. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  30635. /** @hidden */
  30636. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  30637. /**
  30638. * Unbind the current render target texture from the webGL context
  30639. * @param texture defines the render target texture to unbind
  30640. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  30641. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  30642. */
  30643. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  30644. /**
  30645. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  30646. */
  30647. flushFramebuffer(): void;
  30648. /**
  30649. * Unbind the current render target and bind the default framebuffer
  30650. */
  30651. restoreDefaultFramebuffer(): void;
  30652. /** @hidden */
  30653. protected _resetVertexBufferBinding(): void;
  30654. /**
  30655. * Creates a vertex buffer
  30656. * @param data the data for the vertex buffer
  30657. * @returns the new WebGL static buffer
  30658. */
  30659. createVertexBuffer(data: DataArray): DataBuffer;
  30660. private _createVertexBuffer;
  30661. /**
  30662. * Creates a dynamic vertex buffer
  30663. * @param data the data for the dynamic vertex buffer
  30664. * @returns the new WebGL dynamic buffer
  30665. */
  30666. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  30667. protected _resetIndexBufferBinding(): void;
  30668. /**
  30669. * Creates a new index buffer
  30670. * @param indices defines the content of the index buffer
  30671. * @param updatable defines if the index buffer must be updatable
  30672. * @returns a new webGL buffer
  30673. */
  30674. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  30675. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  30676. /**
  30677. * Bind a webGL buffer to the webGL context
  30678. * @param buffer defines the buffer to bind
  30679. */
  30680. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  30681. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  30682. private bindBuffer;
  30683. /**
  30684. * update the bound buffer with the given data
  30685. * @param data defines the data to update
  30686. */
  30687. updateArrayBuffer(data: Float32Array): void;
  30688. private _vertexAttribPointer;
  30689. private _bindIndexBufferWithCache;
  30690. private _bindVertexBuffersAttributes;
  30691. /**
  30692. * Records a vertex array object
  30693. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30694. * @param vertexBuffers defines the list of vertex buffers to store
  30695. * @param indexBuffer defines the index buffer to store
  30696. * @param effect defines the effect to store
  30697. * @returns the new vertex array object
  30698. */
  30699. recordVertexArrayObject(vertexBuffers: {
  30700. [key: string]: VertexBuffer;
  30701. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  30702. /**
  30703. * Bind a specific vertex array object
  30704. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30705. * @param vertexArrayObject defines the vertex array object to bind
  30706. * @param indexBuffer defines the index buffer to bind
  30707. */
  30708. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  30709. /**
  30710. * Bind webGl buffers directly to the webGL context
  30711. * @param vertexBuffer defines the vertex buffer to bind
  30712. * @param indexBuffer defines the index buffer to bind
  30713. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  30714. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  30715. * @param effect defines the effect associated with the vertex buffer
  30716. */
  30717. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  30718. private _unbindVertexArrayObject;
  30719. /**
  30720. * Bind a list of vertex buffers to the webGL context
  30721. * @param vertexBuffers defines the list of vertex buffers to bind
  30722. * @param indexBuffer defines the index buffer to bind
  30723. * @param effect defines the effect associated with the vertex buffers
  30724. */
  30725. bindBuffers(vertexBuffers: {
  30726. [key: string]: Nullable<VertexBuffer>;
  30727. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  30728. /**
  30729. * Unbind all instance attributes
  30730. */
  30731. unbindInstanceAttributes(): void;
  30732. /**
  30733. * Release and free the memory of a vertex array object
  30734. * @param vao defines the vertex array object to delete
  30735. */
  30736. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  30737. /** @hidden */
  30738. _releaseBuffer(buffer: DataBuffer): boolean;
  30739. protected _deleteBuffer(buffer: DataBuffer): void;
  30740. /**
  30741. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  30742. * @param instancesBuffer defines the webGL buffer to update and bind
  30743. * @param data defines the data to store in the buffer
  30744. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  30745. */
  30746. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  30747. /**
  30748. * Apply all cached states (depth, culling, stencil and alpha)
  30749. */
  30750. applyStates(): void;
  30751. /**
  30752. * Send a draw order
  30753. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30754. * @param indexStart defines the starting index
  30755. * @param indexCount defines the number of index to draw
  30756. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30757. */
  30758. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  30759. /**
  30760. * Draw a list of points
  30761. * @param verticesStart defines the index of first vertex to draw
  30762. * @param verticesCount defines the count of vertices to draw
  30763. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30764. */
  30765. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30766. /**
  30767. * Draw a list of unindexed primitives
  30768. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30769. * @param verticesStart defines the index of first vertex to draw
  30770. * @param verticesCount defines the count of vertices to draw
  30771. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30772. */
  30773. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30774. /**
  30775. * Draw a list of indexed primitives
  30776. * @param fillMode defines the primitive to use
  30777. * @param indexStart defines the starting index
  30778. * @param indexCount defines the number of index to draw
  30779. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30780. */
  30781. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  30782. /**
  30783. * Draw a list of unindexed primitives
  30784. * @param fillMode defines the primitive to use
  30785. * @param verticesStart defines the index of first vertex to draw
  30786. * @param verticesCount defines the count of vertices to draw
  30787. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30788. */
  30789. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30790. private _drawMode;
  30791. /** @hidden */
  30792. protected _reportDrawCall(): void;
  30793. /** @hidden */
  30794. _releaseEffect(effect: Effect): void;
  30795. /** @hidden */
  30796. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  30797. /**
  30798. * Create a new effect (used to store vertex/fragment shaders)
  30799. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  30800. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  30801. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  30802. * @param samplers defines an array of string used to represent textures
  30803. * @param defines defines the string containing the defines to use to compile the shaders
  30804. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  30805. * @param onCompiled defines a function to call when the effect creation is successful
  30806. * @param onError defines a function to call when the effect creation has failed
  30807. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  30808. * @returns the new Effect
  30809. */
  30810. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  30811. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  30812. private _compileShader;
  30813. private _compileRawShader;
  30814. /**
  30815. * Directly creates a webGL program
  30816. * @param pipelineContext defines the pipeline context to attach to
  30817. * @param vertexCode defines the vertex shader code to use
  30818. * @param fragmentCode defines the fragment shader code to use
  30819. * @param context defines the webGL context to use (if not set, the current one will be used)
  30820. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30821. * @returns the new webGL program
  30822. */
  30823. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30824. /**
  30825. * Creates a webGL program
  30826. * @param pipelineContext defines the pipeline context to attach to
  30827. * @param vertexCode defines the vertex shader code to use
  30828. * @param fragmentCode defines the fragment shader code to use
  30829. * @param defines defines the string containing the defines to use to compile the shaders
  30830. * @param context defines the webGL context to use (if not set, the current one will be used)
  30831. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30832. * @returns the new webGL program
  30833. */
  30834. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30835. /**
  30836. * Creates a new pipeline context
  30837. * @returns the new pipeline
  30838. */
  30839. createPipelineContext(): IPipelineContext;
  30840. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30841. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  30842. /** @hidden */
  30843. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  30844. /** @hidden */
  30845. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  30846. /** @hidden */
  30847. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  30848. /**
  30849. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  30850. * @param pipelineContext defines the pipeline context to use
  30851. * @param uniformsNames defines the list of uniform names
  30852. * @returns an array of webGL uniform locations
  30853. */
  30854. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  30855. /**
  30856. * Gets the lsit of active attributes for a given webGL program
  30857. * @param pipelineContext defines the pipeline context to use
  30858. * @param attributesNames defines the list of attribute names to get
  30859. * @returns an array of indices indicating the offset of each attribute
  30860. */
  30861. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  30862. /**
  30863. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  30864. * @param effect defines the effect to activate
  30865. */
  30866. enableEffect(effect: Nullable<Effect>): void;
  30867. /**
  30868. * Set the value of an uniform to a number (int)
  30869. * @param uniform defines the webGL uniform location where to store the value
  30870. * @param value defines the int number to store
  30871. */
  30872. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30873. /**
  30874. * Set the value of an uniform to an array of int32
  30875. * @param uniform defines the webGL uniform location where to store the value
  30876. * @param array defines the array of int32 to store
  30877. */
  30878. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30879. /**
  30880. * Set the value of an uniform to an array of int32 (stored as vec2)
  30881. * @param uniform defines the webGL uniform location where to store the value
  30882. * @param array defines the array of int32 to store
  30883. */
  30884. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30885. /**
  30886. * Set the value of an uniform to an array of int32 (stored as vec3)
  30887. * @param uniform defines the webGL uniform location where to store the value
  30888. * @param array defines the array of int32 to store
  30889. */
  30890. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30891. /**
  30892. * Set the value of an uniform to an array of int32 (stored as vec4)
  30893. * @param uniform defines the webGL uniform location where to store the value
  30894. * @param array defines the array of int32 to store
  30895. */
  30896. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30897. /**
  30898. * Set the value of an uniform to an array of number
  30899. * @param uniform defines the webGL uniform location where to store the value
  30900. * @param array defines the array of number to store
  30901. */
  30902. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30903. /**
  30904. * Set the value of an uniform to an array of number (stored as vec2)
  30905. * @param uniform defines the webGL uniform location where to store the value
  30906. * @param array defines the array of number to store
  30907. */
  30908. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30909. /**
  30910. * Set the value of an uniform to an array of number (stored as vec3)
  30911. * @param uniform defines the webGL uniform location where to store the value
  30912. * @param array defines the array of number to store
  30913. */
  30914. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30915. /**
  30916. * Set the value of an uniform to an array of number (stored as vec4)
  30917. * @param uniform defines the webGL uniform location where to store the value
  30918. * @param array defines the array of number to store
  30919. */
  30920. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30921. /**
  30922. * Set the value of an uniform to an array of float32 (stored as matrices)
  30923. * @param uniform defines the webGL uniform location where to store the value
  30924. * @param matrices defines the array of float32 to store
  30925. */
  30926. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  30927. /**
  30928. * Set the value of an uniform to a matrix (3x3)
  30929. * @param uniform defines the webGL uniform location where to store the value
  30930. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  30931. */
  30932. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30933. /**
  30934. * Set the value of an uniform to a matrix (2x2)
  30935. * @param uniform defines the webGL uniform location where to store the value
  30936. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  30937. */
  30938. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30939. /**
  30940. * Set the value of an uniform to a number (float)
  30941. * @param uniform defines the webGL uniform location where to store the value
  30942. * @param value defines the float number to store
  30943. */
  30944. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30945. /**
  30946. * Set the value of an uniform to a vec2
  30947. * @param uniform defines the webGL uniform location where to store the value
  30948. * @param x defines the 1st component of the value
  30949. * @param y defines the 2nd component of the value
  30950. */
  30951. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  30952. /**
  30953. * Set the value of an uniform to a vec3
  30954. * @param uniform defines the webGL uniform location where to store the value
  30955. * @param x defines the 1st component of the value
  30956. * @param y defines the 2nd component of the value
  30957. * @param z defines the 3rd component of the value
  30958. */
  30959. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  30960. /**
  30961. * Set the value of an uniform to a vec4
  30962. * @param uniform defines the webGL uniform location where to store the value
  30963. * @param x defines the 1st component of the value
  30964. * @param y defines the 2nd component of the value
  30965. * @param z defines the 3rd component of the value
  30966. * @param w defines the 4th component of the value
  30967. */
  30968. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  30969. /**
  30970. * Gets the depth culling state manager
  30971. */
  30972. readonly depthCullingState: DepthCullingState;
  30973. /**
  30974. * Gets the alpha state manager
  30975. */
  30976. readonly alphaState: AlphaState;
  30977. /**
  30978. * Gets the stencil state manager
  30979. */
  30980. readonly stencilState: StencilState;
  30981. /**
  30982. * Clears the list of texture accessible through engine.
  30983. * This can help preventing texture load conflict due to name collision.
  30984. */
  30985. clearInternalTexturesCache(): void;
  30986. /**
  30987. * Force the entire cache to be cleared
  30988. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  30989. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  30990. */
  30991. wipeCaches(bruteForce?: boolean): void;
  30992. /** @hidden */
  30993. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  30994. min: number;
  30995. mag: number;
  30996. };
  30997. /** @hidden */
  30998. _createTexture(): WebGLTexture;
  30999. /**
  31000. * Usually called from Texture.ts.
  31001. * Passed information to create a WebGLTexture
  31002. * @param urlArg defines a value which contains one of the following:
  31003. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  31004. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  31005. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  31006. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  31007. * @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)
  31008. * @param scene needed for loading to the correct scene
  31009. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  31010. * @param onLoad optional callback to be called upon successful completion
  31011. * @param onError optional callback to be called upon failure
  31012. * @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
  31013. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  31014. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  31015. * @param forcedExtension defines the extension to use to pick the right loader
  31016. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  31017. * @param mimeType defines an optional mime type
  31018. * @returns a InternalTexture for assignment back into BABYLON.Texture
  31019. */
  31020. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  31021. /**
  31022. * @hidden
  31023. */
  31024. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  31025. /**
  31026. * Creates a raw texture
  31027. * @param data defines the data to store in the texture
  31028. * @param width defines the width of the texture
  31029. * @param height defines the height of the texture
  31030. * @param format defines the format of the data
  31031. * @param generateMipMaps defines if the engine should generate the mip levels
  31032. * @param invertY defines if data must be stored with Y axis inverted
  31033. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  31034. * @param compression defines the compression used (null by default)
  31035. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  31036. * @returns the raw texture inside an InternalTexture
  31037. */
  31038. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  31039. /**
  31040. * Creates a new raw cube texture
  31041. * @param data defines the array of data to use to create each face
  31042. * @param size defines the size of the textures
  31043. * @param format defines the format of the data
  31044. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  31045. * @param generateMipMaps defines if the engine should generate the mip levels
  31046. * @param invertY defines if data must be stored with Y axis inverted
  31047. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31048. * @param compression defines the compression used (null by default)
  31049. * @returns the cube texture as an InternalTexture
  31050. */
  31051. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  31052. /**
  31053. * Creates a new raw 3D texture
  31054. * @param data defines the data used to create the texture
  31055. * @param width defines the width of the texture
  31056. * @param height defines the height of the texture
  31057. * @param depth defines the depth of the texture
  31058. * @param format defines the format of the texture
  31059. * @param generateMipMaps defines if the engine must generate mip levels
  31060. * @param invertY defines if data must be stored with Y axis inverted
  31061. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31062. * @param compression defines the compressed used (can be null)
  31063. * @param textureType defines the compressed used (can be null)
  31064. * @returns a new raw 3D texture (stored in an InternalTexture)
  31065. */
  31066. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  31067. /**
  31068. * Creates a new raw 2D array texture
  31069. * @param data defines the data used to create the texture
  31070. * @param width defines the width of the texture
  31071. * @param height defines the height of the texture
  31072. * @param depth defines the number of layers of the texture
  31073. * @param format defines the format of the texture
  31074. * @param generateMipMaps defines if the engine must generate mip levels
  31075. * @param invertY defines if data must be stored with Y axis inverted
  31076. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31077. * @param compression defines the compressed used (can be null)
  31078. * @param textureType defines the compressed used (can be null)
  31079. * @returns a new raw 2D array texture (stored in an InternalTexture)
  31080. */
  31081. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  31082. private _unpackFlipYCached;
  31083. /**
  31084. * In case you are sharing the context with other applications, it might
  31085. * be interested to not cache the unpack flip y state to ensure a consistent
  31086. * value would be set.
  31087. */
  31088. enableUnpackFlipYCached: boolean;
  31089. /** @hidden */
  31090. _unpackFlipY(value: boolean): void;
  31091. /** @hidden */
  31092. _getUnpackAlignement(): number;
  31093. /**
  31094. * Update the sampling mode of a given texture
  31095. * @param samplingMode defines the required sampling mode
  31096. * @param texture defines the texture to update
  31097. */
  31098. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  31099. /** @hidden */
  31100. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  31101. width: number;
  31102. height: number;
  31103. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  31104. /** @hidden */
  31105. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31106. /** @hidden */
  31107. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  31108. /** @hidden */
  31109. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31110. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  31111. private _prepareWebGLTexture;
  31112. /** @hidden */
  31113. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  31114. /** @hidden */
  31115. _releaseFramebufferObjects(texture: InternalTexture): void;
  31116. /** @hidden */
  31117. _releaseTexture(texture: InternalTexture): void;
  31118. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  31119. protected _setProgram(program: WebGLProgram): void;
  31120. protected _boundUniforms: {
  31121. [key: number]: WebGLUniformLocation;
  31122. };
  31123. /**
  31124. * Binds an effect to the webGL context
  31125. * @param effect defines the effect to bind
  31126. */
  31127. bindSamplers(effect: Effect): void;
  31128. private _activateCurrentTexture;
  31129. /** @hidden */
  31130. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  31131. /** @hidden */
  31132. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  31133. /**
  31134. * Unbind all textures from the webGL context
  31135. */
  31136. unbindAllTextures(): void;
  31137. /**
  31138. * Sets a texture to the according uniform.
  31139. * @param channel The texture channel
  31140. * @param uniform The uniform to set
  31141. * @param texture The texture to apply
  31142. */
  31143. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  31144. private _bindSamplerUniformToChannel;
  31145. private _getTextureWrapMode;
  31146. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  31147. /**
  31148. * Sets an array of texture to the webGL context
  31149. * @param channel defines the channel where the texture array must be set
  31150. * @param uniform defines the associated uniform location
  31151. * @param textures defines the array of textures to bind
  31152. */
  31153. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  31154. /** @hidden */
  31155. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  31156. private _setTextureParameterFloat;
  31157. private _setTextureParameterInteger;
  31158. /**
  31159. * Unbind all vertex attributes from the webGL context
  31160. */
  31161. unbindAllAttributes(): void;
  31162. /**
  31163. * 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
  31164. */
  31165. releaseEffects(): void;
  31166. /**
  31167. * Dispose and release all associated resources
  31168. */
  31169. dispose(): void;
  31170. /**
  31171. * Attach a new callback raised when context lost event is fired
  31172. * @param callback defines the callback to call
  31173. */
  31174. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31175. /**
  31176. * Attach a new callback raised when context restored event is fired
  31177. * @param callback defines the callback to call
  31178. */
  31179. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31180. /**
  31181. * Get the current error code of the webGL context
  31182. * @returns the error code
  31183. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  31184. */
  31185. getError(): number;
  31186. private _canRenderToFloatFramebuffer;
  31187. private _canRenderToHalfFloatFramebuffer;
  31188. private _canRenderToFramebuffer;
  31189. /** @hidden */
  31190. _getWebGLTextureType(type: number): number;
  31191. /** @hidden */
  31192. _getInternalFormat(format: number): number;
  31193. /** @hidden */
  31194. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  31195. /** @hidden */
  31196. _getRGBAMultiSampleBufferFormat(type: number): number;
  31197. /** @hidden */
  31198. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  31199. /**
  31200. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  31201. * @returns true if the engine can be created
  31202. * @ignorenaming
  31203. */
  31204. static isSupported(): boolean;
  31205. /**
  31206. * Find the next highest power of two.
  31207. * @param x Number to start search from.
  31208. * @return Next highest power of two.
  31209. */
  31210. static CeilingPOT(x: number): number;
  31211. /**
  31212. * Find the next lowest power of two.
  31213. * @param x Number to start search from.
  31214. * @return Next lowest power of two.
  31215. */
  31216. static FloorPOT(x: number): number;
  31217. /**
  31218. * Find the nearest power of two.
  31219. * @param x Number to start search from.
  31220. * @return Next nearest power of two.
  31221. */
  31222. static NearestPOT(x: number): number;
  31223. /**
  31224. * Get the closest exponent of two
  31225. * @param value defines the value to approximate
  31226. * @param max defines the maximum value to return
  31227. * @param mode defines how to define the closest value
  31228. * @returns closest exponent of two of the given value
  31229. */
  31230. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  31231. /**
  31232. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  31233. * @param func - the function to be called
  31234. * @param requester - the object that will request the next frame. Falls back to window.
  31235. * @returns frame number
  31236. */
  31237. static QueueNewFrame(func: () => void, requester?: any): number;
  31238. }
  31239. }
  31240. declare module "babylonjs/Maths/sphericalPolynomial" {
  31241. import { Vector3 } from "babylonjs/Maths/math.vector";
  31242. import { Color3 } from "babylonjs/Maths/math.color";
  31243. /**
  31244. * Class representing spherical harmonics coefficients to the 3rd degree
  31245. */
  31246. export class SphericalHarmonics {
  31247. /**
  31248. * Defines whether or not the harmonics have been prescaled for rendering.
  31249. */
  31250. preScaled: boolean;
  31251. /**
  31252. * The l0,0 coefficients of the spherical harmonics
  31253. */
  31254. l00: Vector3;
  31255. /**
  31256. * The l1,-1 coefficients of the spherical harmonics
  31257. */
  31258. l1_1: Vector3;
  31259. /**
  31260. * The l1,0 coefficients of the spherical harmonics
  31261. */
  31262. l10: Vector3;
  31263. /**
  31264. * The l1,1 coefficients of the spherical harmonics
  31265. */
  31266. l11: Vector3;
  31267. /**
  31268. * The l2,-2 coefficients of the spherical harmonics
  31269. */
  31270. l2_2: Vector3;
  31271. /**
  31272. * The l2,-1 coefficients of the spherical harmonics
  31273. */
  31274. l2_1: Vector3;
  31275. /**
  31276. * The l2,0 coefficients of the spherical harmonics
  31277. */
  31278. l20: Vector3;
  31279. /**
  31280. * The l2,1 coefficients of the spherical harmonics
  31281. */
  31282. l21: Vector3;
  31283. /**
  31284. * The l2,2 coefficients of the spherical harmonics
  31285. */
  31286. l22: Vector3;
  31287. /**
  31288. * Adds a light to the spherical harmonics
  31289. * @param direction the direction of the light
  31290. * @param color the color of the light
  31291. * @param deltaSolidAngle the delta solid angle of the light
  31292. */
  31293. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  31294. /**
  31295. * Scales the spherical harmonics by the given amount
  31296. * @param scale the amount to scale
  31297. */
  31298. scaleInPlace(scale: number): void;
  31299. /**
  31300. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  31301. *
  31302. * ```
  31303. * E_lm = A_l * L_lm
  31304. * ```
  31305. *
  31306. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  31307. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  31308. * the scaling factors are given in equation 9.
  31309. */
  31310. convertIncidentRadianceToIrradiance(): void;
  31311. /**
  31312. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  31313. *
  31314. * ```
  31315. * L = (1/pi) * E * rho
  31316. * ```
  31317. *
  31318. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  31319. */
  31320. convertIrradianceToLambertianRadiance(): void;
  31321. /**
  31322. * Integrates the reconstruction coefficients directly in to the SH preventing further
  31323. * required operations at run time.
  31324. *
  31325. * This is simply done by scaling back the SH with Ylm constants parameter.
  31326. * The trigonometric part being applied by the shader at run time.
  31327. */
  31328. preScaleForRendering(): void;
  31329. /**
  31330. * Constructs a spherical harmonics from an array.
  31331. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  31332. * @returns the spherical harmonics
  31333. */
  31334. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  31335. /**
  31336. * Gets the spherical harmonics from polynomial
  31337. * @param polynomial the spherical polynomial
  31338. * @returns the spherical harmonics
  31339. */
  31340. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  31341. }
  31342. /**
  31343. * Class representing spherical polynomial coefficients to the 3rd degree
  31344. */
  31345. export class SphericalPolynomial {
  31346. private _harmonics;
  31347. /**
  31348. * The spherical harmonics used to create the polynomials.
  31349. */
  31350. readonly preScaledHarmonics: SphericalHarmonics;
  31351. /**
  31352. * The x coefficients of the spherical polynomial
  31353. */
  31354. x: Vector3;
  31355. /**
  31356. * The y coefficients of the spherical polynomial
  31357. */
  31358. y: Vector3;
  31359. /**
  31360. * The z coefficients of the spherical polynomial
  31361. */
  31362. z: Vector3;
  31363. /**
  31364. * The xx coefficients of the spherical polynomial
  31365. */
  31366. xx: Vector3;
  31367. /**
  31368. * The yy coefficients of the spherical polynomial
  31369. */
  31370. yy: Vector3;
  31371. /**
  31372. * The zz coefficients of the spherical polynomial
  31373. */
  31374. zz: Vector3;
  31375. /**
  31376. * The xy coefficients of the spherical polynomial
  31377. */
  31378. xy: Vector3;
  31379. /**
  31380. * The yz coefficients of the spherical polynomial
  31381. */
  31382. yz: Vector3;
  31383. /**
  31384. * The zx coefficients of the spherical polynomial
  31385. */
  31386. zx: Vector3;
  31387. /**
  31388. * Adds an ambient color to the spherical polynomial
  31389. * @param color the color to add
  31390. */
  31391. addAmbient(color: Color3): void;
  31392. /**
  31393. * Scales the spherical polynomial by the given amount
  31394. * @param scale the amount to scale
  31395. */
  31396. scaleInPlace(scale: number): void;
  31397. /**
  31398. * Gets the spherical polynomial from harmonics
  31399. * @param harmonics the spherical harmonics
  31400. * @returns the spherical polynomial
  31401. */
  31402. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  31403. /**
  31404. * Constructs a spherical polynomial from an array.
  31405. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  31406. * @returns the spherical polynomial
  31407. */
  31408. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  31409. }
  31410. }
  31411. declare module "babylonjs/Materials/Textures/internalTexture" {
  31412. import { Observable } from "babylonjs/Misc/observable";
  31413. import { Nullable, int } from "babylonjs/types";
  31414. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  31415. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31416. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  31417. /**
  31418. * Defines the source of the internal texture
  31419. */
  31420. export enum InternalTextureSource {
  31421. /**
  31422. * The source of the texture data is unknown
  31423. */
  31424. Unknown = 0,
  31425. /**
  31426. * Texture data comes from an URL
  31427. */
  31428. Url = 1,
  31429. /**
  31430. * Texture data is only used for temporary storage
  31431. */
  31432. Temp = 2,
  31433. /**
  31434. * Texture data comes from raw data (ArrayBuffer)
  31435. */
  31436. Raw = 3,
  31437. /**
  31438. * Texture content is dynamic (video or dynamic texture)
  31439. */
  31440. Dynamic = 4,
  31441. /**
  31442. * Texture content is generated by rendering to it
  31443. */
  31444. RenderTarget = 5,
  31445. /**
  31446. * Texture content is part of a multi render target process
  31447. */
  31448. MultiRenderTarget = 6,
  31449. /**
  31450. * Texture data comes from a cube data file
  31451. */
  31452. Cube = 7,
  31453. /**
  31454. * Texture data comes from a raw cube data
  31455. */
  31456. CubeRaw = 8,
  31457. /**
  31458. * Texture data come from a prefiltered cube data file
  31459. */
  31460. CubePrefiltered = 9,
  31461. /**
  31462. * Texture content is raw 3D data
  31463. */
  31464. Raw3D = 10,
  31465. /**
  31466. * Texture content is raw 2D array data
  31467. */
  31468. Raw2DArray = 11,
  31469. /**
  31470. * Texture content is a depth texture
  31471. */
  31472. Depth = 12,
  31473. /**
  31474. * Texture data comes from a raw cube data encoded with RGBD
  31475. */
  31476. CubeRawRGBD = 13
  31477. }
  31478. /**
  31479. * Class used to store data associated with WebGL texture data for the engine
  31480. * This class should not be used directly
  31481. */
  31482. export class InternalTexture {
  31483. /** @hidden */
  31484. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  31485. /**
  31486. * Defines if the texture is ready
  31487. */
  31488. isReady: boolean;
  31489. /**
  31490. * Defines if the texture is a cube texture
  31491. */
  31492. isCube: boolean;
  31493. /**
  31494. * Defines if the texture contains 3D data
  31495. */
  31496. is3D: boolean;
  31497. /**
  31498. * Defines if the texture contains 2D array data
  31499. */
  31500. is2DArray: boolean;
  31501. /**
  31502. * Defines if the texture contains multiview data
  31503. */
  31504. isMultiview: boolean;
  31505. /**
  31506. * Gets the URL used to load this texture
  31507. */
  31508. url: string;
  31509. /**
  31510. * Gets the sampling mode of the texture
  31511. */
  31512. samplingMode: number;
  31513. /**
  31514. * Gets a boolean indicating if the texture needs mipmaps generation
  31515. */
  31516. generateMipMaps: boolean;
  31517. /**
  31518. * Gets the number of samples used by the texture (WebGL2+ only)
  31519. */
  31520. samples: number;
  31521. /**
  31522. * Gets the type of the texture (int, float...)
  31523. */
  31524. type: number;
  31525. /**
  31526. * Gets the format of the texture (RGB, RGBA...)
  31527. */
  31528. format: number;
  31529. /**
  31530. * Observable called when the texture is loaded
  31531. */
  31532. onLoadedObservable: Observable<InternalTexture>;
  31533. /**
  31534. * Gets the width of the texture
  31535. */
  31536. width: number;
  31537. /**
  31538. * Gets the height of the texture
  31539. */
  31540. height: number;
  31541. /**
  31542. * Gets the depth of the texture
  31543. */
  31544. depth: number;
  31545. /**
  31546. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  31547. */
  31548. baseWidth: number;
  31549. /**
  31550. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  31551. */
  31552. baseHeight: number;
  31553. /**
  31554. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  31555. */
  31556. baseDepth: number;
  31557. /**
  31558. * Gets a boolean indicating if the texture is inverted on Y axis
  31559. */
  31560. invertY: boolean;
  31561. /** @hidden */
  31562. _invertVScale: boolean;
  31563. /** @hidden */
  31564. _associatedChannel: number;
  31565. /** @hidden */
  31566. _source: InternalTextureSource;
  31567. /** @hidden */
  31568. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  31569. /** @hidden */
  31570. _bufferView: Nullable<ArrayBufferView>;
  31571. /** @hidden */
  31572. _bufferViewArray: Nullable<ArrayBufferView[]>;
  31573. /** @hidden */
  31574. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  31575. /** @hidden */
  31576. _size: number;
  31577. /** @hidden */
  31578. _extension: string;
  31579. /** @hidden */
  31580. _files: Nullable<string[]>;
  31581. /** @hidden */
  31582. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31583. /** @hidden */
  31584. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31585. /** @hidden */
  31586. _framebuffer: Nullable<WebGLFramebuffer>;
  31587. /** @hidden */
  31588. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  31589. /** @hidden */
  31590. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  31591. /** @hidden */
  31592. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  31593. /** @hidden */
  31594. _attachments: Nullable<number[]>;
  31595. /** @hidden */
  31596. _cachedCoordinatesMode: Nullable<number>;
  31597. /** @hidden */
  31598. _cachedWrapU: Nullable<number>;
  31599. /** @hidden */
  31600. _cachedWrapV: Nullable<number>;
  31601. /** @hidden */
  31602. _cachedWrapR: Nullable<number>;
  31603. /** @hidden */
  31604. _cachedAnisotropicFilteringLevel: Nullable<number>;
  31605. /** @hidden */
  31606. _isDisabled: boolean;
  31607. /** @hidden */
  31608. _compression: Nullable<string>;
  31609. /** @hidden */
  31610. _generateStencilBuffer: boolean;
  31611. /** @hidden */
  31612. _generateDepthBuffer: boolean;
  31613. /** @hidden */
  31614. _comparisonFunction: number;
  31615. /** @hidden */
  31616. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  31617. /** @hidden */
  31618. _lodGenerationScale: number;
  31619. /** @hidden */
  31620. _lodGenerationOffset: number;
  31621. /** @hidden */
  31622. _colorTextureArray: Nullable<WebGLTexture>;
  31623. /** @hidden */
  31624. _depthStencilTextureArray: Nullable<WebGLTexture>;
  31625. /** @hidden */
  31626. _lodTextureHigh: Nullable<BaseTexture>;
  31627. /** @hidden */
  31628. _lodTextureMid: Nullable<BaseTexture>;
  31629. /** @hidden */
  31630. _lodTextureLow: Nullable<BaseTexture>;
  31631. /** @hidden */
  31632. _isRGBD: boolean;
  31633. /** @hidden */
  31634. _linearSpecularLOD: boolean;
  31635. /** @hidden */
  31636. _irradianceTexture: Nullable<BaseTexture>;
  31637. /** @hidden */
  31638. _webGLTexture: Nullable<WebGLTexture>;
  31639. /** @hidden */
  31640. _references: number;
  31641. private _engine;
  31642. /**
  31643. * Gets the Engine the texture belongs to.
  31644. * @returns The babylon engine
  31645. */
  31646. getEngine(): ThinEngine;
  31647. /**
  31648. * Gets the data source type of the texture
  31649. */
  31650. readonly source: InternalTextureSource;
  31651. /**
  31652. * Creates a new InternalTexture
  31653. * @param engine defines the engine to use
  31654. * @param source defines the type of data that will be used
  31655. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31656. */
  31657. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  31658. /**
  31659. * Increments the number of references (ie. the number of Texture that point to it)
  31660. */
  31661. incrementReferences(): void;
  31662. /**
  31663. * Change the size of the texture (not the size of the content)
  31664. * @param width defines the new width
  31665. * @param height defines the new height
  31666. * @param depth defines the new depth (1 by default)
  31667. */
  31668. updateSize(width: int, height: int, depth?: int): void;
  31669. /** @hidden */
  31670. _rebuild(): void;
  31671. /** @hidden */
  31672. _swapAndDie(target: InternalTexture): void;
  31673. /**
  31674. * Dispose the current allocated resources
  31675. */
  31676. dispose(): void;
  31677. }
  31678. }
  31679. declare module "babylonjs/Audio/analyser" {
  31680. import { Scene } from "babylonjs/scene";
  31681. /**
  31682. * Class used to work with sound analyzer using fast fourier transform (FFT)
  31683. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31684. */
  31685. export class Analyser {
  31686. /**
  31687. * Gets or sets the smoothing
  31688. * @ignorenaming
  31689. */
  31690. SMOOTHING: number;
  31691. /**
  31692. * Gets or sets the FFT table size
  31693. * @ignorenaming
  31694. */
  31695. FFT_SIZE: number;
  31696. /**
  31697. * Gets or sets the bar graph amplitude
  31698. * @ignorenaming
  31699. */
  31700. BARGRAPHAMPLITUDE: number;
  31701. /**
  31702. * Gets or sets the position of the debug canvas
  31703. * @ignorenaming
  31704. */
  31705. DEBUGCANVASPOS: {
  31706. x: number;
  31707. y: number;
  31708. };
  31709. /**
  31710. * Gets or sets the debug canvas size
  31711. * @ignorenaming
  31712. */
  31713. DEBUGCANVASSIZE: {
  31714. width: number;
  31715. height: number;
  31716. };
  31717. private _byteFreqs;
  31718. private _byteTime;
  31719. private _floatFreqs;
  31720. private _webAudioAnalyser;
  31721. private _debugCanvas;
  31722. private _debugCanvasContext;
  31723. private _scene;
  31724. private _registerFunc;
  31725. private _audioEngine;
  31726. /**
  31727. * Creates a new analyser
  31728. * @param scene defines hosting scene
  31729. */
  31730. constructor(scene: Scene);
  31731. /**
  31732. * Get the number of data values you will have to play with for the visualization
  31733. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  31734. * @returns a number
  31735. */
  31736. getFrequencyBinCount(): number;
  31737. /**
  31738. * Gets the current frequency data as a byte array
  31739. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31740. * @returns a Uint8Array
  31741. */
  31742. getByteFrequencyData(): Uint8Array;
  31743. /**
  31744. * Gets the current waveform as a byte array
  31745. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  31746. * @returns a Uint8Array
  31747. */
  31748. getByteTimeDomainData(): Uint8Array;
  31749. /**
  31750. * Gets the current frequency data as a float array
  31751. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31752. * @returns a Float32Array
  31753. */
  31754. getFloatFrequencyData(): Float32Array;
  31755. /**
  31756. * Renders the debug canvas
  31757. */
  31758. drawDebugCanvas(): void;
  31759. /**
  31760. * Stops rendering the debug canvas and removes it
  31761. */
  31762. stopDebugCanvas(): void;
  31763. /**
  31764. * Connects two audio nodes
  31765. * @param inputAudioNode defines first node to connect
  31766. * @param outputAudioNode defines second node to connect
  31767. */
  31768. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  31769. /**
  31770. * Releases all associated resources
  31771. */
  31772. dispose(): void;
  31773. }
  31774. }
  31775. declare module "babylonjs/Audio/audioEngine" {
  31776. import { IDisposable } from "babylonjs/scene";
  31777. import { Analyser } from "babylonjs/Audio/analyser";
  31778. import { Nullable } from "babylonjs/types";
  31779. import { Observable } from "babylonjs/Misc/observable";
  31780. /**
  31781. * This represents an audio engine and it is responsible
  31782. * to play, synchronize and analyse sounds throughout the application.
  31783. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31784. */
  31785. export interface IAudioEngine extends IDisposable {
  31786. /**
  31787. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31788. */
  31789. readonly canUseWebAudio: boolean;
  31790. /**
  31791. * Gets the current AudioContext if available.
  31792. */
  31793. readonly audioContext: Nullable<AudioContext>;
  31794. /**
  31795. * The master gain node defines the global audio volume of your audio engine.
  31796. */
  31797. readonly masterGain: GainNode;
  31798. /**
  31799. * Gets whether or not mp3 are supported by your browser.
  31800. */
  31801. readonly isMP3supported: boolean;
  31802. /**
  31803. * Gets whether or not ogg are supported by your browser.
  31804. */
  31805. readonly isOGGsupported: boolean;
  31806. /**
  31807. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31808. * @ignoreNaming
  31809. */
  31810. WarnedWebAudioUnsupported: boolean;
  31811. /**
  31812. * Defines if the audio engine relies on a custom unlocked button.
  31813. * In this case, the embedded button will not be displayed.
  31814. */
  31815. useCustomUnlockedButton: boolean;
  31816. /**
  31817. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  31818. */
  31819. readonly unlocked: boolean;
  31820. /**
  31821. * Event raised when audio has been unlocked on the browser.
  31822. */
  31823. onAudioUnlockedObservable: Observable<AudioEngine>;
  31824. /**
  31825. * Event raised when audio has been locked on the browser.
  31826. */
  31827. onAudioLockedObservable: Observable<AudioEngine>;
  31828. /**
  31829. * Flags the audio engine in Locked state.
  31830. * This happens due to new browser policies preventing audio to autoplay.
  31831. */
  31832. lock(): void;
  31833. /**
  31834. * Unlocks the audio engine once a user action has been done on the dom.
  31835. * This is helpful to resume play once browser policies have been satisfied.
  31836. */
  31837. unlock(): void;
  31838. }
  31839. /**
  31840. * This represents the default audio engine used in babylon.
  31841. * It is responsible to play, synchronize and analyse sounds throughout the application.
  31842. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31843. */
  31844. export class AudioEngine implements IAudioEngine {
  31845. private _audioContext;
  31846. private _audioContextInitialized;
  31847. private _muteButton;
  31848. private _hostElement;
  31849. /**
  31850. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31851. */
  31852. canUseWebAudio: boolean;
  31853. /**
  31854. * The master gain node defines the global audio volume of your audio engine.
  31855. */
  31856. masterGain: GainNode;
  31857. /**
  31858. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31859. * @ignoreNaming
  31860. */
  31861. WarnedWebAudioUnsupported: boolean;
  31862. /**
  31863. * Gets whether or not mp3 are supported by your browser.
  31864. */
  31865. isMP3supported: boolean;
  31866. /**
  31867. * Gets whether or not ogg are supported by your browser.
  31868. */
  31869. isOGGsupported: boolean;
  31870. /**
  31871. * Gets whether audio has been unlocked on the device.
  31872. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  31873. * a user interaction has happened.
  31874. */
  31875. unlocked: boolean;
  31876. /**
  31877. * Defines if the audio engine relies on a custom unlocked button.
  31878. * In this case, the embedded button will not be displayed.
  31879. */
  31880. useCustomUnlockedButton: boolean;
  31881. /**
  31882. * Event raised when audio has been unlocked on the browser.
  31883. */
  31884. onAudioUnlockedObservable: Observable<AudioEngine>;
  31885. /**
  31886. * Event raised when audio has been locked on the browser.
  31887. */
  31888. onAudioLockedObservable: Observable<AudioEngine>;
  31889. /**
  31890. * Gets the current AudioContext if available.
  31891. */
  31892. readonly audioContext: Nullable<AudioContext>;
  31893. private _connectedAnalyser;
  31894. /**
  31895. * Instantiates a new audio engine.
  31896. *
  31897. * There should be only one per page as some browsers restrict the number
  31898. * of audio contexts you can create.
  31899. * @param hostElement defines the host element where to display the mute icon if necessary
  31900. */
  31901. constructor(hostElement?: Nullable<HTMLElement>);
  31902. /**
  31903. * Flags the audio engine in Locked state.
  31904. * This happens due to new browser policies preventing audio to autoplay.
  31905. */
  31906. lock(): void;
  31907. /**
  31908. * Unlocks the audio engine once a user action has been done on the dom.
  31909. * This is helpful to resume play once browser policies have been satisfied.
  31910. */
  31911. unlock(): void;
  31912. private _resumeAudioContext;
  31913. private _initializeAudioContext;
  31914. private _tryToRun;
  31915. private _triggerRunningState;
  31916. private _triggerSuspendedState;
  31917. private _displayMuteButton;
  31918. private _moveButtonToTopLeft;
  31919. private _onResize;
  31920. private _hideMuteButton;
  31921. /**
  31922. * Destroy and release the resources associated with the audio ccontext.
  31923. */
  31924. dispose(): void;
  31925. /**
  31926. * Gets the global volume sets on the master gain.
  31927. * @returns the global volume if set or -1 otherwise
  31928. */
  31929. getGlobalVolume(): number;
  31930. /**
  31931. * Sets the global volume of your experience (sets on the master gain).
  31932. * @param newVolume Defines the new global volume of the application
  31933. */
  31934. setGlobalVolume(newVolume: number): void;
  31935. /**
  31936. * Connect the audio engine to an audio analyser allowing some amazing
  31937. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  31938. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  31939. * @param analyser The analyser to connect to the engine
  31940. */
  31941. connectToAnalyser(analyser: Analyser): void;
  31942. }
  31943. }
  31944. declare module "babylonjs/Loading/loadingScreen" {
  31945. /**
  31946. * Interface used to present a loading screen while loading a scene
  31947. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31948. */
  31949. export interface ILoadingScreen {
  31950. /**
  31951. * Function called to display the loading screen
  31952. */
  31953. displayLoadingUI: () => void;
  31954. /**
  31955. * Function called to hide the loading screen
  31956. */
  31957. hideLoadingUI: () => void;
  31958. /**
  31959. * Gets or sets the color to use for the background
  31960. */
  31961. loadingUIBackgroundColor: string;
  31962. /**
  31963. * Gets or sets the text to display while loading
  31964. */
  31965. loadingUIText: string;
  31966. }
  31967. /**
  31968. * Class used for the default loading screen
  31969. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31970. */
  31971. export class DefaultLoadingScreen implements ILoadingScreen {
  31972. private _renderingCanvas;
  31973. private _loadingText;
  31974. private _loadingDivBackgroundColor;
  31975. private _loadingDiv;
  31976. private _loadingTextDiv;
  31977. /** Gets or sets the logo url to use for the default loading screen */
  31978. static DefaultLogoUrl: string;
  31979. /** Gets or sets the spinner url to use for the default loading screen */
  31980. static DefaultSpinnerUrl: string;
  31981. /**
  31982. * Creates a new default loading screen
  31983. * @param _renderingCanvas defines the canvas used to render the scene
  31984. * @param _loadingText defines the default text to display
  31985. * @param _loadingDivBackgroundColor defines the default background color
  31986. */
  31987. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  31988. /**
  31989. * Function called to display the loading screen
  31990. */
  31991. displayLoadingUI(): void;
  31992. /**
  31993. * Function called to hide the loading screen
  31994. */
  31995. hideLoadingUI(): void;
  31996. /**
  31997. * Gets or sets the text to display while loading
  31998. */
  31999. loadingUIText: string;
  32000. /**
  32001. * Gets or sets the color to use for the background
  32002. */
  32003. loadingUIBackgroundColor: string;
  32004. private _resizeLoadingUI;
  32005. }
  32006. }
  32007. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  32008. /**
  32009. * Interface for any object that can request an animation frame
  32010. */
  32011. export interface ICustomAnimationFrameRequester {
  32012. /**
  32013. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  32014. */
  32015. renderFunction?: Function;
  32016. /**
  32017. * Called to request the next frame to render to
  32018. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  32019. */
  32020. requestAnimationFrame: Function;
  32021. /**
  32022. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  32023. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  32024. */
  32025. requestID?: number;
  32026. }
  32027. }
  32028. declare module "babylonjs/Misc/performanceMonitor" {
  32029. /**
  32030. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  32031. */
  32032. export class PerformanceMonitor {
  32033. private _enabled;
  32034. private _rollingFrameTime;
  32035. private _lastFrameTimeMs;
  32036. /**
  32037. * constructor
  32038. * @param frameSampleSize The number of samples required to saturate the sliding window
  32039. */
  32040. constructor(frameSampleSize?: number);
  32041. /**
  32042. * Samples current frame
  32043. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  32044. */
  32045. sampleFrame(timeMs?: number): void;
  32046. /**
  32047. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  32048. */
  32049. readonly averageFrameTime: number;
  32050. /**
  32051. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  32052. */
  32053. readonly averageFrameTimeVariance: number;
  32054. /**
  32055. * Returns the frame time of the most recent frame
  32056. */
  32057. readonly instantaneousFrameTime: number;
  32058. /**
  32059. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  32060. */
  32061. readonly averageFPS: number;
  32062. /**
  32063. * Returns the average framerate in frames per second using the most recent frame time
  32064. */
  32065. readonly instantaneousFPS: number;
  32066. /**
  32067. * Returns true if enough samples have been taken to completely fill the sliding window
  32068. */
  32069. readonly isSaturated: boolean;
  32070. /**
  32071. * Enables contributions to the sliding window sample set
  32072. */
  32073. enable(): void;
  32074. /**
  32075. * Disables contributions to the sliding window sample set
  32076. * Samples will not be interpolated over the disabled period
  32077. */
  32078. disable(): void;
  32079. /**
  32080. * Returns true if sampling is enabled
  32081. */
  32082. readonly isEnabled: boolean;
  32083. /**
  32084. * Resets performance monitor
  32085. */
  32086. reset(): void;
  32087. }
  32088. /**
  32089. * RollingAverage
  32090. *
  32091. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  32092. */
  32093. export class RollingAverage {
  32094. /**
  32095. * Current average
  32096. */
  32097. average: number;
  32098. /**
  32099. * Current variance
  32100. */
  32101. variance: number;
  32102. protected _samples: Array<number>;
  32103. protected _sampleCount: number;
  32104. protected _pos: number;
  32105. protected _m2: number;
  32106. /**
  32107. * constructor
  32108. * @param length The number of samples required to saturate the sliding window
  32109. */
  32110. constructor(length: number);
  32111. /**
  32112. * Adds a sample to the sample set
  32113. * @param v The sample value
  32114. */
  32115. add(v: number): void;
  32116. /**
  32117. * Returns previously added values or null if outside of history or outside the sliding window domain
  32118. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  32119. * @return Value previously recorded with add() or null if outside of range
  32120. */
  32121. history(i: number): number;
  32122. /**
  32123. * Returns true if enough samples have been taken to completely fill the sliding window
  32124. * @return true if sample-set saturated
  32125. */
  32126. isSaturated(): boolean;
  32127. /**
  32128. * Resets the rolling average (equivalent to 0 samples taken so far)
  32129. */
  32130. reset(): void;
  32131. /**
  32132. * Wraps a value around the sample range boundaries
  32133. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  32134. * @return Wrapped position in sample range
  32135. */
  32136. protected _wrapPosition(i: number): number;
  32137. }
  32138. }
  32139. declare module "babylonjs/Misc/perfCounter" {
  32140. /**
  32141. * This class is used to track a performance counter which is number based.
  32142. * The user has access to many properties which give statistics of different nature.
  32143. *
  32144. * The implementer can track two kinds of Performance Counter: time and count.
  32145. * 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.
  32146. * 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.
  32147. */
  32148. export class PerfCounter {
  32149. /**
  32150. * Gets or sets a global boolean to turn on and off all the counters
  32151. */
  32152. static Enabled: boolean;
  32153. /**
  32154. * Returns the smallest value ever
  32155. */
  32156. readonly min: number;
  32157. /**
  32158. * Returns the biggest value ever
  32159. */
  32160. readonly max: number;
  32161. /**
  32162. * Returns the average value since the performance counter is running
  32163. */
  32164. readonly average: number;
  32165. /**
  32166. * Returns the average value of the last second the counter was monitored
  32167. */
  32168. readonly lastSecAverage: number;
  32169. /**
  32170. * Returns the current value
  32171. */
  32172. readonly current: number;
  32173. /**
  32174. * Gets the accumulated total
  32175. */
  32176. readonly total: number;
  32177. /**
  32178. * Gets the total value count
  32179. */
  32180. readonly count: number;
  32181. /**
  32182. * Creates a new counter
  32183. */
  32184. constructor();
  32185. /**
  32186. * Call this method to start monitoring a new frame.
  32187. * 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.
  32188. */
  32189. fetchNewFrame(): void;
  32190. /**
  32191. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  32192. * @param newCount the count value to add to the monitored count
  32193. * @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.
  32194. */
  32195. addCount(newCount: number, fetchResult: boolean): void;
  32196. /**
  32197. * Start monitoring this performance counter
  32198. */
  32199. beginMonitoring(): void;
  32200. /**
  32201. * Compute the time lapsed since the previous beginMonitoring() call.
  32202. * @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
  32203. */
  32204. endMonitoring(newFrame?: boolean): void;
  32205. private _fetchResult;
  32206. private _startMonitoringTime;
  32207. private _min;
  32208. private _max;
  32209. private _average;
  32210. private _current;
  32211. private _totalValueCount;
  32212. private _totalAccumulated;
  32213. private _lastSecAverage;
  32214. private _lastSecAccumulated;
  32215. private _lastSecTime;
  32216. private _lastSecValueCount;
  32217. }
  32218. }
  32219. declare module "babylonjs/Engines/engine" {
  32220. import { Observable } from "babylonjs/Misc/observable";
  32221. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  32222. import { Scene } from "babylonjs/scene";
  32223. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  32224. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  32225. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32226. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  32227. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  32228. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  32229. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  32230. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  32231. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  32232. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  32233. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  32234. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  32235. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  32236. import { Material } from "babylonjs/Materials/material";
  32237. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  32238. /**
  32239. * Defines the interface used by display changed events
  32240. */
  32241. export interface IDisplayChangedEventArgs {
  32242. /** Gets the vrDisplay object (if any) */
  32243. vrDisplay: Nullable<any>;
  32244. /** Gets a boolean indicating if webVR is supported */
  32245. vrSupported: boolean;
  32246. }
  32247. /**
  32248. * Defines the interface used by objects containing a viewport (like a camera)
  32249. */
  32250. interface IViewportOwnerLike {
  32251. /**
  32252. * Gets or sets the viewport
  32253. */
  32254. viewport: IViewportLike;
  32255. }
  32256. /**
  32257. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  32258. */
  32259. export class Engine extends ThinEngine {
  32260. /** Defines that alpha blending is disabled */
  32261. static readonly ALPHA_DISABLE: number;
  32262. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  32263. static readonly ALPHA_ADD: number;
  32264. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  32265. static readonly ALPHA_COMBINE: number;
  32266. /** Defines that alpha blending to DEST - SRC * DEST */
  32267. static readonly ALPHA_SUBTRACT: number;
  32268. /** Defines that alpha blending to SRC * DEST */
  32269. static readonly ALPHA_MULTIPLY: number;
  32270. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  32271. static readonly ALPHA_MAXIMIZED: number;
  32272. /** Defines that alpha blending to SRC + DEST */
  32273. static readonly ALPHA_ONEONE: number;
  32274. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  32275. static readonly ALPHA_PREMULTIPLIED: number;
  32276. /**
  32277. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  32278. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  32279. */
  32280. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  32281. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  32282. static readonly ALPHA_INTERPOLATE: number;
  32283. /**
  32284. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  32285. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  32286. */
  32287. static readonly ALPHA_SCREENMODE: number;
  32288. /** Defines that the ressource is not delayed*/
  32289. static readonly DELAYLOADSTATE_NONE: number;
  32290. /** Defines that the ressource was successfully delay loaded */
  32291. static readonly DELAYLOADSTATE_LOADED: number;
  32292. /** Defines that the ressource is currently delay loading */
  32293. static readonly DELAYLOADSTATE_LOADING: number;
  32294. /** Defines that the ressource is delayed and has not started loading */
  32295. static readonly DELAYLOADSTATE_NOTLOADED: number;
  32296. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  32297. static readonly NEVER: number;
  32298. /** 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 */
  32299. static readonly ALWAYS: number;
  32300. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  32301. static readonly LESS: number;
  32302. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  32303. static readonly EQUAL: number;
  32304. /** 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 */
  32305. static readonly LEQUAL: number;
  32306. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  32307. static readonly GREATER: number;
  32308. /** 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 */
  32309. static readonly GEQUAL: number;
  32310. /** 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 */
  32311. static readonly NOTEQUAL: number;
  32312. /** Passed to stencilOperation to specify that stencil value must be kept */
  32313. static readonly KEEP: number;
  32314. /** Passed to stencilOperation to specify that stencil value must be replaced */
  32315. static readonly REPLACE: number;
  32316. /** Passed to stencilOperation to specify that stencil value must be incremented */
  32317. static readonly INCR: number;
  32318. /** Passed to stencilOperation to specify that stencil value must be decremented */
  32319. static readonly DECR: number;
  32320. /** Passed to stencilOperation to specify that stencil value must be inverted */
  32321. static readonly INVERT: number;
  32322. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  32323. static readonly INCR_WRAP: number;
  32324. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  32325. static readonly DECR_WRAP: number;
  32326. /** Texture is not repeating outside of 0..1 UVs */
  32327. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  32328. /** Texture is repeating outside of 0..1 UVs */
  32329. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  32330. /** Texture is repeating and mirrored */
  32331. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  32332. /** ALPHA */
  32333. static readonly TEXTUREFORMAT_ALPHA: number;
  32334. /** LUMINANCE */
  32335. static readonly TEXTUREFORMAT_LUMINANCE: number;
  32336. /** LUMINANCE_ALPHA */
  32337. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  32338. /** RGB */
  32339. static readonly TEXTUREFORMAT_RGB: number;
  32340. /** RGBA */
  32341. static readonly TEXTUREFORMAT_RGBA: number;
  32342. /** RED */
  32343. static readonly TEXTUREFORMAT_RED: number;
  32344. /** RED (2nd reference) */
  32345. static readonly TEXTUREFORMAT_R: number;
  32346. /** RG */
  32347. static readonly TEXTUREFORMAT_RG: number;
  32348. /** RED_INTEGER */
  32349. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  32350. /** RED_INTEGER (2nd reference) */
  32351. static readonly TEXTUREFORMAT_R_INTEGER: number;
  32352. /** RG_INTEGER */
  32353. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  32354. /** RGB_INTEGER */
  32355. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  32356. /** RGBA_INTEGER */
  32357. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  32358. /** UNSIGNED_BYTE */
  32359. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  32360. /** UNSIGNED_BYTE (2nd reference) */
  32361. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  32362. /** FLOAT */
  32363. static readonly TEXTURETYPE_FLOAT: number;
  32364. /** HALF_FLOAT */
  32365. static readonly TEXTURETYPE_HALF_FLOAT: number;
  32366. /** BYTE */
  32367. static readonly TEXTURETYPE_BYTE: number;
  32368. /** SHORT */
  32369. static readonly TEXTURETYPE_SHORT: number;
  32370. /** UNSIGNED_SHORT */
  32371. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  32372. /** INT */
  32373. static readonly TEXTURETYPE_INT: number;
  32374. /** UNSIGNED_INT */
  32375. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  32376. /** UNSIGNED_SHORT_4_4_4_4 */
  32377. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  32378. /** UNSIGNED_SHORT_5_5_5_1 */
  32379. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  32380. /** UNSIGNED_SHORT_5_6_5 */
  32381. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  32382. /** UNSIGNED_INT_2_10_10_10_REV */
  32383. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  32384. /** UNSIGNED_INT_24_8 */
  32385. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  32386. /** UNSIGNED_INT_10F_11F_11F_REV */
  32387. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  32388. /** UNSIGNED_INT_5_9_9_9_REV */
  32389. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  32390. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  32391. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  32392. /** nearest is mag = nearest and min = nearest and mip = linear */
  32393. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  32394. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32395. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  32396. /** Trilinear is mag = linear and min = linear and mip = linear */
  32397. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  32398. /** nearest is mag = nearest and min = nearest and mip = linear */
  32399. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  32400. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32401. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  32402. /** Trilinear is mag = linear and min = linear and mip = linear */
  32403. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  32404. /** mag = nearest and min = nearest and mip = nearest */
  32405. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  32406. /** mag = nearest and min = linear and mip = nearest */
  32407. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  32408. /** mag = nearest and min = linear and mip = linear */
  32409. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  32410. /** mag = nearest and min = linear and mip = none */
  32411. static readonly TEXTURE_NEAREST_LINEAR: number;
  32412. /** mag = nearest and min = nearest and mip = none */
  32413. static readonly TEXTURE_NEAREST_NEAREST: number;
  32414. /** mag = linear and min = nearest and mip = nearest */
  32415. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  32416. /** mag = linear and min = nearest and mip = linear */
  32417. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  32418. /** mag = linear and min = linear and mip = none */
  32419. static readonly TEXTURE_LINEAR_LINEAR: number;
  32420. /** mag = linear and min = nearest and mip = none */
  32421. static readonly TEXTURE_LINEAR_NEAREST: number;
  32422. /** Explicit coordinates mode */
  32423. static readonly TEXTURE_EXPLICIT_MODE: number;
  32424. /** Spherical coordinates mode */
  32425. static readonly TEXTURE_SPHERICAL_MODE: number;
  32426. /** Planar coordinates mode */
  32427. static readonly TEXTURE_PLANAR_MODE: number;
  32428. /** Cubic coordinates mode */
  32429. static readonly TEXTURE_CUBIC_MODE: number;
  32430. /** Projection coordinates mode */
  32431. static readonly TEXTURE_PROJECTION_MODE: number;
  32432. /** Skybox coordinates mode */
  32433. static readonly TEXTURE_SKYBOX_MODE: number;
  32434. /** Inverse Cubic coordinates mode */
  32435. static readonly TEXTURE_INVCUBIC_MODE: number;
  32436. /** Equirectangular coordinates mode */
  32437. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  32438. /** Equirectangular Fixed coordinates mode */
  32439. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  32440. /** Equirectangular Fixed Mirrored coordinates mode */
  32441. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  32442. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  32443. static readonly SCALEMODE_FLOOR: number;
  32444. /** Defines that texture rescaling will look for the nearest power of 2 size */
  32445. static readonly SCALEMODE_NEAREST: number;
  32446. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  32447. static readonly SCALEMODE_CEILING: number;
  32448. /**
  32449. * Returns the current npm package of the sdk
  32450. */
  32451. static readonly NpmPackage: string;
  32452. /**
  32453. * Returns the current version of the framework
  32454. */
  32455. static readonly Version: string;
  32456. /** Gets the list of created engines */
  32457. static readonly Instances: Engine[];
  32458. /**
  32459. * Gets the latest created engine
  32460. */
  32461. static readonly LastCreatedEngine: Nullable<Engine>;
  32462. /**
  32463. * Gets the latest created scene
  32464. */
  32465. static readonly LastCreatedScene: Nullable<Scene>;
  32466. /**
  32467. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  32468. * @param flag defines which part of the materials must be marked as dirty
  32469. * @param predicate defines a predicate used to filter which materials should be affected
  32470. */
  32471. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  32472. /**
  32473. * Method called to create the default loading screen.
  32474. * This can be overriden in your own app.
  32475. * @param canvas The rendering canvas element
  32476. * @returns The loading screen
  32477. */
  32478. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  32479. /**
  32480. * Method called to create the default rescale post process on each engine.
  32481. */
  32482. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  32483. /**
  32484. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  32485. **/
  32486. enableOfflineSupport: boolean;
  32487. /**
  32488. * 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)
  32489. **/
  32490. disableManifestCheck: boolean;
  32491. /**
  32492. * Gets the list of created scenes
  32493. */
  32494. scenes: Scene[];
  32495. /**
  32496. * Event raised when a new scene is created
  32497. */
  32498. onNewSceneAddedObservable: Observable<Scene>;
  32499. /**
  32500. * Gets the list of created postprocesses
  32501. */
  32502. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  32503. /**
  32504. * Gets a boolean indicating if the pointer is currently locked
  32505. */
  32506. isPointerLock: boolean;
  32507. /**
  32508. * Observable event triggered each time the rendering canvas is resized
  32509. */
  32510. onResizeObservable: Observable<Engine>;
  32511. /**
  32512. * Observable event triggered each time the canvas loses focus
  32513. */
  32514. onCanvasBlurObservable: Observable<Engine>;
  32515. /**
  32516. * Observable event triggered each time the canvas gains focus
  32517. */
  32518. onCanvasFocusObservable: Observable<Engine>;
  32519. /**
  32520. * Observable event triggered each time the canvas receives pointerout event
  32521. */
  32522. onCanvasPointerOutObservable: Observable<PointerEvent>;
  32523. /**
  32524. * Observable raised when the engine begins a new frame
  32525. */
  32526. onBeginFrameObservable: Observable<Engine>;
  32527. /**
  32528. * If set, will be used to request the next animation frame for the render loop
  32529. */
  32530. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  32531. /**
  32532. * Observable raised when the engine ends the current frame
  32533. */
  32534. onEndFrameObservable: Observable<Engine>;
  32535. /**
  32536. * Observable raised when the engine is about to compile a shader
  32537. */
  32538. onBeforeShaderCompilationObservable: Observable<Engine>;
  32539. /**
  32540. * Observable raised when the engine has jsut compiled a shader
  32541. */
  32542. onAfterShaderCompilationObservable: Observable<Engine>;
  32543. /**
  32544. * Gets the audio engine
  32545. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  32546. * @ignorenaming
  32547. */
  32548. static audioEngine: IAudioEngine;
  32549. /**
  32550. * Default AudioEngine factory responsible of creating the Audio Engine.
  32551. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  32552. */
  32553. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  32554. /**
  32555. * Default offline support factory responsible of creating a tool used to store data locally.
  32556. * By default, this will create a Database object if the workload has been embedded.
  32557. */
  32558. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  32559. private _loadingScreen;
  32560. private _pointerLockRequested;
  32561. private _dummyFramebuffer;
  32562. private _rescalePostProcess;
  32563. /** @hidden */
  32564. protected _alphaMode: number;
  32565. /** @hidden */
  32566. protected _alphaEquation: number;
  32567. private _deterministicLockstep;
  32568. private _lockstepMaxSteps;
  32569. protected readonly _supportsHardwareTextureRescaling: boolean;
  32570. private _fps;
  32571. private _deltaTime;
  32572. /** @hidden */
  32573. _drawCalls: PerfCounter;
  32574. /**
  32575. * Turn this value on if you want to pause FPS computation when in background
  32576. */
  32577. disablePerformanceMonitorInBackground: boolean;
  32578. private _performanceMonitor;
  32579. /**
  32580. * Gets the performance monitor attached to this engine
  32581. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  32582. */
  32583. readonly performanceMonitor: PerformanceMonitor;
  32584. private _onFocus;
  32585. private _onBlur;
  32586. private _onCanvasPointerOut;
  32587. private _onCanvasBlur;
  32588. private _onCanvasFocus;
  32589. private _onFullscreenChange;
  32590. private _onPointerLockChange;
  32591. /**
  32592. * Gets the HTML element used to attach event listeners
  32593. * @returns a HTML element
  32594. */
  32595. getInputElement(): Nullable<HTMLElement>;
  32596. /**
  32597. * Creates a new engine
  32598. * @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
  32599. * @param antialias defines enable antialiasing (default: false)
  32600. * @param options defines further options to be sent to the getContext() function
  32601. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32602. */
  32603. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32604. /**
  32605. * Gets current aspect ratio
  32606. * @param viewportOwner defines the camera to use to get the aspect ratio
  32607. * @param useScreen defines if screen size must be used (or the current render target if any)
  32608. * @returns a number defining the aspect ratio
  32609. */
  32610. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  32611. /**
  32612. * Gets current screen aspect ratio
  32613. * @returns a number defining the aspect ratio
  32614. */
  32615. getScreenAspectRatio(): number;
  32616. /**
  32617. * Gets host document
  32618. * @returns the host document object
  32619. */
  32620. getHostDocument(): Document;
  32621. /**
  32622. * Gets the client rect of the HTML canvas attached with the current webGL context
  32623. * @returns a client rectanglee
  32624. */
  32625. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  32626. /**
  32627. * Gets the client rect of the HTML element used for events
  32628. * @returns a client rectanglee
  32629. */
  32630. getInputElementClientRect(): Nullable<ClientRect>;
  32631. /**
  32632. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  32633. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32634. * @returns true if engine is in deterministic lock step mode
  32635. */
  32636. isDeterministicLockStep(): boolean;
  32637. /**
  32638. * Gets the max steps when engine is running in deterministic lock step
  32639. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32640. * @returns the max steps
  32641. */
  32642. getLockstepMaxSteps(): number;
  32643. /**
  32644. * Force the mipmap generation for the given render target texture
  32645. * @param texture defines the render target texture to use
  32646. */
  32647. generateMipMapsForCubemap(texture: InternalTexture): void;
  32648. /** States */
  32649. /**
  32650. * Set various states to the webGL context
  32651. * @param culling defines backface culling state
  32652. * @param zOffset defines the value to apply to zOffset (0 by default)
  32653. * @param force defines if states must be applied even if cache is up to date
  32654. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32655. */
  32656. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32657. /**
  32658. * Set the z offset to apply to current rendering
  32659. * @param value defines the offset to apply
  32660. */
  32661. setZOffset(value: number): void;
  32662. /**
  32663. * Gets the current value of the zOffset
  32664. * @returns the current zOffset state
  32665. */
  32666. getZOffset(): number;
  32667. /**
  32668. * Enable or disable depth buffering
  32669. * @param enable defines the state to set
  32670. */
  32671. setDepthBuffer(enable: boolean): void;
  32672. /**
  32673. * Gets a boolean indicating if depth writing is enabled
  32674. * @returns the current depth writing state
  32675. */
  32676. getDepthWrite(): boolean;
  32677. /**
  32678. * Enable or disable depth writing
  32679. * @param enable defines the state to set
  32680. */
  32681. setDepthWrite(enable: boolean): void;
  32682. /**
  32683. * Enable or disable color writing
  32684. * @param enable defines the state to set
  32685. */
  32686. setColorWrite(enable: boolean): void;
  32687. /**
  32688. * Gets a boolean indicating if color writing is enabled
  32689. * @returns the current color writing state
  32690. */
  32691. getColorWrite(): boolean;
  32692. /**
  32693. * Sets alpha constants used by some alpha blending modes
  32694. * @param r defines the red component
  32695. * @param g defines the green component
  32696. * @param b defines the blue component
  32697. * @param a defines the alpha component
  32698. */
  32699. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32700. /**
  32701. * Sets the current alpha mode
  32702. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32703. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32704. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32705. */
  32706. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32707. /**
  32708. * Gets the current alpha mode
  32709. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32710. * @returns the current alpha mode
  32711. */
  32712. getAlphaMode(): number;
  32713. /**
  32714. * Sets the current alpha equation
  32715. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  32716. */
  32717. setAlphaEquation(equation: number): void;
  32718. /**
  32719. * Gets the current alpha equation.
  32720. * @returns the current alpha equation
  32721. */
  32722. getAlphaEquation(): number;
  32723. /**
  32724. * Gets a boolean indicating if stencil buffer is enabled
  32725. * @returns the current stencil buffer state
  32726. */
  32727. getStencilBuffer(): boolean;
  32728. /**
  32729. * Enable or disable the stencil buffer
  32730. * @param enable defines if the stencil buffer must be enabled or disabled
  32731. */
  32732. setStencilBuffer(enable: boolean): void;
  32733. /**
  32734. * Gets the current stencil mask
  32735. * @returns a number defining the new stencil mask to use
  32736. */
  32737. getStencilMask(): number;
  32738. /**
  32739. * Sets the current stencil mask
  32740. * @param mask defines the new stencil mask to use
  32741. */
  32742. setStencilMask(mask: number): void;
  32743. /**
  32744. * Gets the current stencil function
  32745. * @returns a number defining the stencil function to use
  32746. */
  32747. getStencilFunction(): number;
  32748. /**
  32749. * Gets the current stencil reference value
  32750. * @returns a number defining the stencil reference value to use
  32751. */
  32752. getStencilFunctionReference(): number;
  32753. /**
  32754. * Gets the current stencil mask
  32755. * @returns a number defining the stencil mask to use
  32756. */
  32757. getStencilFunctionMask(): number;
  32758. /**
  32759. * Sets the current stencil function
  32760. * @param stencilFunc defines the new stencil function to use
  32761. */
  32762. setStencilFunction(stencilFunc: number): void;
  32763. /**
  32764. * Sets the current stencil reference
  32765. * @param reference defines the new stencil reference to use
  32766. */
  32767. setStencilFunctionReference(reference: number): void;
  32768. /**
  32769. * Sets the current stencil mask
  32770. * @param mask defines the new stencil mask to use
  32771. */
  32772. setStencilFunctionMask(mask: number): void;
  32773. /**
  32774. * Gets the current stencil operation when stencil fails
  32775. * @returns a number defining stencil operation to use when stencil fails
  32776. */
  32777. getStencilOperationFail(): number;
  32778. /**
  32779. * Gets the current stencil operation when depth fails
  32780. * @returns a number defining stencil operation to use when depth fails
  32781. */
  32782. getStencilOperationDepthFail(): number;
  32783. /**
  32784. * Gets the current stencil operation when stencil passes
  32785. * @returns a number defining stencil operation to use when stencil passes
  32786. */
  32787. getStencilOperationPass(): number;
  32788. /**
  32789. * Sets the stencil operation to use when stencil fails
  32790. * @param operation defines the stencil operation to use when stencil fails
  32791. */
  32792. setStencilOperationFail(operation: number): void;
  32793. /**
  32794. * Sets the stencil operation to use when depth fails
  32795. * @param operation defines the stencil operation to use when depth fails
  32796. */
  32797. setStencilOperationDepthFail(operation: number): void;
  32798. /**
  32799. * Sets the stencil operation to use when stencil passes
  32800. * @param operation defines the stencil operation to use when stencil passes
  32801. */
  32802. setStencilOperationPass(operation: number): void;
  32803. /**
  32804. * Sets a boolean indicating if the dithering state is enabled or disabled
  32805. * @param value defines the dithering state
  32806. */
  32807. setDitheringState(value: boolean): void;
  32808. /**
  32809. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  32810. * @param value defines the rasterizer state
  32811. */
  32812. setRasterizerState(value: boolean): void;
  32813. /**
  32814. * Gets the current depth function
  32815. * @returns a number defining the depth function
  32816. */
  32817. getDepthFunction(): Nullable<number>;
  32818. /**
  32819. * Sets the current depth function
  32820. * @param depthFunc defines the function to use
  32821. */
  32822. setDepthFunction(depthFunc: number): void;
  32823. /**
  32824. * Sets the current depth function to GREATER
  32825. */
  32826. setDepthFunctionToGreater(): void;
  32827. /**
  32828. * Sets the current depth function to GEQUAL
  32829. */
  32830. setDepthFunctionToGreaterOrEqual(): void;
  32831. /**
  32832. * Sets the current depth function to LESS
  32833. */
  32834. setDepthFunctionToLess(): void;
  32835. /**
  32836. * Sets the current depth function to LEQUAL
  32837. */
  32838. setDepthFunctionToLessOrEqual(): void;
  32839. private _cachedStencilBuffer;
  32840. private _cachedStencilFunction;
  32841. private _cachedStencilMask;
  32842. private _cachedStencilOperationPass;
  32843. private _cachedStencilOperationFail;
  32844. private _cachedStencilOperationDepthFail;
  32845. private _cachedStencilReference;
  32846. /**
  32847. * Caches the the state of the stencil buffer
  32848. */
  32849. cacheStencilState(): void;
  32850. /**
  32851. * Restores the state of the stencil buffer
  32852. */
  32853. restoreStencilState(): void;
  32854. /**
  32855. * Directly set the WebGL Viewport
  32856. * @param x defines the x coordinate of the viewport (in screen space)
  32857. * @param y defines the y coordinate of the viewport (in screen space)
  32858. * @param width defines the width of the viewport (in screen space)
  32859. * @param height defines the height of the viewport (in screen space)
  32860. * @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
  32861. */
  32862. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  32863. /**
  32864. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  32865. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32866. * @param y defines the y-coordinate of the corner of the clear rectangle
  32867. * @param width defines the width of the clear rectangle
  32868. * @param height defines the height of the clear rectangle
  32869. * @param clearColor defines the clear color
  32870. */
  32871. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  32872. /**
  32873. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  32874. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32875. * @param y defines the y-coordinate of the corner of the clear rectangle
  32876. * @param width defines the width of the clear rectangle
  32877. * @param height defines the height of the clear rectangle
  32878. */
  32879. enableScissor(x: number, y: number, width: number, height: number): void;
  32880. /**
  32881. * Disable previously set scissor test rectangle
  32882. */
  32883. disableScissor(): void;
  32884. protected _reportDrawCall(): void;
  32885. /**
  32886. * Initializes a webVR display and starts listening to display change events
  32887. * The onVRDisplayChangedObservable will be notified upon these changes
  32888. * @returns The onVRDisplayChangedObservable
  32889. */
  32890. initWebVR(): Observable<IDisplayChangedEventArgs>;
  32891. /** @hidden */
  32892. _prepareVRComponent(): void;
  32893. /** @hidden */
  32894. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  32895. /** @hidden */
  32896. _submitVRFrame(): void;
  32897. /**
  32898. * Call this function to leave webVR mode
  32899. * Will do nothing if webVR is not supported or if there is no webVR device
  32900. * @see http://doc.babylonjs.com/how_to/webvr_camera
  32901. */
  32902. disableVR(): void;
  32903. /**
  32904. * Gets a boolean indicating that the system is in VR mode and is presenting
  32905. * @returns true if VR mode is engaged
  32906. */
  32907. isVRPresenting(): boolean;
  32908. /** @hidden */
  32909. _requestVRFrame(): void;
  32910. /** @hidden */
  32911. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32912. /**
  32913. * Gets the source code of the vertex shader associated with a specific webGL program
  32914. * @param program defines the program to use
  32915. * @returns a string containing the source code of the vertex shader associated with the program
  32916. */
  32917. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32918. /**
  32919. * Gets the source code of the fragment shader associated with a specific webGL program
  32920. * @param program defines the program to use
  32921. * @returns a string containing the source code of the fragment shader associated with the program
  32922. */
  32923. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32924. /**
  32925. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32926. * @param x defines the x coordinate of the rectangle where pixels must be read
  32927. * @param y defines the y coordinate of the rectangle where pixels must be read
  32928. * @param width defines the width of the rectangle where pixels must be read
  32929. * @param height defines the height of the rectangle where pixels must be read
  32930. * @returns a Uint8Array containing RGBA colors
  32931. */
  32932. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32933. /**
  32934. * Sets a depth stencil texture from a render target to the according uniform.
  32935. * @param channel The texture channel
  32936. * @param uniform The uniform to set
  32937. * @param texture The render target texture containing the depth stencil texture to apply
  32938. */
  32939. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32940. /**
  32941. * Sets a texture to the webGL context from a postprocess
  32942. * @param channel defines the channel to use
  32943. * @param postProcess defines the source postprocess
  32944. */
  32945. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32946. /**
  32947. * Binds the output of the passed in post process to the texture channel specified
  32948. * @param channel The channel the texture should be bound to
  32949. * @param postProcess The post process which's output should be bound
  32950. */
  32951. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32952. /** @hidden */
  32953. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32954. protected _rebuildBuffers(): void;
  32955. /** @hidden */
  32956. _renderFrame(): void;
  32957. _renderLoop(): void;
  32958. /** @hidden */
  32959. _renderViews(): boolean;
  32960. /**
  32961. * Toggle full screen mode
  32962. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32963. */
  32964. switchFullscreen(requestPointerLock: boolean): void;
  32965. /**
  32966. * Enters full screen mode
  32967. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32968. */
  32969. enterFullscreen(requestPointerLock: boolean): void;
  32970. /**
  32971. * Exits full screen mode
  32972. */
  32973. exitFullscreen(): void;
  32974. /**
  32975. * Enters Pointerlock mode
  32976. */
  32977. enterPointerlock(): void;
  32978. /**
  32979. * Exits Pointerlock mode
  32980. */
  32981. exitPointerlock(): void;
  32982. /**
  32983. * Begin a new frame
  32984. */
  32985. beginFrame(): void;
  32986. /**
  32987. * Enf the current frame
  32988. */
  32989. endFrame(): void;
  32990. resize(): void;
  32991. /**
  32992. * Set the compressed texture format to use, based on the formats you have, and the formats
  32993. * supported by the hardware / browser.
  32994. *
  32995. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32996. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32997. * to API arguments needed to compressed textures. This puts the burden on the container
  32998. * generator to house the arcane code for determining these for current & future formats.
  32999. *
  33000. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  33001. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  33002. *
  33003. * Note: The result of this call is not taken into account when a texture is base64.
  33004. *
  33005. * @param formatsAvailable defines the list of those format families you have created
  33006. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  33007. *
  33008. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  33009. * @returns The extension selected.
  33010. */
  33011. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  33012. /**
  33013. * Force a specific size of the canvas
  33014. * @param width defines the new canvas' width
  33015. * @param height defines the new canvas' height
  33016. */
  33017. setSize(width: number, height: number): void;
  33018. /**
  33019. * Updates a dynamic vertex buffer.
  33020. * @param vertexBuffer the vertex buffer to update
  33021. * @param data the data used to update the vertex buffer
  33022. * @param byteOffset the byte offset of the data
  33023. * @param byteLength the byte length of the data
  33024. */
  33025. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  33026. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  33027. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  33028. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  33029. _releaseTexture(texture: InternalTexture): void;
  33030. /**
  33031. * @hidden
  33032. * Rescales a texture
  33033. * @param source input texutre
  33034. * @param destination destination texture
  33035. * @param scene scene to use to render the resize
  33036. * @param internalFormat format to use when resizing
  33037. * @param onComplete callback to be called when resize has completed
  33038. */
  33039. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  33040. /**
  33041. * Gets the current framerate
  33042. * @returns a number representing the framerate
  33043. */
  33044. getFps(): number;
  33045. /**
  33046. * Gets the time spent between current and previous frame
  33047. * @returns a number representing the delta time in ms
  33048. */
  33049. getDeltaTime(): number;
  33050. private _measureFps;
  33051. /** @hidden */
  33052. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  33053. /**
  33054. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  33055. * @param renderTarget The render target to set the frame buffer for
  33056. */
  33057. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  33058. /**
  33059. * Update a dynamic index buffer
  33060. * @param indexBuffer defines the target index buffer
  33061. * @param indices defines the data to update
  33062. * @param offset defines the offset in the target index buffer where update should start
  33063. */
  33064. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  33065. /**
  33066. * Updates the sample count of a render target texture
  33067. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  33068. * @param texture defines the texture to update
  33069. * @param samples defines the sample count to set
  33070. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  33071. */
  33072. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  33073. /**
  33074. * Updates a depth texture Comparison Mode and Function.
  33075. * If the comparison Function is equal to 0, the mode will be set to none.
  33076. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  33077. * @param texture The texture to set the comparison function for
  33078. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  33079. */
  33080. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  33081. /**
  33082. * Creates a webGL buffer to use with instanciation
  33083. * @param capacity defines the size of the buffer
  33084. * @returns the webGL buffer
  33085. */
  33086. createInstancesBuffer(capacity: number): DataBuffer;
  33087. /**
  33088. * Delete a webGL buffer used with instanciation
  33089. * @param buffer defines the webGL buffer to delete
  33090. */
  33091. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  33092. /** @hidden */
  33093. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  33094. dispose(): void;
  33095. private _disableTouchAction;
  33096. /**
  33097. * Display the loading screen
  33098. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33099. */
  33100. displayLoadingUI(): void;
  33101. /**
  33102. * Hide the loading screen
  33103. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33104. */
  33105. hideLoadingUI(): void;
  33106. /**
  33107. * Gets the current loading screen object
  33108. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33109. */
  33110. /**
  33111. * Sets the current loading screen object
  33112. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33113. */
  33114. loadingScreen: ILoadingScreen;
  33115. /**
  33116. * Sets the current loading screen text
  33117. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33118. */
  33119. loadingUIText: string;
  33120. /**
  33121. * Sets the current loading screen background color
  33122. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33123. */
  33124. loadingUIBackgroundColor: string;
  33125. /** Pointerlock and fullscreen */
  33126. /**
  33127. * Ask the browser to promote the current element to pointerlock mode
  33128. * @param element defines the DOM element to promote
  33129. */
  33130. static _RequestPointerlock(element: HTMLElement): void;
  33131. /**
  33132. * Asks the browser to exit pointerlock mode
  33133. */
  33134. static _ExitPointerlock(): void;
  33135. /**
  33136. * Ask the browser to promote the current element to fullscreen rendering mode
  33137. * @param element defines the DOM element to promote
  33138. */
  33139. static _RequestFullscreen(element: HTMLElement): void;
  33140. /**
  33141. * Asks the browser to exit fullscreen mode
  33142. */
  33143. static _ExitFullscreen(): void;
  33144. }
  33145. }
  33146. declare module "babylonjs/Engines/engineStore" {
  33147. import { Nullable } from "babylonjs/types";
  33148. import { Engine } from "babylonjs/Engines/engine";
  33149. import { Scene } from "babylonjs/scene";
  33150. /**
  33151. * The engine store class is responsible to hold all the instances of Engine and Scene created
  33152. * during the life time of the application.
  33153. */
  33154. export class EngineStore {
  33155. /** Gets the list of created engines */
  33156. static Instances: import("babylonjs/Engines/engine").Engine[];
  33157. /** @hidden */
  33158. static _LastCreatedScene: Nullable<Scene>;
  33159. /**
  33160. * Gets the latest created engine
  33161. */
  33162. static readonly LastCreatedEngine: Nullable<Engine>;
  33163. /**
  33164. * Gets the latest created scene
  33165. */
  33166. static readonly LastCreatedScene: Nullable<Scene>;
  33167. /**
  33168. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33169. * @ignorenaming
  33170. */
  33171. static UseFallbackTexture: boolean;
  33172. /**
  33173. * Texture content used if a texture cannot loaded
  33174. * @ignorenaming
  33175. */
  33176. static FallbackTexture: string;
  33177. }
  33178. }
  33179. declare module "babylonjs/Misc/promise" {
  33180. /**
  33181. * Helper class that provides a small promise polyfill
  33182. */
  33183. export class PromisePolyfill {
  33184. /**
  33185. * Static function used to check if the polyfill is required
  33186. * If this is the case then the function will inject the polyfill to window.Promise
  33187. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  33188. */
  33189. static Apply(force?: boolean): void;
  33190. }
  33191. }
  33192. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  33193. /**
  33194. * Interface for screenshot methods with describe argument called `size` as object with options
  33195. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  33196. */
  33197. export interface IScreenshotSize {
  33198. /**
  33199. * number in pixels for canvas height
  33200. */
  33201. height?: number;
  33202. /**
  33203. * multiplier allowing render at a higher or lower resolution
  33204. * If value is defined then height and width will be ignored and taken from camera
  33205. */
  33206. precision?: number;
  33207. /**
  33208. * number in pixels for canvas width
  33209. */
  33210. width?: number;
  33211. }
  33212. }
  33213. declare module "babylonjs/Misc/tools" {
  33214. import { Nullable, float } from "babylonjs/types";
  33215. import { DomManagement } from "babylonjs/Misc/domManagement";
  33216. import { WebRequest } from "babylonjs/Misc/webRequest";
  33217. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33218. import { ReadFileError } from "babylonjs/Misc/fileTools";
  33219. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33220. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  33221. import { Camera } from "babylonjs/Cameras/camera";
  33222. import { Engine } from "babylonjs/Engines/engine";
  33223. interface IColor4Like {
  33224. r: float;
  33225. g: float;
  33226. b: float;
  33227. a: float;
  33228. }
  33229. /**
  33230. * Class containing a set of static utilities functions
  33231. */
  33232. export class Tools {
  33233. /**
  33234. * Gets or sets the base URL to use to load assets
  33235. */
  33236. static BaseUrl: string;
  33237. /**
  33238. * Enable/Disable Custom HTTP Request Headers globally.
  33239. * default = false
  33240. * @see CustomRequestHeaders
  33241. */
  33242. static UseCustomRequestHeaders: boolean;
  33243. /**
  33244. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  33245. * i.e. when loading files, where the server/service expects an Authorization header
  33246. */
  33247. static CustomRequestHeaders: {
  33248. [key: string]: string;
  33249. };
  33250. /**
  33251. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  33252. */
  33253. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  33254. /**
  33255. * Default behaviour for cors in the application.
  33256. * It can be a string if the expected behavior is identical in the entire app.
  33257. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  33258. */
  33259. static CorsBehavior: string | ((url: string | string[]) => string);
  33260. /**
  33261. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33262. * @ignorenaming
  33263. */
  33264. static UseFallbackTexture: boolean;
  33265. /**
  33266. * Use this object to register external classes like custom textures or material
  33267. * to allow the laoders to instantiate them
  33268. */
  33269. static RegisteredExternalClasses: {
  33270. [key: string]: Object;
  33271. };
  33272. /**
  33273. * Texture content used if a texture cannot loaded
  33274. * @ignorenaming
  33275. */
  33276. static fallbackTexture: string;
  33277. /**
  33278. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  33279. * @param u defines the coordinate on X axis
  33280. * @param v defines the coordinate on Y axis
  33281. * @param width defines the width of the source data
  33282. * @param height defines the height of the source data
  33283. * @param pixels defines the source byte array
  33284. * @param color defines the output color
  33285. */
  33286. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  33287. /**
  33288. * Interpolates between a and b via alpha
  33289. * @param a The lower value (returned when alpha = 0)
  33290. * @param b The upper value (returned when alpha = 1)
  33291. * @param alpha The interpolation-factor
  33292. * @return The mixed value
  33293. */
  33294. static Mix(a: number, b: number, alpha: number): number;
  33295. /**
  33296. * Tries to instantiate a new object from a given class name
  33297. * @param className defines the class name to instantiate
  33298. * @returns the new object or null if the system was not able to do the instantiation
  33299. */
  33300. static Instantiate(className: string): any;
  33301. /**
  33302. * Provides a slice function that will work even on IE
  33303. * @param data defines the array to slice
  33304. * @param start defines the start of the data (optional)
  33305. * @param end defines the end of the data (optional)
  33306. * @returns the new sliced array
  33307. */
  33308. static Slice<T>(data: T, start?: number, end?: number): T;
  33309. /**
  33310. * Polyfill for setImmediate
  33311. * @param action defines the action to execute after the current execution block
  33312. */
  33313. static SetImmediate(action: () => void): void;
  33314. /**
  33315. * Function indicating if a number is an exponent of 2
  33316. * @param value defines the value to test
  33317. * @returns true if the value is an exponent of 2
  33318. */
  33319. static IsExponentOfTwo(value: number): boolean;
  33320. private static _tmpFloatArray;
  33321. /**
  33322. * Returns the nearest 32-bit single precision float representation of a Number
  33323. * @param value A Number. If the parameter is of a different type, it will get converted
  33324. * to a number or to NaN if it cannot be converted
  33325. * @returns number
  33326. */
  33327. static FloatRound(value: number): number;
  33328. /**
  33329. * Extracts the filename from a path
  33330. * @param path defines the path to use
  33331. * @returns the filename
  33332. */
  33333. static GetFilename(path: string): string;
  33334. /**
  33335. * Extracts the "folder" part of a path (everything before the filename).
  33336. * @param uri The URI to extract the info from
  33337. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  33338. * @returns The "folder" part of the path
  33339. */
  33340. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  33341. /**
  33342. * Extracts text content from a DOM element hierarchy
  33343. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  33344. */
  33345. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  33346. /**
  33347. * Convert an angle in radians to degrees
  33348. * @param angle defines the angle to convert
  33349. * @returns the angle in degrees
  33350. */
  33351. static ToDegrees(angle: number): number;
  33352. /**
  33353. * Convert an angle in degrees to radians
  33354. * @param angle defines the angle to convert
  33355. * @returns the angle in radians
  33356. */
  33357. static ToRadians(angle: number): number;
  33358. /**
  33359. * Returns an array if obj is not an array
  33360. * @param obj defines the object to evaluate as an array
  33361. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  33362. * @returns either obj directly if obj is an array or a new array containing obj
  33363. */
  33364. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  33365. /**
  33366. * Gets the pointer prefix to use
  33367. * @returns "pointer" if touch is enabled. Else returns "mouse"
  33368. */
  33369. static GetPointerPrefix(): string;
  33370. /**
  33371. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  33372. * @param url define the url we are trying
  33373. * @param element define the dom element where to configure the cors policy
  33374. */
  33375. static SetCorsBehavior(url: string | string[], element: {
  33376. crossOrigin: string | null;
  33377. }): void;
  33378. /**
  33379. * Removes unwanted characters from an url
  33380. * @param url defines the url to clean
  33381. * @returns the cleaned url
  33382. */
  33383. static CleanUrl(url: string): string;
  33384. /**
  33385. * Gets or sets a function used to pre-process url before using them to load assets
  33386. */
  33387. static PreprocessUrl: (url: string) => string;
  33388. /**
  33389. * Loads an image as an HTMLImageElement.
  33390. * @param input url string, ArrayBuffer, or Blob to load
  33391. * @param onLoad callback called when the image successfully loads
  33392. * @param onError callback called when the image fails to load
  33393. * @param offlineProvider offline provider for caching
  33394. * @param mimeType optional mime type
  33395. * @returns the HTMLImageElement of the loaded image
  33396. */
  33397. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  33398. /**
  33399. * Loads a file from a url
  33400. * @param url url string, ArrayBuffer, or Blob to load
  33401. * @param onSuccess callback called when the file successfully loads
  33402. * @param onProgress callback called while file is loading (if the server supports this mode)
  33403. * @param offlineProvider defines the offline provider for caching
  33404. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  33405. * @param onError callback called when the file fails to load
  33406. * @returns a file request object
  33407. */
  33408. 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;
  33409. /**
  33410. * Loads a file from a url
  33411. * @param url the file url to load
  33412. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  33413. */
  33414. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  33415. /**
  33416. * Load a script (identified by an url). When the url returns, the
  33417. * content of this file is added into a new script element, attached to the DOM (body element)
  33418. * @param scriptUrl defines the url of the script to laod
  33419. * @param onSuccess defines the callback called when the script is loaded
  33420. * @param onError defines the callback to call if an error occurs
  33421. * @param scriptId defines the id of the script element
  33422. */
  33423. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  33424. /**
  33425. * Load an asynchronous script (identified by an url). When the url returns, the
  33426. * content of this file is added into a new script element, attached to the DOM (body element)
  33427. * @param scriptUrl defines the url of the script to laod
  33428. * @param scriptId defines the id of the script element
  33429. * @returns a promise request object
  33430. */
  33431. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  33432. /**
  33433. * Loads a file from a blob
  33434. * @param fileToLoad defines the blob to use
  33435. * @param callback defines the callback to call when data is loaded
  33436. * @param progressCallback defines the callback to call during loading process
  33437. * @returns a file request object
  33438. */
  33439. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  33440. /**
  33441. * Reads a file from a File object
  33442. * @param file defines the file to load
  33443. * @param onSuccess defines the callback to call when data is loaded
  33444. * @param onProgress defines the callback to call during loading process
  33445. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  33446. * @param onError defines the callback to call when an error occurs
  33447. * @returns a file request object
  33448. */
  33449. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  33450. /**
  33451. * Creates a data url from a given string content
  33452. * @param content defines the content to convert
  33453. * @returns the new data url link
  33454. */
  33455. static FileAsURL(content: string): string;
  33456. /**
  33457. * Format the given number to a specific decimal format
  33458. * @param value defines the number to format
  33459. * @param decimals defines the number of decimals to use
  33460. * @returns the formatted string
  33461. */
  33462. static Format(value: number, decimals?: number): string;
  33463. /**
  33464. * Tries to copy an object by duplicating every property
  33465. * @param source defines the source object
  33466. * @param destination defines the target object
  33467. * @param doNotCopyList defines a list of properties to avoid
  33468. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  33469. */
  33470. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  33471. /**
  33472. * Gets a boolean indicating if the given object has no own property
  33473. * @param obj defines the object to test
  33474. * @returns true if object has no own property
  33475. */
  33476. static IsEmpty(obj: any): boolean;
  33477. /**
  33478. * Function used to register events at window level
  33479. * @param windowElement defines the Window object to use
  33480. * @param events defines the events to register
  33481. */
  33482. static RegisterTopRootEvents(windowElement: Window, events: {
  33483. name: string;
  33484. handler: Nullable<(e: FocusEvent) => any>;
  33485. }[]): void;
  33486. /**
  33487. * Function used to unregister events from window level
  33488. * @param windowElement defines the Window object to use
  33489. * @param events defines the events to unregister
  33490. */
  33491. static UnregisterTopRootEvents(windowElement: Window, events: {
  33492. name: string;
  33493. handler: Nullable<(e: FocusEvent) => any>;
  33494. }[]): void;
  33495. /**
  33496. * @ignore
  33497. */
  33498. static _ScreenshotCanvas: HTMLCanvasElement;
  33499. /**
  33500. * Dumps the current bound framebuffer
  33501. * @param width defines the rendering width
  33502. * @param height defines the rendering height
  33503. * @param engine defines the hosting engine
  33504. * @param successCallback defines the callback triggered once the data are available
  33505. * @param mimeType defines the mime type of the result
  33506. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  33507. */
  33508. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33509. /**
  33510. * Converts the canvas data to blob.
  33511. * This acts as a polyfill for browsers not supporting the to blob function.
  33512. * @param canvas Defines the canvas to extract the data from
  33513. * @param successCallback Defines the callback triggered once the data are available
  33514. * @param mimeType Defines the mime type of the result
  33515. */
  33516. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  33517. /**
  33518. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  33519. * @param successCallback defines the callback triggered once the data are available
  33520. * @param mimeType defines the mime type of the result
  33521. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  33522. */
  33523. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33524. /**
  33525. * Downloads a blob in the browser
  33526. * @param blob defines the blob to download
  33527. * @param fileName defines the name of the downloaded file
  33528. */
  33529. static Download(blob: Blob, fileName: string): void;
  33530. /**
  33531. * Captures a screenshot of the current rendering
  33532. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33533. * @param engine defines the rendering engine
  33534. * @param camera defines the source camera
  33535. * @param size This parameter can be set to a single number or to an object with the
  33536. * following (optional) properties: precision, width, height. If a single number is passed,
  33537. * it will be used for both width and height. If an object is passed, the screenshot size
  33538. * will be derived from the parameters. The precision property is a multiplier allowing
  33539. * rendering at a higher or lower resolution
  33540. * @param successCallback defines the callback receives a single parameter which contains the
  33541. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33542. * src parameter of an <img> to display it
  33543. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33544. * Check your browser for supported MIME types
  33545. */
  33546. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  33547. /**
  33548. * Captures a screenshot of the current rendering
  33549. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33550. * @param engine defines the rendering engine
  33551. * @param camera defines the source camera
  33552. * @param size This parameter can be set to a single number or to an object with the
  33553. * following (optional) properties: precision, width, height. If a single number is passed,
  33554. * it will be used for both width and height. If an object is passed, the screenshot size
  33555. * will be derived from the parameters. The precision property is a multiplier allowing
  33556. * rendering at a higher or lower resolution
  33557. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33558. * Check your browser for supported MIME types
  33559. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33560. * to the src parameter of an <img> to display it
  33561. */
  33562. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  33563. /**
  33564. * Generates an image screenshot from the specified camera.
  33565. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33566. * @param engine The engine to use for rendering
  33567. * @param camera The camera to use for rendering
  33568. * @param size This parameter can be set to a single number or to an object with the
  33569. * following (optional) properties: precision, width, height. If a single number is passed,
  33570. * it will be used for both width and height. If an object is passed, the screenshot size
  33571. * will be derived from the parameters. The precision property is a multiplier allowing
  33572. * rendering at a higher or lower resolution
  33573. * @param successCallback The callback receives a single parameter which contains the
  33574. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33575. * src parameter of an <img> to display it
  33576. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33577. * Check your browser for supported MIME types
  33578. * @param samples Texture samples (default: 1)
  33579. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33580. * @param fileName A name for for the downloaded file.
  33581. */
  33582. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  33583. /**
  33584. * Generates an image screenshot from the specified camera.
  33585. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33586. * @param engine The engine to use for rendering
  33587. * @param camera The camera to use for rendering
  33588. * @param size This parameter can be set to a single number or to an object with the
  33589. * following (optional) properties: precision, width, height. If a single number is passed,
  33590. * it will be used for both width and height. If an object is passed, the screenshot size
  33591. * will be derived from the parameters. The precision property is a multiplier allowing
  33592. * rendering at a higher or lower resolution
  33593. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33594. * Check your browser for supported MIME types
  33595. * @param samples Texture samples (default: 1)
  33596. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33597. * @param fileName A name for for the downloaded file.
  33598. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33599. * to the src parameter of an <img> to display it
  33600. */
  33601. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  33602. /**
  33603. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  33604. * Be aware Math.random() could cause collisions, but:
  33605. * "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"
  33606. * @returns a pseudo random id
  33607. */
  33608. static RandomId(): string;
  33609. /**
  33610. * Test if the given uri is a base64 string
  33611. * @param uri The uri to test
  33612. * @return True if the uri is a base64 string or false otherwise
  33613. */
  33614. static IsBase64(uri: string): boolean;
  33615. /**
  33616. * Decode the given base64 uri.
  33617. * @param uri The uri to decode
  33618. * @return The decoded base64 data.
  33619. */
  33620. static DecodeBase64(uri: string): ArrayBuffer;
  33621. /**
  33622. * Gets the absolute url.
  33623. * @param url the input url
  33624. * @return the absolute url
  33625. */
  33626. static GetAbsoluteUrl(url: string): string;
  33627. /**
  33628. * No log
  33629. */
  33630. static readonly NoneLogLevel: number;
  33631. /**
  33632. * Only message logs
  33633. */
  33634. static readonly MessageLogLevel: number;
  33635. /**
  33636. * Only warning logs
  33637. */
  33638. static readonly WarningLogLevel: number;
  33639. /**
  33640. * Only error logs
  33641. */
  33642. static readonly ErrorLogLevel: number;
  33643. /**
  33644. * All logs
  33645. */
  33646. static readonly AllLogLevel: number;
  33647. /**
  33648. * Gets a value indicating the number of loading errors
  33649. * @ignorenaming
  33650. */
  33651. static readonly errorsCount: number;
  33652. /**
  33653. * Callback called when a new log is added
  33654. */
  33655. static OnNewCacheEntry: (entry: string) => void;
  33656. /**
  33657. * Log a message to the console
  33658. * @param message defines the message to log
  33659. */
  33660. static Log(message: string): void;
  33661. /**
  33662. * Write a warning message to the console
  33663. * @param message defines the message to log
  33664. */
  33665. static Warn(message: string): void;
  33666. /**
  33667. * Write an error message to the console
  33668. * @param message defines the message to log
  33669. */
  33670. static Error(message: string): void;
  33671. /**
  33672. * Gets current log cache (list of logs)
  33673. */
  33674. static readonly LogCache: string;
  33675. /**
  33676. * Clears the log cache
  33677. */
  33678. static ClearLogCache(): void;
  33679. /**
  33680. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33681. */
  33682. static LogLevels: number;
  33683. /**
  33684. * Checks if the window object exists
  33685. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33686. */
  33687. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33688. /**
  33689. * No performance log
  33690. */
  33691. static readonly PerformanceNoneLogLevel: number;
  33692. /**
  33693. * Use user marks to log performance
  33694. */
  33695. static readonly PerformanceUserMarkLogLevel: number;
  33696. /**
  33697. * Log performance to the console
  33698. */
  33699. static readonly PerformanceConsoleLogLevel: number;
  33700. private static _performance;
  33701. /**
  33702. * Sets the current performance log level
  33703. */
  33704. static PerformanceLogLevel: number;
  33705. private static _StartPerformanceCounterDisabled;
  33706. private static _EndPerformanceCounterDisabled;
  33707. private static _StartUserMark;
  33708. private static _EndUserMark;
  33709. private static _StartPerformanceConsole;
  33710. private static _EndPerformanceConsole;
  33711. /**
  33712. * Starts a performance counter
  33713. */
  33714. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33715. /**
  33716. * Ends a specific performance coutner
  33717. */
  33718. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33719. /**
  33720. * Gets either window.performance.now() if supported or Date.now() else
  33721. */
  33722. static readonly Now: number;
  33723. /**
  33724. * This method will return the name of the class used to create the instance of the given object.
  33725. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33726. * @param object the object to get the class name from
  33727. * @param isType defines if the object is actually a type
  33728. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33729. */
  33730. static GetClassName(object: any, isType?: boolean): string;
  33731. /**
  33732. * Gets the first element of an array satisfying a given predicate
  33733. * @param array defines the array to browse
  33734. * @param predicate defines the predicate to use
  33735. * @returns null if not found or the element
  33736. */
  33737. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33738. /**
  33739. * This method will return the name of the full name of the class, including its owning module (if any).
  33740. * 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).
  33741. * @param object the object to get the class name from
  33742. * @param isType defines if the object is actually a type
  33743. * @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.
  33744. * @ignorenaming
  33745. */
  33746. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33747. /**
  33748. * Returns a promise that resolves after the given amount of time.
  33749. * @param delay Number of milliseconds to delay
  33750. * @returns Promise that resolves after the given amount of time
  33751. */
  33752. static DelayAsync(delay: number): Promise<void>;
  33753. }
  33754. /**
  33755. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33756. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33757. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33758. * @param name The name of the class, case should be preserved
  33759. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33760. */
  33761. export function className(name: string, module?: string): (target: Object) => void;
  33762. /**
  33763. * An implementation of a loop for asynchronous functions.
  33764. */
  33765. export class AsyncLoop {
  33766. /**
  33767. * Defines the number of iterations for the loop
  33768. */
  33769. iterations: number;
  33770. /**
  33771. * Defines the current index of the loop.
  33772. */
  33773. index: number;
  33774. private _done;
  33775. private _fn;
  33776. private _successCallback;
  33777. /**
  33778. * Constructor.
  33779. * @param iterations the number of iterations.
  33780. * @param func the function to run each iteration
  33781. * @param successCallback the callback that will be called upon succesful execution
  33782. * @param offset starting offset.
  33783. */
  33784. constructor(
  33785. /**
  33786. * Defines the number of iterations for the loop
  33787. */
  33788. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33789. /**
  33790. * Execute the next iteration. Must be called after the last iteration was finished.
  33791. */
  33792. executeNext(): void;
  33793. /**
  33794. * Break the loop and run the success callback.
  33795. */
  33796. breakLoop(): void;
  33797. /**
  33798. * Create and run an async loop.
  33799. * @param iterations the number of iterations.
  33800. * @param fn the function to run each iteration
  33801. * @param successCallback the callback that will be called upon succesful execution
  33802. * @param offset starting offset.
  33803. * @returns the created async loop object
  33804. */
  33805. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33806. /**
  33807. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33808. * @param iterations total number of iterations
  33809. * @param syncedIterations number of synchronous iterations in each async iteration.
  33810. * @param fn the function to call each iteration.
  33811. * @param callback a success call back that will be called when iterating stops.
  33812. * @param breakFunction a break condition (optional)
  33813. * @param timeout timeout settings for the setTimeout function. default - 0.
  33814. * @returns the created async loop object
  33815. */
  33816. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33817. }
  33818. }
  33819. declare module "babylonjs/Misc/stringDictionary" {
  33820. import { Nullable } from "babylonjs/types";
  33821. /**
  33822. * This class implement a typical dictionary using a string as key and the generic type T as value.
  33823. * The underlying implementation relies on an associative array to ensure the best performances.
  33824. * The value can be anything including 'null' but except 'undefined'
  33825. */
  33826. export class StringDictionary<T> {
  33827. /**
  33828. * This will clear this dictionary and copy the content from the 'source' one.
  33829. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  33830. * @param source the dictionary to take the content from and copy to this dictionary
  33831. */
  33832. copyFrom(source: StringDictionary<T>): void;
  33833. /**
  33834. * Get a value based from its key
  33835. * @param key the given key to get the matching value from
  33836. * @return the value if found, otherwise undefined is returned
  33837. */
  33838. get(key: string): T | undefined;
  33839. /**
  33840. * Get a value from its key or add it if it doesn't exist.
  33841. * This method will ensure you that a given key/data will be present in the dictionary.
  33842. * @param key the given key to get the matching value from
  33843. * @param factory the factory that will create the value if the key is not present in the dictionary.
  33844. * The factory will only be invoked if there's no data for the given key.
  33845. * @return the value corresponding to the key.
  33846. */
  33847. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  33848. /**
  33849. * Get a value from its key if present in the dictionary otherwise add it
  33850. * @param key the key to get the value from
  33851. * @param val if there's no such key/value pair in the dictionary add it with this value
  33852. * @return the value corresponding to the key
  33853. */
  33854. getOrAdd(key: string, val: T): T;
  33855. /**
  33856. * Check if there's a given key in the dictionary
  33857. * @param key the key to check for
  33858. * @return true if the key is present, false otherwise
  33859. */
  33860. contains(key: string): boolean;
  33861. /**
  33862. * Add a new key and its corresponding value
  33863. * @param key the key to add
  33864. * @param value the value corresponding to the key
  33865. * @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
  33866. */
  33867. add(key: string, value: T): boolean;
  33868. /**
  33869. * Update a specific value associated to a key
  33870. * @param key defines the key to use
  33871. * @param value defines the value to store
  33872. * @returns true if the value was updated (or false if the key was not found)
  33873. */
  33874. set(key: string, value: T): boolean;
  33875. /**
  33876. * Get the element of the given key and remove it from the dictionary
  33877. * @param key defines the key to search
  33878. * @returns the value associated with the key or null if not found
  33879. */
  33880. getAndRemove(key: string): Nullable<T>;
  33881. /**
  33882. * Remove a key/value from the dictionary.
  33883. * @param key the key to remove
  33884. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  33885. */
  33886. remove(key: string): boolean;
  33887. /**
  33888. * Clear the whole content of the dictionary
  33889. */
  33890. clear(): void;
  33891. /**
  33892. * Gets the current count
  33893. */
  33894. readonly count: number;
  33895. /**
  33896. * Execute a callback on each key/val of the dictionary.
  33897. * Note that you can remove any element in this dictionary in the callback implementation
  33898. * @param callback the callback to execute on a given key/value pair
  33899. */
  33900. forEach(callback: (key: string, val: T) => void): void;
  33901. /**
  33902. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  33903. * If the callback returns null or undefined the method will iterate to the next key/value pair
  33904. * Note that you can remove any element in this dictionary in the callback implementation
  33905. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  33906. * @returns the first item
  33907. */
  33908. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  33909. private _count;
  33910. private _data;
  33911. }
  33912. }
  33913. declare module "babylonjs/Collisions/collisionCoordinator" {
  33914. import { Nullable } from "babylonjs/types";
  33915. import { Scene } from "babylonjs/scene";
  33916. import { Vector3 } from "babylonjs/Maths/math.vector";
  33917. import { Collider } from "babylonjs/Collisions/collider";
  33918. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33919. /** @hidden */
  33920. export interface ICollisionCoordinator {
  33921. createCollider(): Collider;
  33922. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33923. init(scene: Scene): void;
  33924. }
  33925. /** @hidden */
  33926. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33927. private _scene;
  33928. private _scaledPosition;
  33929. private _scaledVelocity;
  33930. private _finalPosition;
  33931. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33932. createCollider(): Collider;
  33933. init(scene: Scene): void;
  33934. private _collideWithWorld;
  33935. }
  33936. }
  33937. declare module "babylonjs/Inputs/scene.inputManager" {
  33938. import { Nullable } from "babylonjs/types";
  33939. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33940. import { Vector2 } from "babylonjs/Maths/math.vector";
  33941. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33942. import { Scene } from "babylonjs/scene";
  33943. /**
  33944. * Class used to manage all inputs for the scene.
  33945. */
  33946. export class InputManager {
  33947. /** The distance in pixel that you have to move to prevent some events */
  33948. static DragMovementThreshold: number;
  33949. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33950. static LongPressDelay: number;
  33951. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33952. static DoubleClickDelay: number;
  33953. /** If you need to check double click without raising a single click at first click, enable this flag */
  33954. static ExclusiveDoubleClickMode: boolean;
  33955. private _wheelEventName;
  33956. private _onPointerMove;
  33957. private _onPointerDown;
  33958. private _onPointerUp;
  33959. private _initClickEvent;
  33960. private _initActionManager;
  33961. private _delayedSimpleClick;
  33962. private _delayedSimpleClickTimeout;
  33963. private _previousDelayedSimpleClickTimeout;
  33964. private _meshPickProceed;
  33965. private _previousButtonPressed;
  33966. private _currentPickResult;
  33967. private _previousPickResult;
  33968. private _totalPointersPressed;
  33969. private _doubleClickOccured;
  33970. private _pointerOverMesh;
  33971. private _pickedDownMesh;
  33972. private _pickedUpMesh;
  33973. private _pointerX;
  33974. private _pointerY;
  33975. private _unTranslatedPointerX;
  33976. private _unTranslatedPointerY;
  33977. private _startingPointerPosition;
  33978. private _previousStartingPointerPosition;
  33979. private _startingPointerTime;
  33980. private _previousStartingPointerTime;
  33981. private _pointerCaptures;
  33982. private _onKeyDown;
  33983. private _onKeyUp;
  33984. private _onCanvasFocusObserver;
  33985. private _onCanvasBlurObserver;
  33986. private _scene;
  33987. /**
  33988. * Creates a new InputManager
  33989. * @param scene defines the hosting scene
  33990. */
  33991. constructor(scene: Scene);
  33992. /**
  33993. * Gets the mesh that is currently under the pointer
  33994. */
  33995. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33996. /**
  33997. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33998. */
  33999. readonly unTranslatedPointer: Vector2;
  34000. /**
  34001. * Gets or sets the current on-screen X position of the pointer
  34002. */
  34003. pointerX: number;
  34004. /**
  34005. * Gets or sets the current on-screen Y position of the pointer
  34006. */
  34007. pointerY: number;
  34008. private _updatePointerPosition;
  34009. private _processPointerMove;
  34010. private _setRayOnPointerInfo;
  34011. private _checkPrePointerObservable;
  34012. /**
  34013. * Use this method to simulate a pointer move on a mesh
  34014. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34015. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34016. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34017. */
  34018. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  34019. /**
  34020. * Use this method to simulate a pointer down on a mesh
  34021. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34022. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34023. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34024. */
  34025. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  34026. private _processPointerDown;
  34027. /** @hidden */
  34028. _isPointerSwiping(): boolean;
  34029. /**
  34030. * Use this method to simulate a pointer up on a mesh
  34031. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34032. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34033. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34034. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34035. */
  34036. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  34037. private _processPointerUp;
  34038. /**
  34039. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34040. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34041. * @returns true if the pointer was captured
  34042. */
  34043. isPointerCaptured(pointerId?: number): boolean;
  34044. /**
  34045. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34046. * @param attachUp defines if you want to attach events to pointerup
  34047. * @param attachDown defines if you want to attach events to pointerdown
  34048. * @param attachMove defines if you want to attach events to pointermove
  34049. */
  34050. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34051. /**
  34052. * Detaches all event handlers
  34053. */
  34054. detachControl(): void;
  34055. /**
  34056. * Force the value of meshUnderPointer
  34057. * @param mesh defines the mesh to use
  34058. */
  34059. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  34060. /**
  34061. * Gets the mesh under the pointer
  34062. * @returns a Mesh or null if no mesh is under the pointer
  34063. */
  34064. getPointerOverMesh(): Nullable<AbstractMesh>;
  34065. }
  34066. }
  34067. declare module "babylonjs/Misc/uniqueIdGenerator" {
  34068. /**
  34069. * Helper class used to generate session unique ID
  34070. */
  34071. export class UniqueIdGenerator {
  34072. private static _UniqueIdCounter;
  34073. /**
  34074. * Gets an unique (relatively to the current scene) Id
  34075. */
  34076. static readonly UniqueId: number;
  34077. }
  34078. }
  34079. declare module "babylonjs/Animations/animationGroup" {
  34080. import { Animatable } from "babylonjs/Animations/animatable";
  34081. import { Animation } from "babylonjs/Animations/animation";
  34082. import { Scene, IDisposable } from "babylonjs/scene";
  34083. import { Observable } from "babylonjs/Misc/observable";
  34084. import { Nullable } from "babylonjs/types";
  34085. import "babylonjs/Animations/animatable";
  34086. /**
  34087. * This class defines the direct association between an animation and a target
  34088. */
  34089. export class TargetedAnimation {
  34090. /**
  34091. * Animation to perform
  34092. */
  34093. animation: Animation;
  34094. /**
  34095. * Target to animate
  34096. */
  34097. target: any;
  34098. /**
  34099. * Serialize the object
  34100. * @returns the JSON object representing the current entity
  34101. */
  34102. serialize(): any;
  34103. }
  34104. /**
  34105. * Use this class to create coordinated animations on multiple targets
  34106. */
  34107. export class AnimationGroup implements IDisposable {
  34108. /** The name of the animation group */
  34109. name: string;
  34110. private _scene;
  34111. private _targetedAnimations;
  34112. private _animatables;
  34113. private _from;
  34114. private _to;
  34115. private _isStarted;
  34116. private _isPaused;
  34117. private _speedRatio;
  34118. private _loopAnimation;
  34119. /**
  34120. * Gets or sets the unique id of the node
  34121. */
  34122. uniqueId: number;
  34123. /**
  34124. * This observable will notify when one animation have ended
  34125. */
  34126. onAnimationEndObservable: Observable<TargetedAnimation>;
  34127. /**
  34128. * Observer raised when one animation loops
  34129. */
  34130. onAnimationLoopObservable: Observable<TargetedAnimation>;
  34131. /**
  34132. * Observer raised when all animations have looped
  34133. */
  34134. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  34135. /**
  34136. * This observable will notify when all animations have ended.
  34137. */
  34138. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  34139. /**
  34140. * This observable will notify when all animations have paused.
  34141. */
  34142. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  34143. /**
  34144. * This observable will notify when all animations are playing.
  34145. */
  34146. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  34147. /**
  34148. * Gets the first frame
  34149. */
  34150. readonly from: number;
  34151. /**
  34152. * Gets the last frame
  34153. */
  34154. readonly to: number;
  34155. /**
  34156. * Define if the animations are started
  34157. */
  34158. readonly isStarted: boolean;
  34159. /**
  34160. * Gets a value indicating that the current group is playing
  34161. */
  34162. readonly isPlaying: boolean;
  34163. /**
  34164. * Gets or sets the speed ratio to use for all animations
  34165. */
  34166. /**
  34167. * Gets or sets the speed ratio to use for all animations
  34168. */
  34169. speedRatio: number;
  34170. /**
  34171. * Gets or sets if all animations should loop or not
  34172. */
  34173. loopAnimation: boolean;
  34174. /**
  34175. * Gets the targeted animations for this animation group
  34176. */
  34177. readonly targetedAnimations: Array<TargetedAnimation>;
  34178. /**
  34179. * returning the list of animatables controlled by this animation group.
  34180. */
  34181. readonly animatables: Array<Animatable>;
  34182. /**
  34183. * Instantiates a new Animation Group.
  34184. * This helps managing several animations at once.
  34185. * @see http://doc.babylonjs.com/how_to/group
  34186. * @param name Defines the name of the group
  34187. * @param scene Defines the scene the group belongs to
  34188. */
  34189. constructor(
  34190. /** The name of the animation group */
  34191. name: string, scene?: Nullable<Scene>);
  34192. /**
  34193. * Add an animation (with its target) in the group
  34194. * @param animation defines the animation we want to add
  34195. * @param target defines the target of the animation
  34196. * @returns the TargetedAnimation object
  34197. */
  34198. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  34199. /**
  34200. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  34201. * It can add constant keys at begin or end
  34202. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  34203. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  34204. * @returns the animation group
  34205. */
  34206. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  34207. private _animationLoopCount;
  34208. private _animationLoopFlags;
  34209. private _processLoop;
  34210. /**
  34211. * Start all animations on given targets
  34212. * @param loop defines if animations must loop
  34213. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  34214. * @param from defines the from key (optional)
  34215. * @param to defines the to key (optional)
  34216. * @returns the current animation group
  34217. */
  34218. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  34219. /**
  34220. * Pause all animations
  34221. * @returns the animation group
  34222. */
  34223. pause(): AnimationGroup;
  34224. /**
  34225. * Play all animations to initial state
  34226. * This function will start() the animations if they were not started or will restart() them if they were paused
  34227. * @param loop defines if animations must loop
  34228. * @returns the animation group
  34229. */
  34230. play(loop?: boolean): AnimationGroup;
  34231. /**
  34232. * Reset all animations to initial state
  34233. * @returns the animation group
  34234. */
  34235. reset(): AnimationGroup;
  34236. /**
  34237. * Restart animations from key 0
  34238. * @returns the animation group
  34239. */
  34240. restart(): AnimationGroup;
  34241. /**
  34242. * Stop all animations
  34243. * @returns the animation group
  34244. */
  34245. stop(): AnimationGroup;
  34246. /**
  34247. * Set animation weight for all animatables
  34248. * @param weight defines the weight to use
  34249. * @return the animationGroup
  34250. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34251. */
  34252. setWeightForAllAnimatables(weight: number): AnimationGroup;
  34253. /**
  34254. * Synchronize and normalize all animatables with a source animatable
  34255. * @param root defines the root animatable to synchronize with
  34256. * @return the animationGroup
  34257. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34258. */
  34259. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  34260. /**
  34261. * Goes to a specific frame in this animation group
  34262. * @param frame the frame number to go to
  34263. * @return the animationGroup
  34264. */
  34265. goToFrame(frame: number): AnimationGroup;
  34266. /**
  34267. * Dispose all associated resources
  34268. */
  34269. dispose(): void;
  34270. private _checkAnimationGroupEnded;
  34271. /**
  34272. * Clone the current animation group and returns a copy
  34273. * @param newName defines the name of the new group
  34274. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  34275. * @returns the new aniamtion group
  34276. */
  34277. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  34278. /**
  34279. * Serializes the animationGroup to an object
  34280. * @returns Serialized object
  34281. */
  34282. serialize(): any;
  34283. /**
  34284. * Returns a new AnimationGroup object parsed from the source provided.
  34285. * @param parsedAnimationGroup defines the source
  34286. * @param scene defines the scene that will receive the animationGroup
  34287. * @returns a new AnimationGroup
  34288. */
  34289. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  34290. /**
  34291. * Returns the string "AnimationGroup"
  34292. * @returns "AnimationGroup"
  34293. */
  34294. getClassName(): string;
  34295. /**
  34296. * Creates a detailled string about the object
  34297. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  34298. * @returns a string representing the object
  34299. */
  34300. toString(fullDetails?: boolean): string;
  34301. }
  34302. }
  34303. declare module "babylonjs/scene" {
  34304. import { Nullable } from "babylonjs/types";
  34305. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  34306. import { Observable } from "babylonjs/Misc/observable";
  34307. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  34308. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  34309. import { Geometry } from "babylonjs/Meshes/geometry";
  34310. import { TransformNode } from "babylonjs/Meshes/transformNode";
  34311. import { SubMesh } from "babylonjs/Meshes/subMesh";
  34312. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  34313. import { Mesh } from "babylonjs/Meshes/mesh";
  34314. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  34315. import { Bone } from "babylonjs/Bones/bone";
  34316. import { Skeleton } from "babylonjs/Bones/skeleton";
  34317. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  34318. import { Camera } from "babylonjs/Cameras/camera";
  34319. import { AbstractScene } from "babylonjs/abstractScene";
  34320. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  34321. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  34322. import { Material } from "babylonjs/Materials/material";
  34323. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  34324. import { Effect } from "babylonjs/Materials/effect";
  34325. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  34326. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  34327. import { Light } from "babylonjs/Lights/light";
  34328. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  34329. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  34330. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  34331. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  34332. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  34333. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  34334. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  34335. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  34336. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  34337. import { Engine } from "babylonjs/Engines/engine";
  34338. import { Node } from "babylonjs/node";
  34339. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  34340. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  34341. import { WebRequest } from "babylonjs/Misc/webRequest";
  34342. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  34343. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  34344. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34345. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  34346. import { Plane } from "babylonjs/Maths/math.plane";
  34347. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  34348. import { Ray } from "babylonjs/Culling/ray";
  34349. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  34350. import { Animation } from "babylonjs/Animations/animation";
  34351. import { Animatable } from "babylonjs/Animations/animatable";
  34352. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  34353. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  34354. import { Collider } from "babylonjs/Collisions/collider";
  34355. /**
  34356. * Define an interface for all classes that will hold resources
  34357. */
  34358. export interface IDisposable {
  34359. /**
  34360. * Releases all held resources
  34361. */
  34362. dispose(): void;
  34363. }
  34364. /** Interface defining initialization parameters for Scene class */
  34365. export interface SceneOptions {
  34366. /**
  34367. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  34368. * It will improve performance when the number of geometries becomes important.
  34369. */
  34370. useGeometryUniqueIdsMap?: boolean;
  34371. /**
  34372. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  34373. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34374. */
  34375. useMaterialMeshMap?: boolean;
  34376. /**
  34377. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  34378. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34379. */
  34380. useClonedMeshhMap?: boolean;
  34381. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  34382. virtual?: boolean;
  34383. }
  34384. /**
  34385. * Represents a scene to be rendered by the engine.
  34386. * @see http://doc.babylonjs.com/features/scene
  34387. */
  34388. export class Scene extends AbstractScene implements IAnimatable {
  34389. /** The fog is deactivated */
  34390. static readonly FOGMODE_NONE: number;
  34391. /** The fog density is following an exponential function */
  34392. static readonly FOGMODE_EXP: number;
  34393. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  34394. static readonly FOGMODE_EXP2: number;
  34395. /** The fog density is following a linear function. */
  34396. static readonly FOGMODE_LINEAR: number;
  34397. /**
  34398. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  34399. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34400. */
  34401. static MinDeltaTime: number;
  34402. /**
  34403. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  34404. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34405. */
  34406. static MaxDeltaTime: number;
  34407. /**
  34408. * Factory used to create the default material.
  34409. * @param name The name of the material to create
  34410. * @param scene The scene to create the material for
  34411. * @returns The default material
  34412. */
  34413. static DefaultMaterialFactory(scene: Scene): Material;
  34414. /**
  34415. * Factory used to create the a collision coordinator.
  34416. * @returns The collision coordinator
  34417. */
  34418. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  34419. /** @hidden */
  34420. _inputManager: InputManager;
  34421. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  34422. cameraToUseForPointers: Nullable<Camera>;
  34423. /** @hidden */
  34424. readonly _isScene: boolean;
  34425. /**
  34426. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  34427. */
  34428. autoClear: boolean;
  34429. /**
  34430. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  34431. */
  34432. autoClearDepthAndStencil: boolean;
  34433. /**
  34434. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  34435. */
  34436. clearColor: Color4;
  34437. /**
  34438. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  34439. */
  34440. ambientColor: Color3;
  34441. /**
  34442. * This is use to store the default BRDF lookup for PBR materials in your scene.
  34443. * It should only be one of the following (if not the default embedded one):
  34444. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  34445. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  34446. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  34447. * The material properties need to be setup according to the type of texture in use.
  34448. */
  34449. environmentBRDFTexture: BaseTexture;
  34450. /** @hidden */
  34451. protected _environmentTexture: Nullable<BaseTexture>;
  34452. /**
  34453. * Texture used in all pbr material as the reflection texture.
  34454. * As in the majority of the scene they are the same (exception for multi room and so on),
  34455. * this is easier to reference from here than from all the materials.
  34456. */
  34457. /**
  34458. * Texture used in all pbr material as the reflection texture.
  34459. * As in the majority of the scene they are the same (exception for multi room and so on),
  34460. * this is easier to set here than in all the materials.
  34461. */
  34462. environmentTexture: Nullable<BaseTexture>;
  34463. /** @hidden */
  34464. protected _environmentIntensity: number;
  34465. /**
  34466. * Intensity of the environment in all pbr material.
  34467. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34468. * As in the majority of the scene they are the same (exception for multi room and so on),
  34469. * this is easier to reference from here than from all the materials.
  34470. */
  34471. /**
  34472. * Intensity of the environment in all pbr material.
  34473. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34474. * As in the majority of the scene they are the same (exception for multi room and so on),
  34475. * this is easier to set here than in all the materials.
  34476. */
  34477. environmentIntensity: number;
  34478. /** @hidden */
  34479. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  34480. /**
  34481. * Default image processing configuration used either in the rendering
  34482. * Forward main pass or through the imageProcessingPostProcess if present.
  34483. * As in the majority of the scene they are the same (exception for multi camera),
  34484. * this is easier to reference from here than from all the materials and post process.
  34485. *
  34486. * No setter as we it is a shared configuration, you can set the values instead.
  34487. */
  34488. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  34489. private _forceWireframe;
  34490. /**
  34491. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  34492. */
  34493. forceWireframe: boolean;
  34494. private _forcePointsCloud;
  34495. /**
  34496. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  34497. */
  34498. forcePointsCloud: boolean;
  34499. /**
  34500. * Gets or sets the active clipplane 1
  34501. */
  34502. clipPlane: Nullable<Plane>;
  34503. /**
  34504. * Gets or sets the active clipplane 2
  34505. */
  34506. clipPlane2: Nullable<Plane>;
  34507. /**
  34508. * Gets or sets the active clipplane 3
  34509. */
  34510. clipPlane3: Nullable<Plane>;
  34511. /**
  34512. * Gets or sets the active clipplane 4
  34513. */
  34514. clipPlane4: Nullable<Plane>;
  34515. /**
  34516. * Gets or sets a boolean indicating if animations are enabled
  34517. */
  34518. animationsEnabled: boolean;
  34519. private _animationPropertiesOverride;
  34520. /**
  34521. * Gets or sets the animation properties override
  34522. */
  34523. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  34524. /**
  34525. * Gets or sets a boolean indicating if a constant deltatime has to be used
  34526. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  34527. */
  34528. useConstantAnimationDeltaTime: boolean;
  34529. /**
  34530. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  34531. * Please note that it requires to run a ray cast through the scene on every frame
  34532. */
  34533. constantlyUpdateMeshUnderPointer: boolean;
  34534. /**
  34535. * Defines the HTML cursor to use when hovering over interactive elements
  34536. */
  34537. hoverCursor: string;
  34538. /**
  34539. * Defines the HTML default cursor to use (empty by default)
  34540. */
  34541. defaultCursor: string;
  34542. /**
  34543. * Defines wether cursors are handled by the scene.
  34544. */
  34545. doNotHandleCursors: boolean;
  34546. /**
  34547. * This is used to call preventDefault() on pointer down
  34548. * in order to block unwanted artifacts like system double clicks
  34549. */
  34550. preventDefaultOnPointerDown: boolean;
  34551. /**
  34552. * This is used to call preventDefault() on pointer up
  34553. * in order to block unwanted artifacts like system double clicks
  34554. */
  34555. preventDefaultOnPointerUp: boolean;
  34556. /**
  34557. * Gets or sets user defined metadata
  34558. */
  34559. metadata: any;
  34560. /**
  34561. * For internal use only. Please do not use.
  34562. */
  34563. reservedDataStore: any;
  34564. /**
  34565. * Gets the name of the plugin used to load this scene (null by default)
  34566. */
  34567. loadingPluginName: string;
  34568. /**
  34569. * Use this array to add regular expressions used to disable offline support for specific urls
  34570. */
  34571. disableOfflineSupportExceptionRules: RegExp[];
  34572. /**
  34573. * An event triggered when the scene is disposed.
  34574. */
  34575. onDisposeObservable: Observable<Scene>;
  34576. private _onDisposeObserver;
  34577. /** Sets a function to be executed when this scene is disposed. */
  34578. onDispose: () => void;
  34579. /**
  34580. * An event triggered before rendering the scene (right after animations and physics)
  34581. */
  34582. onBeforeRenderObservable: Observable<Scene>;
  34583. private _onBeforeRenderObserver;
  34584. /** Sets a function to be executed before rendering this scene */
  34585. beforeRender: Nullable<() => void>;
  34586. /**
  34587. * An event triggered after rendering the scene
  34588. */
  34589. onAfterRenderObservable: Observable<Scene>;
  34590. /**
  34591. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  34592. */
  34593. onAfterRenderCameraObservable: Observable<Camera>;
  34594. private _onAfterRenderObserver;
  34595. /** Sets a function to be executed after rendering this scene */
  34596. afterRender: Nullable<() => void>;
  34597. /**
  34598. * An event triggered before animating the scene
  34599. */
  34600. onBeforeAnimationsObservable: Observable<Scene>;
  34601. /**
  34602. * An event triggered after animations processing
  34603. */
  34604. onAfterAnimationsObservable: Observable<Scene>;
  34605. /**
  34606. * An event triggered before draw calls are ready to be sent
  34607. */
  34608. onBeforeDrawPhaseObservable: Observable<Scene>;
  34609. /**
  34610. * An event triggered after draw calls have been sent
  34611. */
  34612. onAfterDrawPhaseObservable: Observable<Scene>;
  34613. /**
  34614. * An event triggered when the scene is ready
  34615. */
  34616. onReadyObservable: Observable<Scene>;
  34617. /**
  34618. * An event triggered before rendering a camera
  34619. */
  34620. onBeforeCameraRenderObservable: Observable<Camera>;
  34621. private _onBeforeCameraRenderObserver;
  34622. /** Sets a function to be executed before rendering a camera*/
  34623. beforeCameraRender: () => void;
  34624. /**
  34625. * An event triggered after rendering a camera
  34626. */
  34627. onAfterCameraRenderObservable: Observable<Camera>;
  34628. private _onAfterCameraRenderObserver;
  34629. /** Sets a function to be executed after rendering a camera*/
  34630. afterCameraRender: () => void;
  34631. /**
  34632. * An event triggered when active meshes evaluation is about to start
  34633. */
  34634. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  34635. /**
  34636. * An event triggered when active meshes evaluation is done
  34637. */
  34638. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  34639. /**
  34640. * An event triggered when particles rendering is about to start
  34641. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34642. */
  34643. onBeforeParticlesRenderingObservable: Observable<Scene>;
  34644. /**
  34645. * An event triggered when particles rendering is done
  34646. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34647. */
  34648. onAfterParticlesRenderingObservable: Observable<Scene>;
  34649. /**
  34650. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  34651. */
  34652. onDataLoadedObservable: Observable<Scene>;
  34653. /**
  34654. * An event triggered when a camera is created
  34655. */
  34656. onNewCameraAddedObservable: Observable<Camera>;
  34657. /**
  34658. * An event triggered when a camera is removed
  34659. */
  34660. onCameraRemovedObservable: Observable<Camera>;
  34661. /**
  34662. * An event triggered when a light is created
  34663. */
  34664. onNewLightAddedObservable: Observable<Light>;
  34665. /**
  34666. * An event triggered when a light is removed
  34667. */
  34668. onLightRemovedObservable: Observable<Light>;
  34669. /**
  34670. * An event triggered when a geometry is created
  34671. */
  34672. onNewGeometryAddedObservable: Observable<Geometry>;
  34673. /**
  34674. * An event triggered when a geometry is removed
  34675. */
  34676. onGeometryRemovedObservable: Observable<Geometry>;
  34677. /**
  34678. * An event triggered when a transform node is created
  34679. */
  34680. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  34681. /**
  34682. * An event triggered when a transform node is removed
  34683. */
  34684. onTransformNodeRemovedObservable: Observable<TransformNode>;
  34685. /**
  34686. * An event triggered when a mesh is created
  34687. */
  34688. onNewMeshAddedObservable: Observable<AbstractMesh>;
  34689. /**
  34690. * An event triggered when a mesh is removed
  34691. */
  34692. onMeshRemovedObservable: Observable<AbstractMesh>;
  34693. /**
  34694. * An event triggered when a skeleton is created
  34695. */
  34696. onNewSkeletonAddedObservable: Observable<Skeleton>;
  34697. /**
  34698. * An event triggered when a skeleton is removed
  34699. */
  34700. onSkeletonRemovedObservable: Observable<Skeleton>;
  34701. /**
  34702. * An event triggered when a material is created
  34703. */
  34704. onNewMaterialAddedObservable: Observable<Material>;
  34705. /**
  34706. * An event triggered when a material is removed
  34707. */
  34708. onMaterialRemovedObservable: Observable<Material>;
  34709. /**
  34710. * An event triggered when a texture is created
  34711. */
  34712. onNewTextureAddedObservable: Observable<BaseTexture>;
  34713. /**
  34714. * An event triggered when a texture is removed
  34715. */
  34716. onTextureRemovedObservable: Observable<BaseTexture>;
  34717. /**
  34718. * An event triggered when render targets are about to be rendered
  34719. * Can happen multiple times per frame.
  34720. */
  34721. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  34722. /**
  34723. * An event triggered when render targets were rendered.
  34724. * Can happen multiple times per frame.
  34725. */
  34726. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  34727. /**
  34728. * An event triggered before calculating deterministic simulation step
  34729. */
  34730. onBeforeStepObservable: Observable<Scene>;
  34731. /**
  34732. * An event triggered after calculating deterministic simulation step
  34733. */
  34734. onAfterStepObservable: Observable<Scene>;
  34735. /**
  34736. * An event triggered when the activeCamera property is updated
  34737. */
  34738. onActiveCameraChanged: Observable<Scene>;
  34739. /**
  34740. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34741. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34742. * 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)
  34743. */
  34744. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34745. /**
  34746. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34747. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34748. * 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)
  34749. */
  34750. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34751. /**
  34752. * This Observable will when a mesh has been imported into the scene.
  34753. */
  34754. onMeshImportedObservable: Observable<AbstractMesh>;
  34755. /**
  34756. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34757. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34758. */
  34759. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34760. /** @hidden */
  34761. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34762. /**
  34763. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34764. */
  34765. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34766. /**
  34767. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34768. */
  34769. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34770. /**
  34771. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34772. */
  34773. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34774. /** Callback called when a pointer move is detected */
  34775. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34776. /** Callback called when a pointer down is detected */
  34777. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34778. /** Callback called when a pointer up is detected */
  34779. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34780. /** Callback called when a pointer pick is detected */
  34781. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34782. /**
  34783. * 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).
  34784. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34785. */
  34786. onPrePointerObservable: Observable<PointerInfoPre>;
  34787. /**
  34788. * Observable event triggered each time an input event is received from the rendering canvas
  34789. */
  34790. onPointerObservable: Observable<PointerInfo>;
  34791. /**
  34792. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34793. */
  34794. readonly unTranslatedPointer: Vector2;
  34795. /**
  34796. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34797. */
  34798. static DragMovementThreshold: number;
  34799. /**
  34800. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34801. */
  34802. static LongPressDelay: number;
  34803. /**
  34804. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34805. */
  34806. static DoubleClickDelay: number;
  34807. /** If you need to check double click without raising a single click at first click, enable this flag */
  34808. static ExclusiveDoubleClickMode: boolean;
  34809. /** @hidden */
  34810. _mirroredCameraPosition: Nullable<Vector3>;
  34811. /**
  34812. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34813. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34814. */
  34815. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34816. /**
  34817. * Observable event triggered each time an keyboard event is received from the hosting window
  34818. */
  34819. onKeyboardObservable: Observable<KeyboardInfo>;
  34820. private _useRightHandedSystem;
  34821. /**
  34822. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34823. */
  34824. useRightHandedSystem: boolean;
  34825. private _timeAccumulator;
  34826. private _currentStepId;
  34827. private _currentInternalStep;
  34828. /**
  34829. * Sets the step Id used by deterministic lock step
  34830. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34831. * @param newStepId defines the step Id
  34832. */
  34833. setStepId(newStepId: number): void;
  34834. /**
  34835. * Gets the step Id used by deterministic lock step
  34836. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34837. * @returns the step Id
  34838. */
  34839. getStepId(): number;
  34840. /**
  34841. * Gets the internal step used by deterministic lock step
  34842. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34843. * @returns the internal step
  34844. */
  34845. getInternalStep(): number;
  34846. private _fogEnabled;
  34847. /**
  34848. * Gets or sets a boolean indicating if fog is enabled on this scene
  34849. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34850. * (Default is true)
  34851. */
  34852. fogEnabled: boolean;
  34853. private _fogMode;
  34854. /**
  34855. * Gets or sets the fog mode to use
  34856. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34857. * | mode | value |
  34858. * | --- | --- |
  34859. * | FOGMODE_NONE | 0 |
  34860. * | FOGMODE_EXP | 1 |
  34861. * | FOGMODE_EXP2 | 2 |
  34862. * | FOGMODE_LINEAR | 3 |
  34863. */
  34864. fogMode: number;
  34865. /**
  34866. * Gets or sets the fog color to use
  34867. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34868. * (Default is Color3(0.2, 0.2, 0.3))
  34869. */
  34870. fogColor: Color3;
  34871. /**
  34872. * Gets or sets the fog density to use
  34873. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34874. * (Default is 0.1)
  34875. */
  34876. fogDensity: number;
  34877. /**
  34878. * Gets or sets the fog start distance to use
  34879. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34880. * (Default is 0)
  34881. */
  34882. fogStart: number;
  34883. /**
  34884. * Gets or sets the fog end distance to use
  34885. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34886. * (Default is 1000)
  34887. */
  34888. fogEnd: number;
  34889. private _shadowsEnabled;
  34890. /**
  34891. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34892. */
  34893. shadowsEnabled: boolean;
  34894. private _lightsEnabled;
  34895. /**
  34896. * Gets or sets a boolean indicating if lights are enabled on this scene
  34897. */
  34898. lightsEnabled: boolean;
  34899. /** All of the active cameras added to this scene. */
  34900. activeCameras: Camera[];
  34901. /** @hidden */
  34902. _activeCamera: Nullable<Camera>;
  34903. /** Gets or sets the current active camera */
  34904. activeCamera: Nullable<Camera>;
  34905. private _defaultMaterial;
  34906. /** The default material used on meshes when no material is affected */
  34907. /** The default material used on meshes when no material is affected */
  34908. defaultMaterial: Material;
  34909. private _texturesEnabled;
  34910. /**
  34911. * Gets or sets a boolean indicating if textures are enabled on this scene
  34912. */
  34913. texturesEnabled: boolean;
  34914. /**
  34915. * Gets or sets a boolean indicating if particles are enabled on this scene
  34916. */
  34917. particlesEnabled: boolean;
  34918. /**
  34919. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34920. */
  34921. spritesEnabled: boolean;
  34922. private _skeletonsEnabled;
  34923. /**
  34924. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34925. */
  34926. skeletonsEnabled: boolean;
  34927. /**
  34928. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34929. */
  34930. lensFlaresEnabled: boolean;
  34931. /**
  34932. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34933. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34934. */
  34935. collisionsEnabled: boolean;
  34936. private _collisionCoordinator;
  34937. /** @hidden */
  34938. readonly collisionCoordinator: ICollisionCoordinator;
  34939. /**
  34940. * Defines the gravity applied to this scene (used only for collisions)
  34941. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34942. */
  34943. gravity: Vector3;
  34944. /**
  34945. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34946. */
  34947. postProcessesEnabled: boolean;
  34948. /**
  34949. * The list of postprocesses added to the scene
  34950. */
  34951. postProcesses: PostProcess[];
  34952. /**
  34953. * Gets the current postprocess manager
  34954. */
  34955. postProcessManager: PostProcessManager;
  34956. /**
  34957. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34958. */
  34959. renderTargetsEnabled: boolean;
  34960. /**
  34961. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34962. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34963. */
  34964. dumpNextRenderTargets: boolean;
  34965. /**
  34966. * The list of user defined render targets added to the scene
  34967. */
  34968. customRenderTargets: RenderTargetTexture[];
  34969. /**
  34970. * Defines if texture loading must be delayed
  34971. * If true, textures will only be loaded when they need to be rendered
  34972. */
  34973. useDelayedTextureLoading: boolean;
  34974. /**
  34975. * Gets the list of meshes imported to the scene through SceneLoader
  34976. */
  34977. importedMeshesFiles: String[];
  34978. /**
  34979. * Gets or sets a boolean indicating if probes are enabled on this scene
  34980. */
  34981. probesEnabled: boolean;
  34982. /**
  34983. * Gets or sets the current offline provider to use to store scene data
  34984. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34985. */
  34986. offlineProvider: IOfflineProvider;
  34987. /**
  34988. * Gets or sets the action manager associated with the scene
  34989. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34990. */
  34991. actionManager: AbstractActionManager;
  34992. private _meshesForIntersections;
  34993. /**
  34994. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34995. */
  34996. proceduralTexturesEnabled: boolean;
  34997. private _engine;
  34998. private _totalVertices;
  34999. /** @hidden */
  35000. _activeIndices: PerfCounter;
  35001. /** @hidden */
  35002. _activeParticles: PerfCounter;
  35003. /** @hidden */
  35004. _activeBones: PerfCounter;
  35005. private _animationRatio;
  35006. /** @hidden */
  35007. _animationTimeLast: number;
  35008. /** @hidden */
  35009. _animationTime: number;
  35010. /**
  35011. * Gets or sets a general scale for animation speed
  35012. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  35013. */
  35014. animationTimeScale: number;
  35015. /** @hidden */
  35016. _cachedMaterial: Nullable<Material>;
  35017. /** @hidden */
  35018. _cachedEffect: Nullable<Effect>;
  35019. /** @hidden */
  35020. _cachedVisibility: Nullable<number>;
  35021. private _renderId;
  35022. private _frameId;
  35023. private _executeWhenReadyTimeoutId;
  35024. private _intermediateRendering;
  35025. private _viewUpdateFlag;
  35026. private _projectionUpdateFlag;
  35027. /** @hidden */
  35028. _toBeDisposed: Nullable<IDisposable>[];
  35029. private _activeRequests;
  35030. /** @hidden */
  35031. _pendingData: any[];
  35032. private _isDisposed;
  35033. /**
  35034. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  35035. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  35036. */
  35037. dispatchAllSubMeshesOfActiveMeshes: boolean;
  35038. private _activeMeshes;
  35039. private _processedMaterials;
  35040. private _renderTargets;
  35041. /** @hidden */
  35042. _activeParticleSystems: SmartArray<IParticleSystem>;
  35043. private _activeSkeletons;
  35044. private _softwareSkinnedMeshes;
  35045. private _renderingManager;
  35046. /** @hidden */
  35047. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  35048. private _transformMatrix;
  35049. private _sceneUbo;
  35050. /** @hidden */
  35051. _viewMatrix: Matrix;
  35052. private _projectionMatrix;
  35053. /** @hidden */
  35054. _forcedViewPosition: Nullable<Vector3>;
  35055. /** @hidden */
  35056. _frustumPlanes: Plane[];
  35057. /**
  35058. * Gets the list of frustum planes (built from the active camera)
  35059. */
  35060. readonly frustumPlanes: Plane[];
  35061. /**
  35062. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  35063. * This is useful if there are more lights that the maximum simulteanous authorized
  35064. */
  35065. requireLightSorting: boolean;
  35066. /** @hidden */
  35067. readonly useMaterialMeshMap: boolean;
  35068. /** @hidden */
  35069. readonly useClonedMeshhMap: boolean;
  35070. private _externalData;
  35071. private _uid;
  35072. /**
  35073. * @hidden
  35074. * Backing store of defined scene components.
  35075. */
  35076. _components: ISceneComponent[];
  35077. /**
  35078. * @hidden
  35079. * Backing store of defined scene components.
  35080. */
  35081. _serializableComponents: ISceneSerializableComponent[];
  35082. /**
  35083. * List of components to register on the next registration step.
  35084. */
  35085. private _transientComponents;
  35086. /**
  35087. * Registers the transient components if needed.
  35088. */
  35089. private _registerTransientComponents;
  35090. /**
  35091. * @hidden
  35092. * Add a component to the scene.
  35093. * Note that the ccomponent could be registered on th next frame if this is called after
  35094. * the register component stage.
  35095. * @param component Defines the component to add to the scene
  35096. */
  35097. _addComponent(component: ISceneComponent): void;
  35098. /**
  35099. * @hidden
  35100. * Gets a component from the scene.
  35101. * @param name defines the name of the component to retrieve
  35102. * @returns the component or null if not present
  35103. */
  35104. _getComponent(name: string): Nullable<ISceneComponent>;
  35105. /**
  35106. * @hidden
  35107. * Defines the actions happening before camera updates.
  35108. */
  35109. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  35110. /**
  35111. * @hidden
  35112. * Defines the actions happening before clear the canvas.
  35113. */
  35114. _beforeClearStage: Stage<SimpleStageAction>;
  35115. /**
  35116. * @hidden
  35117. * Defines the actions when collecting render targets for the frame.
  35118. */
  35119. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35120. /**
  35121. * @hidden
  35122. * Defines the actions happening for one camera in the frame.
  35123. */
  35124. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35125. /**
  35126. * @hidden
  35127. * Defines the actions happening during the per mesh ready checks.
  35128. */
  35129. _isReadyForMeshStage: Stage<MeshStageAction>;
  35130. /**
  35131. * @hidden
  35132. * Defines the actions happening before evaluate active mesh checks.
  35133. */
  35134. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  35135. /**
  35136. * @hidden
  35137. * Defines the actions happening during the evaluate sub mesh checks.
  35138. */
  35139. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  35140. /**
  35141. * @hidden
  35142. * Defines the actions happening during the active mesh stage.
  35143. */
  35144. _activeMeshStage: Stage<ActiveMeshStageAction>;
  35145. /**
  35146. * @hidden
  35147. * Defines the actions happening during the per camera render target step.
  35148. */
  35149. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  35150. /**
  35151. * @hidden
  35152. * Defines the actions happening just before the active camera is drawing.
  35153. */
  35154. _beforeCameraDrawStage: Stage<CameraStageAction>;
  35155. /**
  35156. * @hidden
  35157. * Defines the actions happening just before a render target is drawing.
  35158. */
  35159. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35160. /**
  35161. * @hidden
  35162. * Defines the actions happening just before a rendering group is drawing.
  35163. */
  35164. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35165. /**
  35166. * @hidden
  35167. * Defines the actions happening just before a mesh is drawing.
  35168. */
  35169. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35170. /**
  35171. * @hidden
  35172. * Defines the actions happening just after a mesh has been drawn.
  35173. */
  35174. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35175. /**
  35176. * @hidden
  35177. * Defines the actions happening just after a rendering group has been drawn.
  35178. */
  35179. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35180. /**
  35181. * @hidden
  35182. * Defines the actions happening just after the active camera has been drawn.
  35183. */
  35184. _afterCameraDrawStage: Stage<CameraStageAction>;
  35185. /**
  35186. * @hidden
  35187. * Defines the actions happening just after a render target has been drawn.
  35188. */
  35189. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35190. /**
  35191. * @hidden
  35192. * Defines the actions happening just after rendering all cameras and computing intersections.
  35193. */
  35194. _afterRenderStage: Stage<SimpleStageAction>;
  35195. /**
  35196. * @hidden
  35197. * Defines the actions happening when a pointer move event happens.
  35198. */
  35199. _pointerMoveStage: Stage<PointerMoveStageAction>;
  35200. /**
  35201. * @hidden
  35202. * Defines the actions happening when a pointer down event happens.
  35203. */
  35204. _pointerDownStage: Stage<PointerUpDownStageAction>;
  35205. /**
  35206. * @hidden
  35207. * Defines the actions happening when a pointer up event happens.
  35208. */
  35209. _pointerUpStage: Stage<PointerUpDownStageAction>;
  35210. /**
  35211. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  35212. */
  35213. private geometriesByUniqueId;
  35214. /**
  35215. * Creates a new Scene
  35216. * @param engine defines the engine to use to render this scene
  35217. * @param options defines the scene options
  35218. */
  35219. constructor(engine: Engine, options?: SceneOptions);
  35220. /**
  35221. * Gets a string idenfifying the name of the class
  35222. * @returns "Scene" string
  35223. */
  35224. getClassName(): string;
  35225. private _defaultMeshCandidates;
  35226. /**
  35227. * @hidden
  35228. */
  35229. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  35230. private _defaultSubMeshCandidates;
  35231. /**
  35232. * @hidden
  35233. */
  35234. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  35235. /**
  35236. * Sets the default candidate providers for the scene.
  35237. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  35238. * and getCollidingSubMeshCandidates to their default function
  35239. */
  35240. setDefaultCandidateProviders(): void;
  35241. /**
  35242. * Gets the mesh that is currently under the pointer
  35243. */
  35244. readonly meshUnderPointer: Nullable<AbstractMesh>;
  35245. /**
  35246. * Gets or sets the current on-screen X position of the pointer
  35247. */
  35248. pointerX: number;
  35249. /**
  35250. * Gets or sets the current on-screen Y position of the pointer
  35251. */
  35252. pointerY: number;
  35253. /**
  35254. * Gets the cached material (ie. the latest rendered one)
  35255. * @returns the cached material
  35256. */
  35257. getCachedMaterial(): Nullable<Material>;
  35258. /**
  35259. * Gets the cached effect (ie. the latest rendered one)
  35260. * @returns the cached effect
  35261. */
  35262. getCachedEffect(): Nullable<Effect>;
  35263. /**
  35264. * Gets the cached visibility state (ie. the latest rendered one)
  35265. * @returns the cached visibility state
  35266. */
  35267. getCachedVisibility(): Nullable<number>;
  35268. /**
  35269. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  35270. * @param material defines the current material
  35271. * @param effect defines the current effect
  35272. * @param visibility defines the current visibility state
  35273. * @returns true if one parameter is not cached
  35274. */
  35275. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  35276. /**
  35277. * Gets the engine associated with the scene
  35278. * @returns an Engine
  35279. */
  35280. getEngine(): Engine;
  35281. /**
  35282. * Gets the total number of vertices rendered per frame
  35283. * @returns the total number of vertices rendered per frame
  35284. */
  35285. getTotalVertices(): number;
  35286. /**
  35287. * Gets the performance counter for total vertices
  35288. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35289. */
  35290. readonly totalVerticesPerfCounter: PerfCounter;
  35291. /**
  35292. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  35293. * @returns the total number of active indices rendered per frame
  35294. */
  35295. getActiveIndices(): number;
  35296. /**
  35297. * Gets the performance counter for active indices
  35298. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35299. */
  35300. readonly totalActiveIndicesPerfCounter: PerfCounter;
  35301. /**
  35302. * Gets the total number of active particles rendered per frame
  35303. * @returns the total number of active particles rendered per frame
  35304. */
  35305. getActiveParticles(): number;
  35306. /**
  35307. * Gets the performance counter for active particles
  35308. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35309. */
  35310. readonly activeParticlesPerfCounter: PerfCounter;
  35311. /**
  35312. * Gets the total number of active bones rendered per frame
  35313. * @returns the total number of active bones rendered per frame
  35314. */
  35315. getActiveBones(): number;
  35316. /**
  35317. * Gets the performance counter for active bones
  35318. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35319. */
  35320. readonly activeBonesPerfCounter: PerfCounter;
  35321. /**
  35322. * Gets the array of active meshes
  35323. * @returns an array of AbstractMesh
  35324. */
  35325. getActiveMeshes(): SmartArray<AbstractMesh>;
  35326. /**
  35327. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  35328. * @returns a number
  35329. */
  35330. getAnimationRatio(): number;
  35331. /**
  35332. * Gets an unique Id for the current render phase
  35333. * @returns a number
  35334. */
  35335. getRenderId(): number;
  35336. /**
  35337. * Gets an unique Id for the current frame
  35338. * @returns a number
  35339. */
  35340. getFrameId(): number;
  35341. /** Call this function if you want to manually increment the render Id*/
  35342. incrementRenderId(): void;
  35343. private _createUbo;
  35344. /**
  35345. * Use this method to simulate a pointer move on a mesh
  35346. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35347. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35348. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35349. * @returns the current scene
  35350. */
  35351. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35352. /**
  35353. * Use this method to simulate a pointer down on a mesh
  35354. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35355. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35356. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35357. * @returns the current scene
  35358. */
  35359. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35360. /**
  35361. * Use this method to simulate a pointer up on a mesh
  35362. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35363. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35364. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35365. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35366. * @returns the current scene
  35367. */
  35368. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  35369. /**
  35370. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35371. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35372. * @returns true if the pointer was captured
  35373. */
  35374. isPointerCaptured(pointerId?: number): boolean;
  35375. /**
  35376. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35377. * @param attachUp defines if you want to attach events to pointerup
  35378. * @param attachDown defines if you want to attach events to pointerdown
  35379. * @param attachMove defines if you want to attach events to pointermove
  35380. */
  35381. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  35382. /** Detaches all event handlers*/
  35383. detachControl(): void;
  35384. /**
  35385. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  35386. * Delay loaded resources are not taking in account
  35387. * @return true if all required resources are ready
  35388. */
  35389. isReady(): boolean;
  35390. /** Resets all cached information relative to material (including effect and visibility) */
  35391. resetCachedMaterial(): void;
  35392. /**
  35393. * Registers a function to be called before every frame render
  35394. * @param func defines the function to register
  35395. */
  35396. registerBeforeRender(func: () => void): void;
  35397. /**
  35398. * Unregisters a function called before every frame render
  35399. * @param func defines the function to unregister
  35400. */
  35401. unregisterBeforeRender(func: () => void): void;
  35402. /**
  35403. * Registers a function to be called after every frame render
  35404. * @param func defines the function to register
  35405. */
  35406. registerAfterRender(func: () => void): void;
  35407. /**
  35408. * Unregisters a function called after every frame render
  35409. * @param func defines the function to unregister
  35410. */
  35411. unregisterAfterRender(func: () => void): void;
  35412. private _executeOnceBeforeRender;
  35413. /**
  35414. * The provided function will run before render once and will be disposed afterwards.
  35415. * A timeout delay can be provided so that the function will be executed in N ms.
  35416. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  35417. * @param func The function to be executed.
  35418. * @param timeout optional delay in ms
  35419. */
  35420. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  35421. /** @hidden */
  35422. _addPendingData(data: any): void;
  35423. /** @hidden */
  35424. _removePendingData(data: any): void;
  35425. /**
  35426. * Returns the number of items waiting to be loaded
  35427. * @returns the number of items waiting to be loaded
  35428. */
  35429. getWaitingItemsCount(): number;
  35430. /**
  35431. * Returns a boolean indicating if the scene is still loading data
  35432. */
  35433. readonly isLoading: boolean;
  35434. /**
  35435. * Registers a function to be executed when the scene is ready
  35436. * @param {Function} func - the function to be executed
  35437. */
  35438. executeWhenReady(func: () => void): void;
  35439. /**
  35440. * Returns a promise that resolves when the scene is ready
  35441. * @returns A promise that resolves when the scene is ready
  35442. */
  35443. whenReadyAsync(): Promise<void>;
  35444. /** @hidden */
  35445. _checkIsReady(): void;
  35446. /**
  35447. * Gets all animatable attached to the scene
  35448. */
  35449. readonly animatables: Animatable[];
  35450. /**
  35451. * Resets the last animation time frame.
  35452. * Useful to override when animations start running when loading a scene for the first time.
  35453. */
  35454. resetLastAnimationTimeFrame(): void;
  35455. /**
  35456. * Gets the current view matrix
  35457. * @returns a Matrix
  35458. */
  35459. getViewMatrix(): Matrix;
  35460. /**
  35461. * Gets the current projection matrix
  35462. * @returns a Matrix
  35463. */
  35464. getProjectionMatrix(): Matrix;
  35465. /**
  35466. * Gets the current transform matrix
  35467. * @returns a Matrix made of View * Projection
  35468. */
  35469. getTransformMatrix(): Matrix;
  35470. /**
  35471. * Sets the current transform matrix
  35472. * @param viewL defines the View matrix to use
  35473. * @param projectionL defines the Projection matrix to use
  35474. * @param viewR defines the right View matrix to use (if provided)
  35475. * @param projectionR defines the right Projection matrix to use (if provided)
  35476. */
  35477. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  35478. /**
  35479. * Gets the uniform buffer used to store scene data
  35480. * @returns a UniformBuffer
  35481. */
  35482. getSceneUniformBuffer(): UniformBuffer;
  35483. /**
  35484. * Gets an unique (relatively to the current scene) Id
  35485. * @returns an unique number for the scene
  35486. */
  35487. getUniqueId(): number;
  35488. /**
  35489. * Add a mesh to the list of scene's meshes
  35490. * @param newMesh defines the mesh to add
  35491. * @param recursive if all child meshes should also be added to the scene
  35492. */
  35493. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  35494. /**
  35495. * Remove a mesh for the list of scene's meshes
  35496. * @param toRemove defines the mesh to remove
  35497. * @param recursive if all child meshes should also be removed from the scene
  35498. * @returns the index where the mesh was in the mesh list
  35499. */
  35500. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  35501. /**
  35502. * Add a transform node to the list of scene's transform nodes
  35503. * @param newTransformNode defines the transform node to add
  35504. */
  35505. addTransformNode(newTransformNode: TransformNode): void;
  35506. /**
  35507. * Remove a transform node for the list of scene's transform nodes
  35508. * @param toRemove defines the transform node to remove
  35509. * @returns the index where the transform node was in the transform node list
  35510. */
  35511. removeTransformNode(toRemove: TransformNode): number;
  35512. /**
  35513. * Remove a skeleton for the list of scene's skeletons
  35514. * @param toRemove defines the skeleton to remove
  35515. * @returns the index where the skeleton was in the skeleton list
  35516. */
  35517. removeSkeleton(toRemove: Skeleton): number;
  35518. /**
  35519. * Remove a morph target for the list of scene's morph targets
  35520. * @param toRemove defines the morph target to remove
  35521. * @returns the index where the morph target was in the morph target list
  35522. */
  35523. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  35524. /**
  35525. * Remove a light for the list of scene's lights
  35526. * @param toRemove defines the light to remove
  35527. * @returns the index where the light was in the light list
  35528. */
  35529. removeLight(toRemove: Light): number;
  35530. /**
  35531. * Remove a camera for the list of scene's cameras
  35532. * @param toRemove defines the camera to remove
  35533. * @returns the index where the camera was in the camera list
  35534. */
  35535. removeCamera(toRemove: Camera): number;
  35536. /**
  35537. * Remove a particle system for the list of scene's particle systems
  35538. * @param toRemove defines the particle system to remove
  35539. * @returns the index where the particle system was in the particle system list
  35540. */
  35541. removeParticleSystem(toRemove: IParticleSystem): number;
  35542. /**
  35543. * Remove a animation for the list of scene's animations
  35544. * @param toRemove defines the animation to remove
  35545. * @returns the index where the animation was in the animation list
  35546. */
  35547. removeAnimation(toRemove: Animation): number;
  35548. /**
  35549. * Will stop the animation of the given target
  35550. * @param target - the target
  35551. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  35552. * @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)
  35553. */
  35554. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  35555. /**
  35556. * Removes the given animation group from this scene.
  35557. * @param toRemove The animation group to remove
  35558. * @returns The index of the removed animation group
  35559. */
  35560. removeAnimationGroup(toRemove: AnimationGroup): number;
  35561. /**
  35562. * Removes the given multi-material from this scene.
  35563. * @param toRemove The multi-material to remove
  35564. * @returns The index of the removed multi-material
  35565. */
  35566. removeMultiMaterial(toRemove: MultiMaterial): number;
  35567. /**
  35568. * Removes the given material from this scene.
  35569. * @param toRemove The material to remove
  35570. * @returns The index of the removed material
  35571. */
  35572. removeMaterial(toRemove: Material): number;
  35573. /**
  35574. * Removes the given action manager from this scene.
  35575. * @param toRemove The action manager to remove
  35576. * @returns The index of the removed action manager
  35577. */
  35578. removeActionManager(toRemove: AbstractActionManager): number;
  35579. /**
  35580. * Removes the given texture from this scene.
  35581. * @param toRemove The texture to remove
  35582. * @returns The index of the removed texture
  35583. */
  35584. removeTexture(toRemove: BaseTexture): number;
  35585. /**
  35586. * Adds the given light to this scene
  35587. * @param newLight The light to add
  35588. */
  35589. addLight(newLight: Light): void;
  35590. /**
  35591. * Sorts the list list based on light priorities
  35592. */
  35593. sortLightsByPriority(): void;
  35594. /**
  35595. * Adds the given camera to this scene
  35596. * @param newCamera The camera to add
  35597. */
  35598. addCamera(newCamera: Camera): void;
  35599. /**
  35600. * Adds the given skeleton to this scene
  35601. * @param newSkeleton The skeleton to add
  35602. */
  35603. addSkeleton(newSkeleton: Skeleton): void;
  35604. /**
  35605. * Adds the given particle system to this scene
  35606. * @param newParticleSystem The particle system to add
  35607. */
  35608. addParticleSystem(newParticleSystem: IParticleSystem): void;
  35609. /**
  35610. * Adds the given animation to this scene
  35611. * @param newAnimation The animation to add
  35612. */
  35613. addAnimation(newAnimation: Animation): void;
  35614. /**
  35615. * Adds the given animation group to this scene.
  35616. * @param newAnimationGroup The animation group to add
  35617. */
  35618. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  35619. /**
  35620. * Adds the given multi-material to this scene
  35621. * @param newMultiMaterial The multi-material to add
  35622. */
  35623. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  35624. /**
  35625. * Adds the given material to this scene
  35626. * @param newMaterial The material to add
  35627. */
  35628. addMaterial(newMaterial: Material): void;
  35629. /**
  35630. * Adds the given morph target to this scene
  35631. * @param newMorphTargetManager The morph target to add
  35632. */
  35633. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  35634. /**
  35635. * Adds the given geometry to this scene
  35636. * @param newGeometry The geometry to add
  35637. */
  35638. addGeometry(newGeometry: Geometry): void;
  35639. /**
  35640. * Adds the given action manager to this scene
  35641. * @param newActionManager The action manager to add
  35642. */
  35643. addActionManager(newActionManager: AbstractActionManager): void;
  35644. /**
  35645. * Adds the given texture to this scene.
  35646. * @param newTexture The texture to add
  35647. */
  35648. addTexture(newTexture: BaseTexture): void;
  35649. /**
  35650. * Switch active camera
  35651. * @param newCamera defines the new active camera
  35652. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  35653. */
  35654. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  35655. /**
  35656. * sets the active camera of the scene using its ID
  35657. * @param id defines the camera's ID
  35658. * @return the new active camera or null if none found.
  35659. */
  35660. setActiveCameraByID(id: string): Nullable<Camera>;
  35661. /**
  35662. * sets the active camera of the scene using its name
  35663. * @param name defines the camera's name
  35664. * @returns the new active camera or null if none found.
  35665. */
  35666. setActiveCameraByName(name: string): Nullable<Camera>;
  35667. /**
  35668. * get an animation group using its name
  35669. * @param name defines the material's name
  35670. * @return the animation group or null if none found.
  35671. */
  35672. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  35673. /**
  35674. * Get a material using its unique id
  35675. * @param uniqueId defines the material's unique id
  35676. * @return the material or null if none found.
  35677. */
  35678. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  35679. /**
  35680. * get a material using its id
  35681. * @param id defines the material's ID
  35682. * @return the material or null if none found.
  35683. */
  35684. getMaterialByID(id: string): Nullable<Material>;
  35685. /**
  35686. * Gets a the last added material using a given id
  35687. * @param id defines the material's ID
  35688. * @return the last material with the given id or null if none found.
  35689. */
  35690. getLastMaterialByID(id: string): Nullable<Material>;
  35691. /**
  35692. * Gets a material using its name
  35693. * @param name defines the material's name
  35694. * @return the material or null if none found.
  35695. */
  35696. getMaterialByName(name: string): Nullable<Material>;
  35697. /**
  35698. * Get a texture using its unique id
  35699. * @param uniqueId defines the texture's unique id
  35700. * @return the texture or null if none found.
  35701. */
  35702. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  35703. /**
  35704. * Gets a camera using its id
  35705. * @param id defines the id to look for
  35706. * @returns the camera or null if not found
  35707. */
  35708. getCameraByID(id: string): Nullable<Camera>;
  35709. /**
  35710. * Gets a camera using its unique id
  35711. * @param uniqueId defines the unique id to look for
  35712. * @returns the camera or null if not found
  35713. */
  35714. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  35715. /**
  35716. * Gets a camera using its name
  35717. * @param name defines the camera's name
  35718. * @return the camera or null if none found.
  35719. */
  35720. getCameraByName(name: string): Nullable<Camera>;
  35721. /**
  35722. * Gets a bone using its id
  35723. * @param id defines the bone's id
  35724. * @return the bone or null if not found
  35725. */
  35726. getBoneByID(id: string): Nullable<Bone>;
  35727. /**
  35728. * Gets a bone using its id
  35729. * @param name defines the bone's name
  35730. * @return the bone or null if not found
  35731. */
  35732. getBoneByName(name: string): Nullable<Bone>;
  35733. /**
  35734. * Gets a light node using its name
  35735. * @param name defines the the light's name
  35736. * @return the light or null if none found.
  35737. */
  35738. getLightByName(name: string): Nullable<Light>;
  35739. /**
  35740. * Gets a light node using its id
  35741. * @param id defines the light's id
  35742. * @return the light or null if none found.
  35743. */
  35744. getLightByID(id: string): Nullable<Light>;
  35745. /**
  35746. * Gets a light node using its scene-generated unique ID
  35747. * @param uniqueId defines the light's unique id
  35748. * @return the light or null if none found.
  35749. */
  35750. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35751. /**
  35752. * Gets a particle system by id
  35753. * @param id defines the particle system id
  35754. * @return the corresponding system or null if none found
  35755. */
  35756. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35757. /**
  35758. * Gets a geometry using its ID
  35759. * @param id defines the geometry's id
  35760. * @return the geometry or null if none found.
  35761. */
  35762. getGeometryByID(id: string): Nullable<Geometry>;
  35763. private _getGeometryByUniqueID;
  35764. /**
  35765. * Add a new geometry to this scene
  35766. * @param geometry defines the geometry to be added to the scene.
  35767. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35768. * @return a boolean defining if the geometry was added or not
  35769. */
  35770. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35771. /**
  35772. * Removes an existing geometry
  35773. * @param geometry defines the geometry to be removed from the scene
  35774. * @return a boolean defining if the geometry was removed or not
  35775. */
  35776. removeGeometry(geometry: Geometry): boolean;
  35777. /**
  35778. * Gets the list of geometries attached to the scene
  35779. * @returns an array of Geometry
  35780. */
  35781. getGeometries(): Geometry[];
  35782. /**
  35783. * Gets the first added mesh found of a given ID
  35784. * @param id defines the id to search for
  35785. * @return the mesh found or null if not found at all
  35786. */
  35787. getMeshByID(id: string): Nullable<AbstractMesh>;
  35788. /**
  35789. * Gets a list of meshes using their id
  35790. * @param id defines the id to search for
  35791. * @returns a list of meshes
  35792. */
  35793. getMeshesByID(id: string): Array<AbstractMesh>;
  35794. /**
  35795. * Gets the first added transform node found of a given ID
  35796. * @param id defines the id to search for
  35797. * @return the found transform node or null if not found at all.
  35798. */
  35799. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35800. /**
  35801. * Gets a transform node with its auto-generated unique id
  35802. * @param uniqueId efines the unique id to search for
  35803. * @return the found transform node or null if not found at all.
  35804. */
  35805. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35806. /**
  35807. * Gets a list of transform nodes using their id
  35808. * @param id defines the id to search for
  35809. * @returns a list of transform nodes
  35810. */
  35811. getTransformNodesByID(id: string): Array<TransformNode>;
  35812. /**
  35813. * Gets a mesh with its auto-generated unique id
  35814. * @param uniqueId defines the unique id to search for
  35815. * @return the found mesh or null if not found at all.
  35816. */
  35817. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35818. /**
  35819. * Gets a the last added mesh using a given id
  35820. * @param id defines the id to search for
  35821. * @return the found mesh or null if not found at all.
  35822. */
  35823. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35824. /**
  35825. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35826. * @param id defines the id to search for
  35827. * @return the found node or null if not found at all
  35828. */
  35829. getLastEntryByID(id: string): Nullable<Node>;
  35830. /**
  35831. * Gets a node (Mesh, Camera, Light) using a given id
  35832. * @param id defines the id to search for
  35833. * @return the found node or null if not found at all
  35834. */
  35835. getNodeByID(id: string): Nullable<Node>;
  35836. /**
  35837. * Gets a node (Mesh, Camera, Light) using a given name
  35838. * @param name defines the name to search for
  35839. * @return the found node or null if not found at all.
  35840. */
  35841. getNodeByName(name: string): Nullable<Node>;
  35842. /**
  35843. * Gets a mesh using a given name
  35844. * @param name defines the name to search for
  35845. * @return the found mesh or null if not found at all.
  35846. */
  35847. getMeshByName(name: string): Nullable<AbstractMesh>;
  35848. /**
  35849. * Gets a transform node using a given name
  35850. * @param name defines the name to search for
  35851. * @return the found transform node or null if not found at all.
  35852. */
  35853. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35854. /**
  35855. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35856. * @param id defines the id to search for
  35857. * @return the found skeleton or null if not found at all.
  35858. */
  35859. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35860. /**
  35861. * Gets a skeleton using a given auto generated unique id
  35862. * @param uniqueId defines the unique id to search for
  35863. * @return the found skeleton or null if not found at all.
  35864. */
  35865. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35866. /**
  35867. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35868. * @param id defines the id to search for
  35869. * @return the found skeleton or null if not found at all.
  35870. */
  35871. getSkeletonById(id: string): Nullable<Skeleton>;
  35872. /**
  35873. * Gets a skeleton using a given name
  35874. * @param name defines the name to search for
  35875. * @return the found skeleton or null if not found at all.
  35876. */
  35877. getSkeletonByName(name: string): Nullable<Skeleton>;
  35878. /**
  35879. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35880. * @param id defines the id to search for
  35881. * @return the found morph target manager or null if not found at all.
  35882. */
  35883. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35884. /**
  35885. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35886. * @param id defines the id to search for
  35887. * @return the found morph target or null if not found at all.
  35888. */
  35889. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35890. /**
  35891. * Gets a boolean indicating if the given mesh is active
  35892. * @param mesh defines the mesh to look for
  35893. * @returns true if the mesh is in the active list
  35894. */
  35895. isActiveMesh(mesh: AbstractMesh): boolean;
  35896. /**
  35897. * Return a unique id as a string which can serve as an identifier for the scene
  35898. */
  35899. readonly uid: string;
  35900. /**
  35901. * Add an externaly attached data from its key.
  35902. * This method call will fail and return false, if such key already exists.
  35903. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35904. * @param key the unique key that identifies the data
  35905. * @param data the data object to associate to the key for this Engine instance
  35906. * @return true if no such key were already present and the data was added successfully, false otherwise
  35907. */
  35908. addExternalData<T>(key: string, data: T): boolean;
  35909. /**
  35910. * Get an externaly attached data from its key
  35911. * @param key the unique key that identifies the data
  35912. * @return the associated data, if present (can be null), or undefined if not present
  35913. */
  35914. getExternalData<T>(key: string): Nullable<T>;
  35915. /**
  35916. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35917. * @param key the unique key that identifies the data
  35918. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35919. * @return the associated data, can be null if the factory returned null.
  35920. */
  35921. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35922. /**
  35923. * Remove an externaly attached data from the Engine instance
  35924. * @param key the unique key that identifies the data
  35925. * @return true if the data was successfully removed, false if it doesn't exist
  35926. */
  35927. removeExternalData(key: string): boolean;
  35928. private _evaluateSubMesh;
  35929. /**
  35930. * Clear the processed materials smart array preventing retention point in material dispose.
  35931. */
  35932. freeProcessedMaterials(): void;
  35933. private _preventFreeActiveMeshesAndRenderingGroups;
  35934. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35935. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35936. * when disposing several meshes in a row or a hierarchy of meshes.
  35937. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35938. */
  35939. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35940. /**
  35941. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35942. */
  35943. freeActiveMeshes(): void;
  35944. /**
  35945. * Clear the info related to rendering groups preventing retention points during dispose.
  35946. */
  35947. freeRenderingGroups(): void;
  35948. /** @hidden */
  35949. _isInIntermediateRendering(): boolean;
  35950. /**
  35951. * Lambda returning the list of potentially active meshes.
  35952. */
  35953. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35954. /**
  35955. * Lambda returning the list of potentially active sub meshes.
  35956. */
  35957. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35958. /**
  35959. * Lambda returning the list of potentially intersecting sub meshes.
  35960. */
  35961. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35962. /**
  35963. * Lambda returning the list of potentially colliding sub meshes.
  35964. */
  35965. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35966. private _activeMeshesFrozen;
  35967. private _skipEvaluateActiveMeshesCompletely;
  35968. /**
  35969. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35970. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  35971. * @returns the current scene
  35972. */
  35973. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  35974. /**
  35975. * Use this function to restart evaluating active meshes on every frame
  35976. * @returns the current scene
  35977. */
  35978. unfreezeActiveMeshes(): Scene;
  35979. private _evaluateActiveMeshes;
  35980. private _activeMesh;
  35981. /**
  35982. * Update the transform matrix to update from the current active camera
  35983. * @param force defines a boolean used to force the update even if cache is up to date
  35984. */
  35985. updateTransformMatrix(force?: boolean): void;
  35986. private _bindFrameBuffer;
  35987. /** @hidden */
  35988. _allowPostProcessClearColor: boolean;
  35989. /** @hidden */
  35990. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35991. private _processSubCameras;
  35992. private _checkIntersections;
  35993. /** @hidden */
  35994. _advancePhysicsEngineStep(step: number): void;
  35995. /**
  35996. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35997. */
  35998. getDeterministicFrameTime: () => number;
  35999. /** @hidden */
  36000. _animate(): void;
  36001. /** Execute all animations (for a frame) */
  36002. animate(): void;
  36003. /**
  36004. * Render the scene
  36005. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  36006. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  36007. */
  36008. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  36009. /**
  36010. * Freeze all materials
  36011. * A frozen material will not be updatable but should be faster to render
  36012. */
  36013. freezeMaterials(): void;
  36014. /**
  36015. * Unfreeze all materials
  36016. * A frozen material will not be updatable but should be faster to render
  36017. */
  36018. unfreezeMaterials(): void;
  36019. /**
  36020. * Releases all held ressources
  36021. */
  36022. dispose(): void;
  36023. /**
  36024. * Gets if the scene is already disposed
  36025. */
  36026. readonly isDisposed: boolean;
  36027. /**
  36028. * Call this function to reduce memory footprint of the scene.
  36029. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  36030. */
  36031. clearCachedVertexData(): void;
  36032. /**
  36033. * This function will remove the local cached buffer data from texture.
  36034. * It will save memory but will prevent the texture from being rebuilt
  36035. */
  36036. cleanCachedTextureBuffer(): void;
  36037. /**
  36038. * Get the world extend vectors with an optional filter
  36039. *
  36040. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  36041. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  36042. */
  36043. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  36044. min: Vector3;
  36045. max: Vector3;
  36046. };
  36047. /**
  36048. * Creates a ray that can be used to pick in the scene
  36049. * @param x defines the x coordinate of the origin (on-screen)
  36050. * @param y defines the y coordinate of the origin (on-screen)
  36051. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  36052. * @param camera defines the camera to use for the picking
  36053. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  36054. * @returns a Ray
  36055. */
  36056. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  36057. /**
  36058. * Creates a ray that can be used to pick in the scene
  36059. * @param x defines the x coordinate of the origin (on-screen)
  36060. * @param y defines the y coordinate of the origin (on-screen)
  36061. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  36062. * @param result defines the ray where to store the picking ray
  36063. * @param camera defines the camera to use for the picking
  36064. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  36065. * @returns the current scene
  36066. */
  36067. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  36068. /**
  36069. * Creates a ray that can be used to pick in the scene
  36070. * @param x defines the x coordinate of the origin (on-screen)
  36071. * @param y defines the y coordinate of the origin (on-screen)
  36072. * @param camera defines the camera to use for the picking
  36073. * @returns a Ray
  36074. */
  36075. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  36076. /**
  36077. * Creates a ray that can be used to pick in the scene
  36078. * @param x defines the x coordinate of the origin (on-screen)
  36079. * @param y defines the y coordinate of the origin (on-screen)
  36080. * @param result defines the ray where to store the picking ray
  36081. * @param camera defines the camera to use for the picking
  36082. * @returns the current scene
  36083. */
  36084. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  36085. /** Launch a ray to try to pick a mesh in the scene
  36086. * @param x position on screen
  36087. * @param y position on screen
  36088. * @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
  36089. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  36090. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  36091. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36092. * @returns a PickingInfo
  36093. */
  36094. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  36095. /** Use the given ray to pick a mesh in the scene
  36096. * @param ray The ray to use to pick meshes
  36097. * @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
  36098. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  36099. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36100. * @returns a PickingInfo
  36101. */
  36102. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  36103. /**
  36104. * Launch a ray to try to pick a mesh in the scene
  36105. * @param x X position on screen
  36106. * @param y Y position on screen
  36107. * @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
  36108. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  36109. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36110. * @returns an array of PickingInfo
  36111. */
  36112. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36113. /**
  36114. * Launch a ray to try to pick a mesh in the scene
  36115. * @param ray Ray to use
  36116. * @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
  36117. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36118. * @returns an array of PickingInfo
  36119. */
  36120. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36121. /**
  36122. * Force the value of meshUnderPointer
  36123. * @param mesh defines the mesh to use
  36124. */
  36125. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  36126. /**
  36127. * Gets the mesh under the pointer
  36128. * @returns a Mesh or null if no mesh is under the pointer
  36129. */
  36130. getPointerOverMesh(): Nullable<AbstractMesh>;
  36131. /** @hidden */
  36132. _rebuildGeometries(): void;
  36133. /** @hidden */
  36134. _rebuildTextures(): void;
  36135. private _getByTags;
  36136. /**
  36137. * Get a list of meshes by tags
  36138. * @param tagsQuery defines the tags query to use
  36139. * @param forEach defines a predicate used to filter results
  36140. * @returns an array of Mesh
  36141. */
  36142. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  36143. /**
  36144. * Get a list of cameras by tags
  36145. * @param tagsQuery defines the tags query to use
  36146. * @param forEach defines a predicate used to filter results
  36147. * @returns an array of Camera
  36148. */
  36149. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  36150. /**
  36151. * Get a list of lights by tags
  36152. * @param tagsQuery defines the tags query to use
  36153. * @param forEach defines a predicate used to filter results
  36154. * @returns an array of Light
  36155. */
  36156. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  36157. /**
  36158. * Get a list of materials by tags
  36159. * @param tagsQuery defines the tags query to use
  36160. * @param forEach defines a predicate used to filter results
  36161. * @returns an array of Material
  36162. */
  36163. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  36164. /**
  36165. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  36166. * This allowed control for front to back rendering or reversly depending of the special needs.
  36167. *
  36168. * @param renderingGroupId The rendering group id corresponding to its index
  36169. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  36170. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  36171. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  36172. */
  36173. 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;
  36174. /**
  36175. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  36176. *
  36177. * @param renderingGroupId The rendering group id corresponding to its index
  36178. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  36179. * @param depth Automatically clears depth between groups if true and autoClear is true.
  36180. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  36181. */
  36182. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  36183. /**
  36184. * Gets the current auto clear configuration for one rendering group of the rendering
  36185. * manager.
  36186. * @param index the rendering group index to get the information for
  36187. * @returns The auto clear setup for the requested rendering group
  36188. */
  36189. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  36190. private _blockMaterialDirtyMechanism;
  36191. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  36192. blockMaterialDirtyMechanism: boolean;
  36193. /**
  36194. * Will flag all materials as dirty to trigger new shader compilation
  36195. * @param flag defines the flag used to specify which material part must be marked as dirty
  36196. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  36197. */
  36198. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  36199. /** @hidden */
  36200. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  36201. /** @hidden */
  36202. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36203. /** @hidden */
  36204. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  36205. /** @hidden */
  36206. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  36207. /** @hidden */
  36208. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  36209. /** @hidden */
  36210. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36211. }
  36212. }
  36213. declare module "babylonjs/assetContainer" {
  36214. import { AbstractScene } from "babylonjs/abstractScene";
  36215. import { Scene } from "babylonjs/scene";
  36216. import { Mesh } from "babylonjs/Meshes/mesh";
  36217. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36218. import { Skeleton } from "babylonjs/Bones/skeleton";
  36219. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36220. /**
  36221. * Set of assets to keep when moving a scene into an asset container.
  36222. */
  36223. export class KeepAssets extends AbstractScene {
  36224. }
  36225. /**
  36226. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  36227. */
  36228. export class InstantiatedEntries {
  36229. /**
  36230. * List of new root nodes (eg. nodes with no parent)
  36231. */
  36232. rootNodes: TransformNode[];
  36233. /**
  36234. * List of new skeletons
  36235. */
  36236. skeletons: Skeleton[];
  36237. /**
  36238. * List of new animation groups
  36239. */
  36240. animationGroups: AnimationGroup[];
  36241. }
  36242. /**
  36243. * Container with a set of assets that can be added or removed from a scene.
  36244. */
  36245. export class AssetContainer extends AbstractScene {
  36246. /**
  36247. * The scene the AssetContainer belongs to.
  36248. */
  36249. scene: Scene;
  36250. /**
  36251. * Instantiates an AssetContainer.
  36252. * @param scene The scene the AssetContainer belongs to.
  36253. */
  36254. constructor(scene: Scene);
  36255. /**
  36256. * Instantiate or clone all meshes and add the new ones to the scene.
  36257. * Skeletons and animation groups will all be cloned
  36258. * @param nameFunction defines an optional function used to get new names for clones
  36259. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  36260. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  36261. */
  36262. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  36263. /**
  36264. * Adds all the assets from the container to the scene.
  36265. */
  36266. addAllToScene(): void;
  36267. /**
  36268. * Removes all the assets in the container from the scene
  36269. */
  36270. removeAllFromScene(): void;
  36271. /**
  36272. * Disposes all the assets in the container
  36273. */
  36274. dispose(): void;
  36275. private _moveAssets;
  36276. /**
  36277. * Removes all the assets contained in the scene and adds them to the container.
  36278. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  36279. */
  36280. moveAllFromScene(keepAssets?: KeepAssets): void;
  36281. /**
  36282. * 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.
  36283. * @returns the root mesh
  36284. */
  36285. createRootMesh(): Mesh;
  36286. }
  36287. }
  36288. declare module "babylonjs/abstractScene" {
  36289. import { Scene } from "babylonjs/scene";
  36290. import { Nullable } from "babylonjs/types";
  36291. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36292. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36293. import { Geometry } from "babylonjs/Meshes/geometry";
  36294. import { Skeleton } from "babylonjs/Bones/skeleton";
  36295. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  36296. import { AssetContainer } from "babylonjs/assetContainer";
  36297. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  36298. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36299. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  36300. import { Material } from "babylonjs/Materials/material";
  36301. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  36302. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  36303. import { Camera } from "babylonjs/Cameras/camera";
  36304. import { Light } from "babylonjs/Lights/light";
  36305. import { Node } from "babylonjs/node";
  36306. import { Animation } from "babylonjs/Animations/animation";
  36307. /**
  36308. * Defines how the parser contract is defined.
  36309. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  36310. */
  36311. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  36312. /**
  36313. * Defines how the individual parser contract is defined.
  36314. * These parser can parse an individual asset
  36315. */
  36316. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  36317. /**
  36318. * Base class of the scene acting as a container for the different elements composing a scene.
  36319. * This class is dynamically extended by the different components of the scene increasing
  36320. * flexibility and reducing coupling
  36321. */
  36322. export abstract class AbstractScene {
  36323. /**
  36324. * Stores the list of available parsers in the application.
  36325. */
  36326. private static _BabylonFileParsers;
  36327. /**
  36328. * Stores the list of available individual parsers in the application.
  36329. */
  36330. private static _IndividualBabylonFileParsers;
  36331. /**
  36332. * Adds a parser in the list of available ones
  36333. * @param name Defines the name of the parser
  36334. * @param parser Defines the parser to add
  36335. */
  36336. static AddParser(name: string, parser: BabylonFileParser): void;
  36337. /**
  36338. * Gets a general parser from the list of avaialble ones
  36339. * @param name Defines the name of the parser
  36340. * @returns the requested parser or null
  36341. */
  36342. static GetParser(name: string): Nullable<BabylonFileParser>;
  36343. /**
  36344. * Adds n individual parser in the list of available ones
  36345. * @param name Defines the name of the parser
  36346. * @param parser Defines the parser to add
  36347. */
  36348. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  36349. /**
  36350. * Gets an individual parser from the list of avaialble ones
  36351. * @param name Defines the name of the parser
  36352. * @returns the requested parser or null
  36353. */
  36354. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  36355. /**
  36356. * Parser json data and populate both a scene and its associated container object
  36357. * @param jsonData Defines the data to parse
  36358. * @param scene Defines the scene to parse the data for
  36359. * @param container Defines the container attached to the parsing sequence
  36360. * @param rootUrl Defines the root url of the data
  36361. */
  36362. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  36363. /**
  36364. * Gets the list of root nodes (ie. nodes with no parent)
  36365. */
  36366. rootNodes: Node[];
  36367. /** All of the cameras added to this scene
  36368. * @see http://doc.babylonjs.com/babylon101/cameras
  36369. */
  36370. cameras: Camera[];
  36371. /**
  36372. * All of the lights added to this scene
  36373. * @see http://doc.babylonjs.com/babylon101/lights
  36374. */
  36375. lights: Light[];
  36376. /**
  36377. * All of the (abstract) meshes added to this scene
  36378. */
  36379. meshes: AbstractMesh[];
  36380. /**
  36381. * The list of skeletons added to the scene
  36382. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  36383. */
  36384. skeletons: Skeleton[];
  36385. /**
  36386. * All of the particle systems added to this scene
  36387. * @see http://doc.babylonjs.com/babylon101/particles
  36388. */
  36389. particleSystems: IParticleSystem[];
  36390. /**
  36391. * Gets a list of Animations associated with the scene
  36392. */
  36393. animations: Animation[];
  36394. /**
  36395. * All of the animation groups added to this scene
  36396. * @see http://doc.babylonjs.com/how_to/group
  36397. */
  36398. animationGroups: AnimationGroup[];
  36399. /**
  36400. * All of the multi-materials added to this scene
  36401. * @see http://doc.babylonjs.com/how_to/multi_materials
  36402. */
  36403. multiMaterials: MultiMaterial[];
  36404. /**
  36405. * All of the materials added to this scene
  36406. * In the context of a Scene, it is not supposed to be modified manually.
  36407. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  36408. * Note also that the order of the Material within the array is not significant and might change.
  36409. * @see http://doc.babylonjs.com/babylon101/materials
  36410. */
  36411. materials: Material[];
  36412. /**
  36413. * The list of morph target managers added to the scene
  36414. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  36415. */
  36416. morphTargetManagers: MorphTargetManager[];
  36417. /**
  36418. * The list of geometries used in the scene.
  36419. */
  36420. geometries: Geometry[];
  36421. /**
  36422. * All of the tranform nodes added to this scene
  36423. * In the context of a Scene, it is not supposed to be modified manually.
  36424. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  36425. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  36426. * @see http://doc.babylonjs.com/how_to/transformnode
  36427. */
  36428. transformNodes: TransformNode[];
  36429. /**
  36430. * ActionManagers available on the scene.
  36431. */
  36432. actionManagers: AbstractActionManager[];
  36433. /**
  36434. * Textures to keep.
  36435. */
  36436. textures: BaseTexture[];
  36437. /**
  36438. * Environment texture for the scene
  36439. */
  36440. environmentTexture: Nullable<BaseTexture>;
  36441. }
  36442. }
  36443. declare module "babylonjs/Audio/sound" {
  36444. import { Observable } from "babylonjs/Misc/observable";
  36445. import { Vector3 } from "babylonjs/Maths/math.vector";
  36446. import { Nullable } from "babylonjs/types";
  36447. import { Scene } from "babylonjs/scene";
  36448. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36449. /**
  36450. * Interface used to define options for Sound class
  36451. */
  36452. export interface ISoundOptions {
  36453. /**
  36454. * Does the sound autoplay once loaded.
  36455. */
  36456. autoplay?: boolean;
  36457. /**
  36458. * Does the sound loop after it finishes playing once.
  36459. */
  36460. loop?: boolean;
  36461. /**
  36462. * Sound's volume
  36463. */
  36464. volume?: number;
  36465. /**
  36466. * Is it a spatial sound?
  36467. */
  36468. spatialSound?: boolean;
  36469. /**
  36470. * Maximum distance to hear that sound
  36471. */
  36472. maxDistance?: number;
  36473. /**
  36474. * Uses user defined attenuation function
  36475. */
  36476. useCustomAttenuation?: boolean;
  36477. /**
  36478. * Define the roll off factor of spatial sounds.
  36479. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36480. */
  36481. rolloffFactor?: number;
  36482. /**
  36483. * Define the reference distance the sound should be heard perfectly.
  36484. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36485. */
  36486. refDistance?: number;
  36487. /**
  36488. * Define the distance attenuation model the sound will follow.
  36489. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36490. */
  36491. distanceModel?: string;
  36492. /**
  36493. * Defines the playback speed (1 by default)
  36494. */
  36495. playbackRate?: number;
  36496. /**
  36497. * Defines if the sound is from a streaming source
  36498. */
  36499. streaming?: boolean;
  36500. /**
  36501. * Defines an optional length (in seconds) inside the sound file
  36502. */
  36503. length?: number;
  36504. /**
  36505. * Defines an optional offset (in seconds) inside the sound file
  36506. */
  36507. offset?: number;
  36508. /**
  36509. * If true, URLs will not be required to state the audio file codec to use.
  36510. */
  36511. skipCodecCheck?: boolean;
  36512. }
  36513. /**
  36514. * Defines a sound that can be played in the application.
  36515. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  36516. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36517. */
  36518. export class Sound {
  36519. /**
  36520. * The name of the sound in the scene.
  36521. */
  36522. name: string;
  36523. /**
  36524. * Does the sound autoplay once loaded.
  36525. */
  36526. autoplay: boolean;
  36527. /**
  36528. * Does the sound loop after it finishes playing once.
  36529. */
  36530. loop: boolean;
  36531. /**
  36532. * Does the sound use a custom attenuation curve to simulate the falloff
  36533. * happening when the source gets further away from the camera.
  36534. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36535. */
  36536. useCustomAttenuation: boolean;
  36537. /**
  36538. * The sound track id this sound belongs to.
  36539. */
  36540. soundTrackId: number;
  36541. /**
  36542. * Is this sound currently played.
  36543. */
  36544. isPlaying: boolean;
  36545. /**
  36546. * Is this sound currently paused.
  36547. */
  36548. isPaused: boolean;
  36549. /**
  36550. * Does this sound enables spatial sound.
  36551. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36552. */
  36553. spatialSound: boolean;
  36554. /**
  36555. * Define the reference distance the sound should be heard perfectly.
  36556. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36557. */
  36558. refDistance: number;
  36559. /**
  36560. * Define the roll off factor of spatial sounds.
  36561. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36562. */
  36563. rolloffFactor: number;
  36564. /**
  36565. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  36566. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36567. */
  36568. maxDistance: number;
  36569. /**
  36570. * Define the distance attenuation model the sound will follow.
  36571. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36572. */
  36573. distanceModel: string;
  36574. /**
  36575. * @hidden
  36576. * Back Compat
  36577. **/
  36578. onended: () => any;
  36579. /**
  36580. * Observable event when the current playing sound finishes.
  36581. */
  36582. onEndedObservable: Observable<Sound>;
  36583. private _panningModel;
  36584. private _playbackRate;
  36585. private _streaming;
  36586. private _startTime;
  36587. private _startOffset;
  36588. private _position;
  36589. /** @hidden */
  36590. _positionInEmitterSpace: boolean;
  36591. private _localDirection;
  36592. private _volume;
  36593. private _isReadyToPlay;
  36594. private _isDirectional;
  36595. private _readyToPlayCallback;
  36596. private _audioBuffer;
  36597. private _soundSource;
  36598. private _streamingSource;
  36599. private _soundPanner;
  36600. private _soundGain;
  36601. private _inputAudioNode;
  36602. private _outputAudioNode;
  36603. private _coneInnerAngle;
  36604. private _coneOuterAngle;
  36605. private _coneOuterGain;
  36606. private _scene;
  36607. private _connectedTransformNode;
  36608. private _customAttenuationFunction;
  36609. private _registerFunc;
  36610. private _isOutputConnected;
  36611. private _htmlAudioElement;
  36612. private _urlType;
  36613. private _length?;
  36614. private _offset?;
  36615. /** @hidden */
  36616. static _SceneComponentInitialization: (scene: Scene) => void;
  36617. /**
  36618. * Create a sound and attach it to a scene
  36619. * @param name Name of your sound
  36620. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  36621. * @param scene defines the scene the sound belongs to
  36622. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  36623. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  36624. */
  36625. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  36626. /**
  36627. * Release the sound and its associated resources
  36628. */
  36629. dispose(): void;
  36630. /**
  36631. * Gets if the sounds is ready to be played or not.
  36632. * @returns true if ready, otherwise false
  36633. */
  36634. isReady(): boolean;
  36635. private _soundLoaded;
  36636. /**
  36637. * Sets the data of the sound from an audiobuffer
  36638. * @param audioBuffer The audioBuffer containing the data
  36639. */
  36640. setAudioBuffer(audioBuffer: AudioBuffer): void;
  36641. /**
  36642. * Updates the current sounds options such as maxdistance, loop...
  36643. * @param options A JSON object containing values named as the object properties
  36644. */
  36645. updateOptions(options: ISoundOptions): void;
  36646. private _createSpatialParameters;
  36647. private _updateSpatialParameters;
  36648. /**
  36649. * Switch the panning model to HRTF:
  36650. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36651. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36652. */
  36653. switchPanningModelToHRTF(): void;
  36654. /**
  36655. * Switch the panning model to Equal Power:
  36656. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36657. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36658. */
  36659. switchPanningModelToEqualPower(): void;
  36660. private _switchPanningModel;
  36661. /**
  36662. * Connect this sound to a sound track audio node like gain...
  36663. * @param soundTrackAudioNode the sound track audio node to connect to
  36664. */
  36665. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  36666. /**
  36667. * Transform this sound into a directional source
  36668. * @param coneInnerAngle Size of the inner cone in degree
  36669. * @param coneOuterAngle Size of the outer cone in degree
  36670. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  36671. */
  36672. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  36673. /**
  36674. * Gets or sets the inner angle for the directional cone.
  36675. */
  36676. /**
  36677. * Gets or sets the inner angle for the directional cone.
  36678. */
  36679. directionalConeInnerAngle: number;
  36680. /**
  36681. * Gets or sets the outer angle for the directional cone.
  36682. */
  36683. /**
  36684. * Gets or sets the outer angle for the directional cone.
  36685. */
  36686. directionalConeOuterAngle: number;
  36687. /**
  36688. * Sets the position of the emitter if spatial sound is enabled
  36689. * @param newPosition Defines the new posisiton
  36690. */
  36691. setPosition(newPosition: Vector3): void;
  36692. /**
  36693. * Sets the local direction of the emitter if spatial sound is enabled
  36694. * @param newLocalDirection Defines the new local direction
  36695. */
  36696. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  36697. private _updateDirection;
  36698. /** @hidden */
  36699. updateDistanceFromListener(): void;
  36700. /**
  36701. * Sets a new custom attenuation function for the sound.
  36702. * @param callback Defines the function used for the attenuation
  36703. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36704. */
  36705. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  36706. /**
  36707. * Play the sound
  36708. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  36709. * @param offset (optional) Start the sound at a specific time in seconds
  36710. * @param length (optional) Sound duration (in seconds)
  36711. */
  36712. play(time?: number, offset?: number, length?: number): void;
  36713. private _onended;
  36714. /**
  36715. * Stop the sound
  36716. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  36717. */
  36718. stop(time?: number): void;
  36719. /**
  36720. * Put the sound in pause
  36721. */
  36722. pause(): void;
  36723. /**
  36724. * Sets a dedicated volume for this sounds
  36725. * @param newVolume Define the new volume of the sound
  36726. * @param time Define time for gradual change to new volume
  36727. */
  36728. setVolume(newVolume: number, time?: number): void;
  36729. /**
  36730. * Set the sound play back rate
  36731. * @param newPlaybackRate Define the playback rate the sound should be played at
  36732. */
  36733. setPlaybackRate(newPlaybackRate: number): void;
  36734. /**
  36735. * Gets the volume of the sound.
  36736. * @returns the volume of the sound
  36737. */
  36738. getVolume(): number;
  36739. /**
  36740. * Attach the sound to a dedicated mesh
  36741. * @param transformNode The transform node to connect the sound with
  36742. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36743. */
  36744. attachToMesh(transformNode: TransformNode): void;
  36745. /**
  36746. * Detach the sound from the previously attached mesh
  36747. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36748. */
  36749. detachFromMesh(): void;
  36750. private _onRegisterAfterWorldMatrixUpdate;
  36751. /**
  36752. * Clone the current sound in the scene.
  36753. * @returns the new sound clone
  36754. */
  36755. clone(): Nullable<Sound>;
  36756. /**
  36757. * Gets the current underlying audio buffer containing the data
  36758. * @returns the audio buffer
  36759. */
  36760. getAudioBuffer(): Nullable<AudioBuffer>;
  36761. /**
  36762. * Serializes the Sound in a JSON representation
  36763. * @returns the JSON representation of the sound
  36764. */
  36765. serialize(): any;
  36766. /**
  36767. * Parse a JSON representation of a sound to innstantiate in a given scene
  36768. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36769. * @param scene Define the scene the new parsed sound should be created in
  36770. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36771. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36772. * @returns the newly parsed sound
  36773. */
  36774. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36775. }
  36776. }
  36777. declare module "babylonjs/Actions/directAudioActions" {
  36778. import { Action } from "babylonjs/Actions/action";
  36779. import { Condition } from "babylonjs/Actions/condition";
  36780. import { Sound } from "babylonjs/Audio/sound";
  36781. /**
  36782. * This defines an action helpful to play a defined sound on a triggered action.
  36783. */
  36784. export class PlaySoundAction extends Action {
  36785. private _sound;
  36786. /**
  36787. * Instantiate the action
  36788. * @param triggerOptions defines the trigger options
  36789. * @param sound defines the sound to play
  36790. * @param condition defines the trigger related conditions
  36791. */
  36792. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36793. /** @hidden */
  36794. _prepare(): void;
  36795. /**
  36796. * Execute the action and play the sound.
  36797. */
  36798. execute(): void;
  36799. /**
  36800. * Serializes the actions and its related information.
  36801. * @param parent defines the object to serialize in
  36802. * @returns the serialized object
  36803. */
  36804. serialize(parent: any): any;
  36805. }
  36806. /**
  36807. * This defines an action helpful to stop a defined sound on a triggered action.
  36808. */
  36809. export class StopSoundAction extends Action {
  36810. private _sound;
  36811. /**
  36812. * Instantiate the action
  36813. * @param triggerOptions defines the trigger options
  36814. * @param sound defines the sound to stop
  36815. * @param condition defines the trigger related conditions
  36816. */
  36817. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36818. /** @hidden */
  36819. _prepare(): void;
  36820. /**
  36821. * Execute the action and stop the sound.
  36822. */
  36823. execute(): void;
  36824. /**
  36825. * Serializes the actions and its related information.
  36826. * @param parent defines the object to serialize in
  36827. * @returns the serialized object
  36828. */
  36829. serialize(parent: any): any;
  36830. }
  36831. }
  36832. declare module "babylonjs/Actions/interpolateValueAction" {
  36833. import { Action } from "babylonjs/Actions/action";
  36834. import { Condition } from "babylonjs/Actions/condition";
  36835. import { Observable } from "babylonjs/Misc/observable";
  36836. /**
  36837. * This defines an action responsible to change the value of a property
  36838. * by interpolating between its current value and the newly set one once triggered.
  36839. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36840. */
  36841. export class InterpolateValueAction extends Action {
  36842. /**
  36843. * Defines the path of the property where the value should be interpolated
  36844. */
  36845. propertyPath: string;
  36846. /**
  36847. * Defines the target value at the end of the interpolation.
  36848. */
  36849. value: any;
  36850. /**
  36851. * Defines the time it will take for the property to interpolate to the value.
  36852. */
  36853. duration: number;
  36854. /**
  36855. * Defines if the other scene animations should be stopped when the action has been triggered
  36856. */
  36857. stopOtherAnimations?: boolean;
  36858. /**
  36859. * Defines a callback raised once the interpolation animation has been done.
  36860. */
  36861. onInterpolationDone?: () => void;
  36862. /**
  36863. * Observable triggered once the interpolation animation has been done.
  36864. */
  36865. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36866. private _target;
  36867. private _effectiveTarget;
  36868. private _property;
  36869. /**
  36870. * Instantiate the action
  36871. * @param triggerOptions defines the trigger options
  36872. * @param target defines the object containing the value to interpolate
  36873. * @param propertyPath defines the path to the property in the target object
  36874. * @param value defines the target value at the end of the interpolation
  36875. * @param duration deines the time it will take for the property to interpolate to the value.
  36876. * @param condition defines the trigger related conditions
  36877. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36878. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36879. */
  36880. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36881. /** @hidden */
  36882. _prepare(): void;
  36883. /**
  36884. * Execute the action starts the value interpolation.
  36885. */
  36886. execute(): void;
  36887. /**
  36888. * Serializes the actions and its related information.
  36889. * @param parent defines the object to serialize in
  36890. * @returns the serialized object
  36891. */
  36892. serialize(parent: any): any;
  36893. }
  36894. }
  36895. declare module "babylonjs/Actions/index" {
  36896. export * from "babylonjs/Actions/abstractActionManager";
  36897. export * from "babylonjs/Actions/action";
  36898. export * from "babylonjs/Actions/actionEvent";
  36899. export * from "babylonjs/Actions/actionManager";
  36900. export * from "babylonjs/Actions/condition";
  36901. export * from "babylonjs/Actions/directActions";
  36902. export * from "babylonjs/Actions/directAudioActions";
  36903. export * from "babylonjs/Actions/interpolateValueAction";
  36904. }
  36905. declare module "babylonjs/Animations/index" {
  36906. export * from "babylonjs/Animations/animatable";
  36907. export * from "babylonjs/Animations/animation";
  36908. export * from "babylonjs/Animations/animationGroup";
  36909. export * from "babylonjs/Animations/animationPropertiesOverride";
  36910. export * from "babylonjs/Animations/easing";
  36911. export * from "babylonjs/Animations/runtimeAnimation";
  36912. export * from "babylonjs/Animations/animationEvent";
  36913. export * from "babylonjs/Animations/animationGroup";
  36914. export * from "babylonjs/Animations/animationKey";
  36915. export * from "babylonjs/Animations/animationRange";
  36916. export * from "babylonjs/Animations/animatable.interface";
  36917. }
  36918. declare module "babylonjs/Audio/soundTrack" {
  36919. import { Sound } from "babylonjs/Audio/sound";
  36920. import { Analyser } from "babylonjs/Audio/analyser";
  36921. import { Scene } from "babylonjs/scene";
  36922. /**
  36923. * Options allowed during the creation of a sound track.
  36924. */
  36925. export interface ISoundTrackOptions {
  36926. /**
  36927. * The volume the sound track should take during creation
  36928. */
  36929. volume?: number;
  36930. /**
  36931. * Define if the sound track is the main sound track of the scene
  36932. */
  36933. mainTrack?: boolean;
  36934. }
  36935. /**
  36936. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36937. * It will be also used in a future release to apply effects on a specific track.
  36938. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36939. */
  36940. export class SoundTrack {
  36941. /**
  36942. * The unique identifier of the sound track in the scene.
  36943. */
  36944. id: number;
  36945. /**
  36946. * The list of sounds included in the sound track.
  36947. */
  36948. soundCollection: Array<Sound>;
  36949. private _outputAudioNode;
  36950. private _scene;
  36951. private _connectedAnalyser;
  36952. private _options;
  36953. private _isInitialized;
  36954. /**
  36955. * Creates a new sound track.
  36956. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36957. * @param scene Define the scene the sound track belongs to
  36958. * @param options
  36959. */
  36960. constructor(scene: Scene, options?: ISoundTrackOptions);
  36961. private _initializeSoundTrackAudioGraph;
  36962. /**
  36963. * Release the sound track and its associated resources
  36964. */
  36965. dispose(): void;
  36966. /**
  36967. * Adds a sound to this sound track
  36968. * @param sound define the cound to add
  36969. * @ignoreNaming
  36970. */
  36971. AddSound(sound: Sound): void;
  36972. /**
  36973. * Removes a sound to this sound track
  36974. * @param sound define the cound to remove
  36975. * @ignoreNaming
  36976. */
  36977. RemoveSound(sound: Sound): void;
  36978. /**
  36979. * Set a global volume for the full sound track.
  36980. * @param newVolume Define the new volume of the sound track
  36981. */
  36982. setVolume(newVolume: number): void;
  36983. /**
  36984. * Switch the panning model to HRTF:
  36985. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36986. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36987. */
  36988. switchPanningModelToHRTF(): void;
  36989. /**
  36990. * Switch the panning model to Equal Power:
  36991. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36992. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36993. */
  36994. switchPanningModelToEqualPower(): void;
  36995. /**
  36996. * Connect the sound track to an audio analyser allowing some amazing
  36997. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36998. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36999. * @param analyser The analyser to connect to the engine
  37000. */
  37001. connectToAnalyser(analyser: Analyser): void;
  37002. }
  37003. }
  37004. declare module "babylonjs/Audio/audioSceneComponent" {
  37005. import { Sound } from "babylonjs/Audio/sound";
  37006. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  37007. import { Nullable } from "babylonjs/types";
  37008. import { Vector3 } from "babylonjs/Maths/math.vector";
  37009. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  37010. import { Scene } from "babylonjs/scene";
  37011. import { AbstractScene } from "babylonjs/abstractScene";
  37012. import "babylonjs/Audio/audioEngine";
  37013. module "babylonjs/abstractScene" {
  37014. interface AbstractScene {
  37015. /**
  37016. * The list of sounds used in the scene.
  37017. */
  37018. sounds: Nullable<Array<Sound>>;
  37019. }
  37020. }
  37021. module "babylonjs/scene" {
  37022. interface Scene {
  37023. /**
  37024. * @hidden
  37025. * Backing field
  37026. */
  37027. _mainSoundTrack: SoundTrack;
  37028. /**
  37029. * The main sound track played by the scene.
  37030. * It cotains your primary collection of sounds.
  37031. */
  37032. mainSoundTrack: SoundTrack;
  37033. /**
  37034. * The list of sound tracks added to the scene
  37035. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37036. */
  37037. soundTracks: Nullable<Array<SoundTrack>>;
  37038. /**
  37039. * Gets a sound using a given name
  37040. * @param name defines the name to search for
  37041. * @return the found sound or null if not found at all.
  37042. */
  37043. getSoundByName(name: string): Nullable<Sound>;
  37044. /**
  37045. * Gets or sets if audio support is enabled
  37046. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37047. */
  37048. audioEnabled: boolean;
  37049. /**
  37050. * Gets or sets if audio will be output to headphones
  37051. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37052. */
  37053. headphone: boolean;
  37054. /**
  37055. * Gets or sets custom audio listener position provider
  37056. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37057. */
  37058. audioListenerPositionProvider: Nullable<() => Vector3>;
  37059. /**
  37060. * Gets or sets a refresh rate when using 3D audio positioning
  37061. */
  37062. audioPositioningRefreshRate: number;
  37063. }
  37064. }
  37065. /**
  37066. * Defines the sound scene component responsible to manage any sounds
  37067. * in a given scene.
  37068. */
  37069. export class AudioSceneComponent implements ISceneSerializableComponent {
  37070. /**
  37071. * The component name helpfull to identify the component in the list of scene components.
  37072. */
  37073. readonly name: string;
  37074. /**
  37075. * The scene the component belongs to.
  37076. */
  37077. scene: Scene;
  37078. private _audioEnabled;
  37079. /**
  37080. * Gets whether audio is enabled or not.
  37081. * Please use related enable/disable method to switch state.
  37082. */
  37083. readonly audioEnabled: boolean;
  37084. private _headphone;
  37085. /**
  37086. * Gets whether audio is outputing to headphone or not.
  37087. * Please use the according Switch methods to change output.
  37088. */
  37089. readonly headphone: boolean;
  37090. /**
  37091. * Gets or sets a refresh rate when using 3D audio positioning
  37092. */
  37093. audioPositioningRefreshRate: number;
  37094. private _audioListenerPositionProvider;
  37095. /**
  37096. * Gets the current audio listener position provider
  37097. */
  37098. /**
  37099. * Sets a custom listener position for all sounds in the scene
  37100. * By default, this is the position of the first active camera
  37101. */
  37102. audioListenerPositionProvider: Nullable<() => Vector3>;
  37103. /**
  37104. * Creates a new instance of the component for the given scene
  37105. * @param scene Defines the scene to register the component in
  37106. */
  37107. constructor(scene: Scene);
  37108. /**
  37109. * Registers the component in a given scene
  37110. */
  37111. register(): void;
  37112. /**
  37113. * Rebuilds the elements related to this component in case of
  37114. * context lost for instance.
  37115. */
  37116. rebuild(): void;
  37117. /**
  37118. * Serializes the component data to the specified json object
  37119. * @param serializationObject The object to serialize to
  37120. */
  37121. serialize(serializationObject: any): void;
  37122. /**
  37123. * Adds all the elements from the container to the scene
  37124. * @param container the container holding the elements
  37125. */
  37126. addFromContainer(container: AbstractScene): void;
  37127. /**
  37128. * Removes all the elements in the container from the scene
  37129. * @param container contains the elements to remove
  37130. * @param dispose if the removed element should be disposed (default: false)
  37131. */
  37132. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  37133. /**
  37134. * Disposes the component and the associated ressources.
  37135. */
  37136. dispose(): void;
  37137. /**
  37138. * Disables audio in the associated scene.
  37139. */
  37140. disableAudio(): void;
  37141. /**
  37142. * Enables audio in the associated scene.
  37143. */
  37144. enableAudio(): void;
  37145. /**
  37146. * Switch audio to headphone output.
  37147. */
  37148. switchAudioModeForHeadphones(): void;
  37149. /**
  37150. * Switch audio to normal speakers.
  37151. */
  37152. switchAudioModeForNormalSpeakers(): void;
  37153. private _cachedCameraDirection;
  37154. private _cachedCameraPosition;
  37155. private _lastCheck;
  37156. private _afterRender;
  37157. }
  37158. }
  37159. declare module "babylonjs/Audio/weightedsound" {
  37160. import { Sound } from "babylonjs/Audio/sound";
  37161. /**
  37162. * Wraps one or more Sound objects and selects one with random weight for playback.
  37163. */
  37164. export class WeightedSound {
  37165. /** When true a Sound will be selected and played when the current playing Sound completes. */
  37166. loop: boolean;
  37167. private _coneInnerAngle;
  37168. private _coneOuterAngle;
  37169. private _volume;
  37170. /** A Sound is currently playing. */
  37171. isPlaying: boolean;
  37172. /** A Sound is currently paused. */
  37173. isPaused: boolean;
  37174. private _sounds;
  37175. private _weights;
  37176. private _currentIndex?;
  37177. /**
  37178. * Creates a new WeightedSound from the list of sounds given.
  37179. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  37180. * @param sounds Array of Sounds that will be selected from.
  37181. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  37182. */
  37183. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  37184. /**
  37185. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  37186. */
  37187. /**
  37188. * The size of cone in degress for a directional sound in which there will be no attenuation.
  37189. */
  37190. directionalConeInnerAngle: number;
  37191. /**
  37192. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37193. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37194. */
  37195. /**
  37196. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37197. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37198. */
  37199. directionalConeOuterAngle: number;
  37200. /**
  37201. * Playback volume.
  37202. */
  37203. /**
  37204. * Playback volume.
  37205. */
  37206. volume: number;
  37207. private _onended;
  37208. /**
  37209. * Suspend playback
  37210. */
  37211. pause(): void;
  37212. /**
  37213. * Stop playback
  37214. */
  37215. stop(): void;
  37216. /**
  37217. * Start playback.
  37218. * @param startOffset Position the clip head at a specific time in seconds.
  37219. */
  37220. play(startOffset?: number): void;
  37221. }
  37222. }
  37223. declare module "babylonjs/Audio/index" {
  37224. export * from "babylonjs/Audio/analyser";
  37225. export * from "babylonjs/Audio/audioEngine";
  37226. export * from "babylonjs/Audio/audioSceneComponent";
  37227. export * from "babylonjs/Audio/sound";
  37228. export * from "babylonjs/Audio/soundTrack";
  37229. export * from "babylonjs/Audio/weightedsound";
  37230. }
  37231. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  37232. import { Behavior } from "babylonjs/Behaviors/behavior";
  37233. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37234. import { BackEase } from "babylonjs/Animations/easing";
  37235. /**
  37236. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  37237. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37238. */
  37239. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  37240. /**
  37241. * Gets the name of the behavior.
  37242. */
  37243. readonly name: string;
  37244. /**
  37245. * The easing function used by animations
  37246. */
  37247. static EasingFunction: BackEase;
  37248. /**
  37249. * The easing mode used by animations
  37250. */
  37251. static EasingMode: number;
  37252. /**
  37253. * The duration of the animation, in milliseconds
  37254. */
  37255. transitionDuration: number;
  37256. /**
  37257. * Length of the distance animated by the transition when lower radius is reached
  37258. */
  37259. lowerRadiusTransitionRange: number;
  37260. /**
  37261. * Length of the distance animated by the transition when upper radius is reached
  37262. */
  37263. upperRadiusTransitionRange: number;
  37264. private _autoTransitionRange;
  37265. /**
  37266. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37267. */
  37268. /**
  37269. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37270. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  37271. */
  37272. autoTransitionRange: boolean;
  37273. private _attachedCamera;
  37274. private _onAfterCheckInputsObserver;
  37275. private _onMeshTargetChangedObserver;
  37276. /**
  37277. * Initializes the behavior.
  37278. */
  37279. init(): void;
  37280. /**
  37281. * Attaches the behavior to its arc rotate camera.
  37282. * @param camera Defines the camera to attach the behavior to
  37283. */
  37284. attach(camera: ArcRotateCamera): void;
  37285. /**
  37286. * Detaches the behavior from its current arc rotate camera.
  37287. */
  37288. detach(): void;
  37289. private _radiusIsAnimating;
  37290. private _radiusBounceTransition;
  37291. private _animatables;
  37292. private _cachedWheelPrecision;
  37293. /**
  37294. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  37295. * @param radiusLimit The limit to check against.
  37296. * @return Bool to indicate if at limit.
  37297. */
  37298. private _isRadiusAtLimit;
  37299. /**
  37300. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  37301. * @param radiusDelta The delta by which to animate to. Can be negative.
  37302. */
  37303. private _applyBoundRadiusAnimation;
  37304. /**
  37305. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  37306. */
  37307. protected _clearAnimationLocks(): void;
  37308. /**
  37309. * Stops and removes all animations that have been applied to the camera
  37310. */
  37311. stopAllAnimations(): void;
  37312. }
  37313. }
  37314. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  37315. import { Behavior } from "babylonjs/Behaviors/behavior";
  37316. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37317. import { ExponentialEase } from "babylonjs/Animations/easing";
  37318. import { Nullable } from "babylonjs/types";
  37319. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37320. import { Vector3 } from "babylonjs/Maths/math.vector";
  37321. /**
  37322. * 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.
  37323. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37324. */
  37325. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  37326. /**
  37327. * Gets the name of the behavior.
  37328. */
  37329. readonly name: string;
  37330. private _mode;
  37331. private _radiusScale;
  37332. private _positionScale;
  37333. private _defaultElevation;
  37334. private _elevationReturnTime;
  37335. private _elevationReturnWaitTime;
  37336. private _zoomStopsAnimation;
  37337. private _framingTime;
  37338. /**
  37339. * The easing function used by animations
  37340. */
  37341. static EasingFunction: ExponentialEase;
  37342. /**
  37343. * The easing mode used by animations
  37344. */
  37345. static EasingMode: number;
  37346. /**
  37347. * Sets the current mode used by the behavior
  37348. */
  37349. /**
  37350. * Gets current mode used by the behavior.
  37351. */
  37352. mode: number;
  37353. /**
  37354. * Sets the scale applied to the radius (1 by default)
  37355. */
  37356. /**
  37357. * Gets the scale applied to the radius
  37358. */
  37359. radiusScale: number;
  37360. /**
  37361. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37362. */
  37363. /**
  37364. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37365. */
  37366. positionScale: number;
  37367. /**
  37368. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37369. * behaviour is triggered, in radians.
  37370. */
  37371. /**
  37372. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37373. * behaviour is triggered, in radians.
  37374. */
  37375. defaultElevation: number;
  37376. /**
  37377. * Sets the time (in milliseconds) taken to return to the default beta position.
  37378. * Negative value indicates camera should not return to default.
  37379. */
  37380. /**
  37381. * Gets the time (in milliseconds) taken to return to the default beta position.
  37382. * Negative value indicates camera should not return to default.
  37383. */
  37384. elevationReturnTime: number;
  37385. /**
  37386. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37387. */
  37388. /**
  37389. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37390. */
  37391. elevationReturnWaitTime: number;
  37392. /**
  37393. * Sets the flag that indicates if user zooming should stop animation.
  37394. */
  37395. /**
  37396. * Gets the flag that indicates if user zooming should stop animation.
  37397. */
  37398. zoomStopsAnimation: boolean;
  37399. /**
  37400. * Sets the transition time when framing the mesh, in milliseconds
  37401. */
  37402. /**
  37403. * Gets the transition time when framing the mesh, in milliseconds
  37404. */
  37405. framingTime: number;
  37406. /**
  37407. * Define if the behavior should automatically change the configured
  37408. * camera limits and sensibilities.
  37409. */
  37410. autoCorrectCameraLimitsAndSensibility: boolean;
  37411. private _onPrePointerObservableObserver;
  37412. private _onAfterCheckInputsObserver;
  37413. private _onMeshTargetChangedObserver;
  37414. private _attachedCamera;
  37415. private _isPointerDown;
  37416. private _lastInteractionTime;
  37417. /**
  37418. * Initializes the behavior.
  37419. */
  37420. init(): void;
  37421. /**
  37422. * Attaches the behavior to its arc rotate camera.
  37423. * @param camera Defines the camera to attach the behavior to
  37424. */
  37425. attach(camera: ArcRotateCamera): void;
  37426. /**
  37427. * Detaches the behavior from its current arc rotate camera.
  37428. */
  37429. detach(): void;
  37430. private _animatables;
  37431. private _betaIsAnimating;
  37432. private _betaTransition;
  37433. private _radiusTransition;
  37434. private _vectorTransition;
  37435. /**
  37436. * Targets the given mesh and updates zoom level accordingly.
  37437. * @param mesh The mesh to target.
  37438. * @param radius Optional. If a cached radius position already exists, overrides default.
  37439. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37440. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37441. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37442. */
  37443. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37444. /**
  37445. * Targets the given mesh with its children and updates zoom level accordingly.
  37446. * @param mesh The mesh to target.
  37447. * @param radius Optional. If a cached radius position already exists, overrides default.
  37448. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37449. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37450. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37451. */
  37452. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37453. /**
  37454. * Targets the given meshes with their children and updates zoom level accordingly.
  37455. * @param meshes The mesh to target.
  37456. * @param radius Optional. If a cached radius position already exists, overrides default.
  37457. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37458. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37459. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37460. */
  37461. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37462. /**
  37463. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  37464. * @param minimumWorld Determines the smaller position of the bounding box extend
  37465. * @param maximumWorld Determines the bigger position of the bounding box extend
  37466. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37467. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37468. */
  37469. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37470. /**
  37471. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  37472. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  37473. * frustum width.
  37474. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  37475. * to fully enclose the mesh in the viewing frustum.
  37476. */
  37477. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  37478. /**
  37479. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  37480. * is automatically returned to its default position (expected to be above ground plane).
  37481. */
  37482. private _maintainCameraAboveGround;
  37483. /**
  37484. * Returns the frustum slope based on the canvas ratio and camera FOV
  37485. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  37486. */
  37487. private _getFrustumSlope;
  37488. /**
  37489. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  37490. */
  37491. private _clearAnimationLocks;
  37492. /**
  37493. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37494. */
  37495. private _applyUserInteraction;
  37496. /**
  37497. * Stops and removes all animations that have been applied to the camera
  37498. */
  37499. stopAllAnimations(): void;
  37500. /**
  37501. * Gets a value indicating if the user is moving the camera
  37502. */
  37503. readonly isUserIsMoving: boolean;
  37504. /**
  37505. * The camera can move all the way towards the mesh.
  37506. */
  37507. static IgnoreBoundsSizeMode: number;
  37508. /**
  37509. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  37510. */
  37511. static FitFrustumSidesMode: number;
  37512. }
  37513. }
  37514. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  37515. import { Nullable } from "babylonjs/types";
  37516. import { Camera } from "babylonjs/Cameras/camera";
  37517. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37518. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37519. /**
  37520. * Base class for Camera Pointer Inputs.
  37521. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  37522. * for example usage.
  37523. */
  37524. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  37525. /**
  37526. * Defines the camera the input is attached to.
  37527. */
  37528. abstract camera: Camera;
  37529. /**
  37530. * Whether keyboard modifier keys are pressed at time of last mouse event.
  37531. */
  37532. protected _altKey: boolean;
  37533. protected _ctrlKey: boolean;
  37534. protected _metaKey: boolean;
  37535. protected _shiftKey: boolean;
  37536. /**
  37537. * Which mouse buttons were pressed at time of last mouse event.
  37538. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  37539. */
  37540. protected _buttonsPressed: number;
  37541. /**
  37542. * Defines the buttons associated with the input to handle camera move.
  37543. */
  37544. buttons: number[];
  37545. /**
  37546. * Attach the input controls to a specific dom element to get the input from.
  37547. * @param element Defines the element the controls should be listened from
  37548. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37549. */
  37550. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37551. /**
  37552. * Detach the current controls from the specified dom element.
  37553. * @param element Defines the element to stop listening the inputs from
  37554. */
  37555. detachControl(element: Nullable<HTMLElement>): void;
  37556. /**
  37557. * Gets the class name of the current input.
  37558. * @returns the class name
  37559. */
  37560. getClassName(): string;
  37561. /**
  37562. * Get the friendly name associated with the input class.
  37563. * @returns the input friendly name
  37564. */
  37565. getSimpleName(): string;
  37566. /**
  37567. * Called on pointer POINTERDOUBLETAP event.
  37568. * Override this method to provide functionality on POINTERDOUBLETAP event.
  37569. */
  37570. protected onDoubleTap(type: string): void;
  37571. /**
  37572. * Called on pointer POINTERMOVE event if only a single touch is active.
  37573. * Override this method to provide functionality.
  37574. */
  37575. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37576. /**
  37577. * Called on pointer POINTERMOVE event if multiple touches are active.
  37578. * Override this method to provide functionality.
  37579. */
  37580. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37581. /**
  37582. * Called on JS contextmenu event.
  37583. * Override this method to provide functionality.
  37584. */
  37585. protected onContextMenu(evt: PointerEvent): void;
  37586. /**
  37587. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37588. * press.
  37589. * Override this method to provide functionality.
  37590. */
  37591. protected onButtonDown(evt: PointerEvent): void;
  37592. /**
  37593. * Called each time a new POINTERUP event occurs. Ie, for each button
  37594. * release.
  37595. * Override this method to provide functionality.
  37596. */
  37597. protected onButtonUp(evt: PointerEvent): void;
  37598. /**
  37599. * Called when window becomes inactive.
  37600. * Override this method to provide functionality.
  37601. */
  37602. protected onLostFocus(): void;
  37603. private _pointerInput;
  37604. private _observer;
  37605. private _onLostFocus;
  37606. private pointA;
  37607. private pointB;
  37608. }
  37609. }
  37610. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  37611. import { Nullable } from "babylonjs/types";
  37612. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37613. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  37614. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37615. /**
  37616. * Manage the pointers inputs to control an arc rotate camera.
  37617. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37618. */
  37619. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  37620. /**
  37621. * Defines the camera the input is attached to.
  37622. */
  37623. camera: ArcRotateCamera;
  37624. /**
  37625. * Gets the class name of the current input.
  37626. * @returns the class name
  37627. */
  37628. getClassName(): string;
  37629. /**
  37630. * Defines the buttons associated with the input to handle camera move.
  37631. */
  37632. buttons: number[];
  37633. /**
  37634. * Defines the pointer angular sensibility along the X axis or how fast is
  37635. * the camera rotating.
  37636. */
  37637. angularSensibilityX: number;
  37638. /**
  37639. * Defines the pointer angular sensibility along the Y axis or how fast is
  37640. * the camera rotating.
  37641. */
  37642. angularSensibilityY: number;
  37643. /**
  37644. * Defines the pointer pinch precision or how fast is the camera zooming.
  37645. */
  37646. pinchPrecision: number;
  37647. /**
  37648. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37649. * from 0.
  37650. * It defines the percentage of current camera.radius to use as delta when
  37651. * pinch zoom is used.
  37652. */
  37653. pinchDeltaPercentage: number;
  37654. /**
  37655. * Defines the pointer panning sensibility or how fast is the camera moving.
  37656. */
  37657. panningSensibility: number;
  37658. /**
  37659. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  37660. */
  37661. multiTouchPanning: boolean;
  37662. /**
  37663. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  37664. * zoom (pinch) through multitouch.
  37665. */
  37666. multiTouchPanAndZoom: boolean;
  37667. /**
  37668. * Revers pinch action direction.
  37669. */
  37670. pinchInwards: boolean;
  37671. private _isPanClick;
  37672. private _twoFingerActivityCount;
  37673. private _isPinching;
  37674. /**
  37675. * Called on pointer POINTERMOVE event if only a single touch is active.
  37676. */
  37677. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37678. /**
  37679. * Called on pointer POINTERDOUBLETAP event.
  37680. */
  37681. protected onDoubleTap(type: string): void;
  37682. /**
  37683. * Called on pointer POINTERMOVE event if multiple touches are active.
  37684. */
  37685. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37686. /**
  37687. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37688. * press.
  37689. */
  37690. protected onButtonDown(evt: PointerEvent): void;
  37691. /**
  37692. * Called each time a new POINTERUP event occurs. Ie, for each button
  37693. * release.
  37694. */
  37695. protected onButtonUp(evt: PointerEvent): void;
  37696. /**
  37697. * Called when window becomes inactive.
  37698. */
  37699. protected onLostFocus(): void;
  37700. }
  37701. }
  37702. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  37703. import { Nullable } from "babylonjs/types";
  37704. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37705. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37706. /**
  37707. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  37708. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37709. */
  37710. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  37711. /**
  37712. * Defines the camera the input is attached to.
  37713. */
  37714. camera: ArcRotateCamera;
  37715. /**
  37716. * Defines the list of key codes associated with the up action (increase alpha)
  37717. */
  37718. keysUp: number[];
  37719. /**
  37720. * Defines the list of key codes associated with the down action (decrease alpha)
  37721. */
  37722. keysDown: number[];
  37723. /**
  37724. * Defines the list of key codes associated with the left action (increase beta)
  37725. */
  37726. keysLeft: number[];
  37727. /**
  37728. * Defines the list of key codes associated with the right action (decrease beta)
  37729. */
  37730. keysRight: number[];
  37731. /**
  37732. * Defines the list of key codes associated with the reset action.
  37733. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  37734. */
  37735. keysReset: number[];
  37736. /**
  37737. * Defines the panning sensibility of the inputs.
  37738. * (How fast is the camera paning)
  37739. */
  37740. panningSensibility: number;
  37741. /**
  37742. * Defines the zooming sensibility of the inputs.
  37743. * (How fast is the camera zooming)
  37744. */
  37745. zoomingSensibility: number;
  37746. /**
  37747. * Defines wether maintaining the alt key down switch the movement mode from
  37748. * orientation to zoom.
  37749. */
  37750. useAltToZoom: boolean;
  37751. /**
  37752. * Rotation speed of the camera
  37753. */
  37754. angularSpeed: number;
  37755. private _keys;
  37756. private _ctrlPressed;
  37757. private _altPressed;
  37758. private _onCanvasBlurObserver;
  37759. private _onKeyboardObserver;
  37760. private _engine;
  37761. private _scene;
  37762. /**
  37763. * Attach the input controls to a specific dom element to get the input from.
  37764. * @param element Defines the element the controls should be listened from
  37765. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37766. */
  37767. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37768. /**
  37769. * Detach the current controls from the specified dom element.
  37770. * @param element Defines the element to stop listening the inputs from
  37771. */
  37772. detachControl(element: Nullable<HTMLElement>): void;
  37773. /**
  37774. * Update the current camera state depending on the inputs that have been used this frame.
  37775. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37776. */
  37777. checkInputs(): void;
  37778. /**
  37779. * Gets the class name of the current intput.
  37780. * @returns the class name
  37781. */
  37782. getClassName(): string;
  37783. /**
  37784. * Get the friendly name associated with the input class.
  37785. * @returns the input friendly name
  37786. */
  37787. getSimpleName(): string;
  37788. }
  37789. }
  37790. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37791. import { Nullable } from "babylonjs/types";
  37792. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37793. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37794. /**
  37795. * Manage the mouse wheel inputs to control an arc rotate camera.
  37796. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37797. */
  37798. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37799. /**
  37800. * Defines the camera the input is attached to.
  37801. */
  37802. camera: ArcRotateCamera;
  37803. /**
  37804. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37805. */
  37806. wheelPrecision: number;
  37807. /**
  37808. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37809. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37810. */
  37811. wheelDeltaPercentage: number;
  37812. private _wheel;
  37813. private _observer;
  37814. private computeDeltaFromMouseWheelLegacyEvent;
  37815. /**
  37816. * Attach the input controls to a specific dom element to get the input from.
  37817. * @param element Defines the element the controls should be listened from
  37818. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37819. */
  37820. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37821. /**
  37822. * Detach the current controls from the specified dom element.
  37823. * @param element Defines the element to stop listening the inputs from
  37824. */
  37825. detachControl(element: Nullable<HTMLElement>): void;
  37826. /**
  37827. * Gets the class name of the current intput.
  37828. * @returns the class name
  37829. */
  37830. getClassName(): string;
  37831. /**
  37832. * Get the friendly name associated with the input class.
  37833. * @returns the input friendly name
  37834. */
  37835. getSimpleName(): string;
  37836. }
  37837. }
  37838. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37839. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37840. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37841. /**
  37842. * Default Inputs manager for the ArcRotateCamera.
  37843. * It groups all the default supported inputs for ease of use.
  37844. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37845. */
  37846. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37847. /**
  37848. * Instantiates a new ArcRotateCameraInputsManager.
  37849. * @param camera Defines the camera the inputs belong to
  37850. */
  37851. constructor(camera: ArcRotateCamera);
  37852. /**
  37853. * Add mouse wheel input support to the input manager.
  37854. * @returns the current input manager
  37855. */
  37856. addMouseWheel(): ArcRotateCameraInputsManager;
  37857. /**
  37858. * Add pointers input support to the input manager.
  37859. * @returns the current input manager
  37860. */
  37861. addPointers(): ArcRotateCameraInputsManager;
  37862. /**
  37863. * Add keyboard input support to the input manager.
  37864. * @returns the current input manager
  37865. */
  37866. addKeyboard(): ArcRotateCameraInputsManager;
  37867. }
  37868. }
  37869. declare module "babylonjs/Cameras/arcRotateCamera" {
  37870. import { Observable } from "babylonjs/Misc/observable";
  37871. import { Nullable } from "babylonjs/types";
  37872. import { Scene } from "babylonjs/scene";
  37873. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37875. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37876. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37877. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37878. import { Camera } from "babylonjs/Cameras/camera";
  37879. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37880. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37881. import { Collider } from "babylonjs/Collisions/collider";
  37882. /**
  37883. * This represents an orbital type of camera.
  37884. *
  37885. * 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.
  37886. * 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.
  37887. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37888. */
  37889. export class ArcRotateCamera extends TargetCamera {
  37890. /**
  37891. * Defines the rotation angle of the camera along the longitudinal axis.
  37892. */
  37893. alpha: number;
  37894. /**
  37895. * Defines the rotation angle of the camera along the latitudinal axis.
  37896. */
  37897. beta: number;
  37898. /**
  37899. * Defines the radius of the camera from it s target point.
  37900. */
  37901. radius: number;
  37902. protected _target: Vector3;
  37903. protected _targetHost: Nullable<AbstractMesh>;
  37904. /**
  37905. * Defines the target point of the camera.
  37906. * The camera looks towards it form the radius distance.
  37907. */
  37908. target: Vector3;
  37909. /**
  37910. * Define the current local position of the camera in the scene
  37911. */
  37912. position: Vector3;
  37913. protected _upVector: Vector3;
  37914. protected _upToYMatrix: Matrix;
  37915. protected _YToUpMatrix: Matrix;
  37916. /**
  37917. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37918. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37919. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37920. */
  37921. upVector: Vector3;
  37922. /**
  37923. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37924. */
  37925. setMatUp(): void;
  37926. /**
  37927. * Current inertia value on the longitudinal axis.
  37928. * The bigger this number the longer it will take for the camera to stop.
  37929. */
  37930. inertialAlphaOffset: number;
  37931. /**
  37932. * Current inertia value on the latitudinal axis.
  37933. * The bigger this number the longer it will take for the camera to stop.
  37934. */
  37935. inertialBetaOffset: number;
  37936. /**
  37937. * Current inertia value on the radius axis.
  37938. * The bigger this number the longer it will take for the camera to stop.
  37939. */
  37940. inertialRadiusOffset: number;
  37941. /**
  37942. * Minimum allowed angle on the longitudinal axis.
  37943. * This can help limiting how the Camera is able to move in the scene.
  37944. */
  37945. lowerAlphaLimit: Nullable<number>;
  37946. /**
  37947. * Maximum allowed angle on the longitudinal axis.
  37948. * This can help limiting how the Camera is able to move in the scene.
  37949. */
  37950. upperAlphaLimit: Nullable<number>;
  37951. /**
  37952. * Minimum allowed angle on the latitudinal axis.
  37953. * This can help limiting how the Camera is able to move in the scene.
  37954. */
  37955. lowerBetaLimit: number;
  37956. /**
  37957. * Maximum allowed angle on the latitudinal axis.
  37958. * This can help limiting how the Camera is able to move in the scene.
  37959. */
  37960. upperBetaLimit: number;
  37961. /**
  37962. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37963. * This can help limiting how the Camera is able to move in the scene.
  37964. */
  37965. lowerRadiusLimit: Nullable<number>;
  37966. /**
  37967. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37968. * This can help limiting how the Camera is able to move in the scene.
  37969. */
  37970. upperRadiusLimit: Nullable<number>;
  37971. /**
  37972. * Defines the current inertia value used during panning of the camera along the X axis.
  37973. */
  37974. inertialPanningX: number;
  37975. /**
  37976. * Defines the current inertia value used during panning of the camera along the Y axis.
  37977. */
  37978. inertialPanningY: number;
  37979. /**
  37980. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37981. * Basically if your fingers moves away from more than this distance you will be considered
  37982. * in pinch mode.
  37983. */
  37984. pinchToPanMaxDistance: number;
  37985. /**
  37986. * Defines the maximum distance the camera can pan.
  37987. * This could help keeping the cammera always in your scene.
  37988. */
  37989. panningDistanceLimit: Nullable<number>;
  37990. /**
  37991. * Defines the target of the camera before paning.
  37992. */
  37993. panningOriginTarget: Vector3;
  37994. /**
  37995. * Defines the value of the inertia used during panning.
  37996. * 0 would mean stop inertia and one would mean no decelleration at all.
  37997. */
  37998. panningInertia: number;
  37999. /**
  38000. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  38001. */
  38002. angularSensibilityX: number;
  38003. /**
  38004. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  38005. */
  38006. angularSensibilityY: number;
  38007. /**
  38008. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  38009. */
  38010. pinchPrecision: number;
  38011. /**
  38012. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  38013. * It will be used instead of pinchDeltaPrecision if different from 0.
  38014. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  38015. */
  38016. pinchDeltaPercentage: number;
  38017. /**
  38018. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  38019. */
  38020. panningSensibility: number;
  38021. /**
  38022. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  38023. */
  38024. keysUp: number[];
  38025. /**
  38026. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  38027. */
  38028. keysDown: number[];
  38029. /**
  38030. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  38031. */
  38032. keysLeft: number[];
  38033. /**
  38034. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  38035. */
  38036. keysRight: number[];
  38037. /**
  38038. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  38039. */
  38040. wheelPrecision: number;
  38041. /**
  38042. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  38043. * It will be used instead of pinchDeltaPrecision if different from 0.
  38044. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  38045. */
  38046. wheelDeltaPercentage: number;
  38047. /**
  38048. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  38049. */
  38050. zoomOnFactor: number;
  38051. /**
  38052. * Defines a screen offset for the camera position.
  38053. */
  38054. targetScreenOffset: Vector2;
  38055. /**
  38056. * Allows the camera to be completely reversed.
  38057. * If false the camera can not arrive upside down.
  38058. */
  38059. allowUpsideDown: boolean;
  38060. /**
  38061. * Define if double tap/click is used to restore the previously saved state of the camera.
  38062. */
  38063. useInputToRestoreState: boolean;
  38064. /** @hidden */
  38065. _viewMatrix: Matrix;
  38066. /** @hidden */
  38067. _useCtrlForPanning: boolean;
  38068. /** @hidden */
  38069. _panningMouseButton: number;
  38070. /**
  38071. * Defines the input associated to the camera.
  38072. */
  38073. inputs: ArcRotateCameraInputsManager;
  38074. /** @hidden */
  38075. _reset: () => void;
  38076. /**
  38077. * Defines the allowed panning axis.
  38078. */
  38079. panningAxis: Vector3;
  38080. protected _localDirection: Vector3;
  38081. protected _transformedDirection: Vector3;
  38082. private _bouncingBehavior;
  38083. /**
  38084. * Gets the bouncing behavior of the camera if it has been enabled.
  38085. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38086. */
  38087. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  38088. /**
  38089. * Defines if the bouncing behavior of the camera is enabled on the camera.
  38090. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38091. */
  38092. useBouncingBehavior: boolean;
  38093. private _framingBehavior;
  38094. /**
  38095. * Gets the framing behavior of the camera if it has been enabled.
  38096. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  38097. */
  38098. readonly framingBehavior: Nullable<FramingBehavior>;
  38099. /**
  38100. * Defines if the framing behavior of the camera is enabled on the camera.
  38101. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  38102. */
  38103. useFramingBehavior: boolean;
  38104. private _autoRotationBehavior;
  38105. /**
  38106. * Gets the auto rotation behavior of the camera if it has been enabled.
  38107. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38108. */
  38109. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  38110. /**
  38111. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  38112. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38113. */
  38114. useAutoRotationBehavior: boolean;
  38115. /**
  38116. * Observable triggered when the mesh target has been changed on the camera.
  38117. */
  38118. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  38119. /**
  38120. * Event raised when the camera is colliding with a mesh.
  38121. */
  38122. onCollide: (collidedMesh: AbstractMesh) => void;
  38123. /**
  38124. * Defines whether the camera should check collision with the objects oh the scene.
  38125. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  38126. */
  38127. checkCollisions: boolean;
  38128. /**
  38129. * Defines the collision radius of the camera.
  38130. * This simulates a sphere around the camera.
  38131. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38132. */
  38133. collisionRadius: Vector3;
  38134. protected _collider: Collider;
  38135. protected _previousPosition: Vector3;
  38136. protected _collisionVelocity: Vector3;
  38137. protected _newPosition: Vector3;
  38138. protected _previousAlpha: number;
  38139. protected _previousBeta: number;
  38140. protected _previousRadius: number;
  38141. protected _collisionTriggered: boolean;
  38142. protected _targetBoundingCenter: Nullable<Vector3>;
  38143. private _computationVector;
  38144. /**
  38145. * Instantiates a new ArcRotateCamera in a given scene
  38146. * @param name Defines the name of the camera
  38147. * @param alpha Defines the camera rotation along the logitudinal axis
  38148. * @param beta Defines the camera rotation along the latitudinal axis
  38149. * @param radius Defines the camera distance from its target
  38150. * @param target Defines the camera target
  38151. * @param scene Defines the scene the camera belongs to
  38152. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  38153. */
  38154. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38155. /** @hidden */
  38156. _initCache(): void;
  38157. /** @hidden */
  38158. _updateCache(ignoreParentClass?: boolean): void;
  38159. protected _getTargetPosition(): Vector3;
  38160. private _storedAlpha;
  38161. private _storedBeta;
  38162. private _storedRadius;
  38163. private _storedTarget;
  38164. private _storedTargetScreenOffset;
  38165. /**
  38166. * Stores the current state of the camera (alpha, beta, radius and target)
  38167. * @returns the camera itself
  38168. */
  38169. storeState(): Camera;
  38170. /**
  38171. * @hidden
  38172. * Restored camera state. You must call storeState() first
  38173. */
  38174. _restoreStateValues(): boolean;
  38175. /** @hidden */
  38176. _isSynchronizedViewMatrix(): boolean;
  38177. /**
  38178. * Attached controls to the current camera.
  38179. * @param element Defines the element the controls should be listened from
  38180. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38181. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  38182. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  38183. */
  38184. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  38185. /**
  38186. * Detach the current controls from the camera.
  38187. * The camera will stop reacting to inputs.
  38188. * @param element Defines the element to stop listening the inputs from
  38189. */
  38190. detachControl(element: HTMLElement): void;
  38191. /** @hidden */
  38192. _checkInputs(): void;
  38193. protected _checkLimits(): void;
  38194. /**
  38195. * Rebuilds angles (alpha, beta) and radius from the give position and target
  38196. */
  38197. rebuildAnglesAndRadius(): void;
  38198. /**
  38199. * Use a position to define the current camera related information like alpha, beta and radius
  38200. * @param position Defines the position to set the camera at
  38201. */
  38202. setPosition(position: Vector3): void;
  38203. /**
  38204. * Defines the target the camera should look at.
  38205. * This will automatically adapt alpha beta and radius to fit within the new target.
  38206. * @param target Defines the new target as a Vector or a mesh
  38207. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  38208. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  38209. */
  38210. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  38211. /** @hidden */
  38212. _getViewMatrix(): Matrix;
  38213. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  38214. /**
  38215. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  38216. * @param meshes Defines the mesh to zoom on
  38217. * @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)
  38218. */
  38219. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  38220. /**
  38221. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  38222. * The target will be changed but the radius
  38223. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  38224. * @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)
  38225. */
  38226. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  38227. min: Vector3;
  38228. max: Vector3;
  38229. distance: number;
  38230. }, doNotUpdateMaxZ?: boolean): void;
  38231. /**
  38232. * @override
  38233. * Override Camera.createRigCamera
  38234. */
  38235. createRigCamera(name: string, cameraIndex: number): Camera;
  38236. /**
  38237. * @hidden
  38238. * @override
  38239. * Override Camera._updateRigCameras
  38240. */
  38241. _updateRigCameras(): void;
  38242. /**
  38243. * Destroy the camera and release the current resources hold by it.
  38244. */
  38245. dispose(): void;
  38246. /**
  38247. * Gets the current object class name.
  38248. * @return the class name
  38249. */
  38250. getClassName(): string;
  38251. }
  38252. }
  38253. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  38254. import { Behavior } from "babylonjs/Behaviors/behavior";
  38255. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38256. /**
  38257. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  38258. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38259. */
  38260. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  38261. /**
  38262. * Gets the name of the behavior.
  38263. */
  38264. readonly name: string;
  38265. private _zoomStopsAnimation;
  38266. private _idleRotationSpeed;
  38267. private _idleRotationWaitTime;
  38268. private _idleRotationSpinupTime;
  38269. /**
  38270. * Sets the flag that indicates if user zooming should stop animation.
  38271. */
  38272. /**
  38273. * Gets the flag that indicates if user zooming should stop animation.
  38274. */
  38275. zoomStopsAnimation: boolean;
  38276. /**
  38277. * Sets the default speed at which the camera rotates around the model.
  38278. */
  38279. /**
  38280. * Gets the default speed at which the camera rotates around the model.
  38281. */
  38282. idleRotationSpeed: number;
  38283. /**
  38284. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  38285. */
  38286. /**
  38287. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  38288. */
  38289. idleRotationWaitTime: number;
  38290. /**
  38291. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38292. */
  38293. /**
  38294. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38295. */
  38296. idleRotationSpinupTime: number;
  38297. /**
  38298. * Gets a value indicating if the camera is currently rotating because of this behavior
  38299. */
  38300. readonly rotationInProgress: boolean;
  38301. private _onPrePointerObservableObserver;
  38302. private _onAfterCheckInputsObserver;
  38303. private _attachedCamera;
  38304. private _isPointerDown;
  38305. private _lastFrameTime;
  38306. private _lastInteractionTime;
  38307. private _cameraRotationSpeed;
  38308. /**
  38309. * Initializes the behavior.
  38310. */
  38311. init(): void;
  38312. /**
  38313. * Attaches the behavior to its arc rotate camera.
  38314. * @param camera Defines the camera to attach the behavior to
  38315. */
  38316. attach(camera: ArcRotateCamera): void;
  38317. /**
  38318. * Detaches the behavior from its current arc rotate camera.
  38319. */
  38320. detach(): void;
  38321. /**
  38322. * Returns true if user is scrolling.
  38323. * @return true if user is scrolling.
  38324. */
  38325. private _userIsZooming;
  38326. private _lastFrameRadius;
  38327. private _shouldAnimationStopForInteraction;
  38328. /**
  38329. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  38330. */
  38331. private _applyUserInteraction;
  38332. private _userIsMoving;
  38333. }
  38334. }
  38335. declare module "babylonjs/Behaviors/Cameras/index" {
  38336. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  38337. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  38338. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  38339. }
  38340. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  38341. import { Mesh } from "babylonjs/Meshes/mesh";
  38342. import { TransformNode } from "babylonjs/Meshes/transformNode";
  38343. import { Behavior } from "babylonjs/Behaviors/behavior";
  38344. /**
  38345. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  38346. */
  38347. export class AttachToBoxBehavior implements Behavior<Mesh> {
  38348. private ui;
  38349. /**
  38350. * The name of the behavior
  38351. */
  38352. name: string;
  38353. /**
  38354. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  38355. */
  38356. distanceAwayFromFace: number;
  38357. /**
  38358. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  38359. */
  38360. distanceAwayFromBottomOfFace: number;
  38361. private _faceVectors;
  38362. private _target;
  38363. private _scene;
  38364. private _onRenderObserver;
  38365. private _tmpMatrix;
  38366. private _tmpVector;
  38367. /**
  38368. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  38369. * @param ui The transform node that should be attched to the mesh
  38370. */
  38371. constructor(ui: TransformNode);
  38372. /**
  38373. * Initializes the behavior
  38374. */
  38375. init(): void;
  38376. private _closestFace;
  38377. private _zeroVector;
  38378. private _lookAtTmpMatrix;
  38379. private _lookAtToRef;
  38380. /**
  38381. * Attaches the AttachToBoxBehavior to the passed in mesh
  38382. * @param target The mesh that the specified node will be attached to
  38383. */
  38384. attach(target: Mesh): void;
  38385. /**
  38386. * Detaches the behavior from the mesh
  38387. */
  38388. detach(): void;
  38389. }
  38390. }
  38391. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  38392. import { Behavior } from "babylonjs/Behaviors/behavior";
  38393. import { Mesh } from "babylonjs/Meshes/mesh";
  38394. /**
  38395. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  38396. */
  38397. export class FadeInOutBehavior implements Behavior<Mesh> {
  38398. /**
  38399. * Time in milliseconds to delay before fading in (Default: 0)
  38400. */
  38401. delay: number;
  38402. /**
  38403. * Time in milliseconds for the mesh to fade in (Default: 300)
  38404. */
  38405. fadeInTime: number;
  38406. private _millisecondsPerFrame;
  38407. private _hovered;
  38408. private _hoverValue;
  38409. private _ownerNode;
  38410. /**
  38411. * Instatiates the FadeInOutBehavior
  38412. */
  38413. constructor();
  38414. /**
  38415. * The name of the behavior
  38416. */
  38417. readonly name: string;
  38418. /**
  38419. * Initializes the behavior
  38420. */
  38421. init(): void;
  38422. /**
  38423. * Attaches the fade behavior on the passed in mesh
  38424. * @param ownerNode The mesh that will be faded in/out once attached
  38425. */
  38426. attach(ownerNode: Mesh): void;
  38427. /**
  38428. * Detaches the behavior from the mesh
  38429. */
  38430. detach(): void;
  38431. /**
  38432. * Triggers the mesh to begin fading in or out
  38433. * @param value if the object should fade in or out (true to fade in)
  38434. */
  38435. fadeIn(value: boolean): void;
  38436. private _update;
  38437. private _setAllVisibility;
  38438. }
  38439. }
  38440. declare module "babylonjs/Misc/pivotTools" {
  38441. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38442. /**
  38443. * Class containing a set of static utilities functions for managing Pivots
  38444. * @hidden
  38445. */
  38446. export class PivotTools {
  38447. private static _PivotCached;
  38448. private static _OldPivotPoint;
  38449. private static _PivotTranslation;
  38450. private static _PivotTmpVector;
  38451. /** @hidden */
  38452. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  38453. /** @hidden */
  38454. static _RestorePivotPoint(mesh: AbstractMesh): void;
  38455. }
  38456. }
  38457. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  38458. import { Scene } from "babylonjs/scene";
  38459. import { Vector4 } from "babylonjs/Maths/math.vector";
  38460. import { Mesh } from "babylonjs/Meshes/mesh";
  38461. import { Nullable } from "babylonjs/types";
  38462. import { Plane } from "babylonjs/Maths/math.plane";
  38463. /**
  38464. * Class containing static functions to help procedurally build meshes
  38465. */
  38466. export class PlaneBuilder {
  38467. /**
  38468. * Creates a plane mesh
  38469. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  38470. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  38471. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  38472. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38473. * * 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
  38474. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  38475. * @param name defines the name of the mesh
  38476. * @param options defines the options used to create the mesh
  38477. * @param scene defines the hosting scene
  38478. * @returns the plane mesh
  38479. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  38480. */
  38481. static CreatePlane(name: string, options: {
  38482. size?: number;
  38483. width?: number;
  38484. height?: number;
  38485. sideOrientation?: number;
  38486. frontUVs?: Vector4;
  38487. backUVs?: Vector4;
  38488. updatable?: boolean;
  38489. sourcePlane?: Plane;
  38490. }, scene?: Nullable<Scene>): Mesh;
  38491. }
  38492. }
  38493. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  38494. import { Behavior } from "babylonjs/Behaviors/behavior";
  38495. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38496. import { Observable } from "babylonjs/Misc/observable";
  38497. import { Vector3 } from "babylonjs/Maths/math.vector";
  38498. import { Ray } from "babylonjs/Culling/ray";
  38499. import "babylonjs/Meshes/Builders/planeBuilder";
  38500. /**
  38501. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  38502. */
  38503. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  38504. private static _AnyMouseID;
  38505. /**
  38506. * Abstract mesh the behavior is set on
  38507. */
  38508. attachedNode: AbstractMesh;
  38509. private _dragPlane;
  38510. private _scene;
  38511. private _pointerObserver;
  38512. private _beforeRenderObserver;
  38513. private static _planeScene;
  38514. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  38515. /**
  38516. * 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)
  38517. */
  38518. maxDragAngle: number;
  38519. /**
  38520. * @hidden
  38521. */
  38522. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  38523. /**
  38524. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38525. */
  38526. currentDraggingPointerID: number;
  38527. /**
  38528. * The last position where the pointer hit the drag plane in world space
  38529. */
  38530. lastDragPosition: Vector3;
  38531. /**
  38532. * If the behavior is currently in a dragging state
  38533. */
  38534. dragging: boolean;
  38535. /**
  38536. * 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)
  38537. */
  38538. dragDeltaRatio: number;
  38539. /**
  38540. * If the drag plane orientation should be updated during the dragging (Default: true)
  38541. */
  38542. updateDragPlane: boolean;
  38543. private _debugMode;
  38544. private _moving;
  38545. /**
  38546. * Fires each time the attached mesh is dragged with the pointer
  38547. * * delta between last drag position and current drag position in world space
  38548. * * dragDistance along the drag axis
  38549. * * dragPlaneNormal normal of the current drag plane used during the drag
  38550. * * dragPlanePoint in world space where the drag intersects the drag plane
  38551. */
  38552. onDragObservable: Observable<{
  38553. delta: Vector3;
  38554. dragPlanePoint: Vector3;
  38555. dragPlaneNormal: Vector3;
  38556. dragDistance: number;
  38557. pointerId: number;
  38558. }>;
  38559. /**
  38560. * Fires each time a drag begins (eg. mouse down on mesh)
  38561. */
  38562. onDragStartObservable: Observable<{
  38563. dragPlanePoint: Vector3;
  38564. pointerId: number;
  38565. }>;
  38566. /**
  38567. * Fires each time a drag ends (eg. mouse release after drag)
  38568. */
  38569. onDragEndObservable: Observable<{
  38570. dragPlanePoint: Vector3;
  38571. pointerId: number;
  38572. }>;
  38573. /**
  38574. * If the attached mesh should be moved when dragged
  38575. */
  38576. moveAttached: boolean;
  38577. /**
  38578. * If the drag behavior will react to drag events (Default: true)
  38579. */
  38580. enabled: boolean;
  38581. /**
  38582. * If pointer events should start and release the drag (Default: true)
  38583. */
  38584. startAndReleaseDragOnPointerEvents: boolean;
  38585. /**
  38586. * If camera controls should be detached during the drag
  38587. */
  38588. detachCameraControls: boolean;
  38589. /**
  38590. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  38591. */
  38592. useObjectOrienationForDragging: boolean;
  38593. private _options;
  38594. /**
  38595. * Creates a pointer drag behavior that can be attached to a mesh
  38596. * @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)
  38597. */
  38598. constructor(options?: {
  38599. dragAxis?: Vector3;
  38600. dragPlaneNormal?: Vector3;
  38601. });
  38602. /**
  38603. * Predicate to determine if it is valid to move the object to a new position when it is moved
  38604. */
  38605. validateDrag: (targetPosition: Vector3) => boolean;
  38606. /**
  38607. * The name of the behavior
  38608. */
  38609. readonly name: string;
  38610. /**
  38611. * Initializes the behavior
  38612. */
  38613. init(): void;
  38614. private _tmpVector;
  38615. private _alternatePickedPoint;
  38616. private _worldDragAxis;
  38617. private _targetPosition;
  38618. private _attachedElement;
  38619. /**
  38620. * Attaches the drag behavior the passed in mesh
  38621. * @param ownerNode The mesh that will be dragged around once attached
  38622. * @param predicate Predicate to use for pick filtering
  38623. */
  38624. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  38625. /**
  38626. * Force relase the drag action by code.
  38627. */
  38628. releaseDrag(): void;
  38629. private _startDragRay;
  38630. private _lastPointerRay;
  38631. /**
  38632. * Simulates the start of a pointer drag event on the behavior
  38633. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  38634. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  38635. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  38636. */
  38637. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  38638. private _startDrag;
  38639. private _dragDelta;
  38640. private _moveDrag;
  38641. private _pickWithRayOnDragPlane;
  38642. private _pointA;
  38643. private _pointB;
  38644. private _pointC;
  38645. private _lineA;
  38646. private _lineB;
  38647. private _localAxis;
  38648. private _lookAt;
  38649. private _updateDragPlanePosition;
  38650. /**
  38651. * Detaches the behavior from the mesh
  38652. */
  38653. detach(): void;
  38654. }
  38655. }
  38656. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  38657. import { Mesh } from "babylonjs/Meshes/mesh";
  38658. import { Behavior } from "babylonjs/Behaviors/behavior";
  38659. /**
  38660. * A behavior that when attached to a mesh will allow the mesh to be scaled
  38661. */
  38662. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  38663. private _dragBehaviorA;
  38664. private _dragBehaviorB;
  38665. private _startDistance;
  38666. private _initialScale;
  38667. private _targetScale;
  38668. private _ownerNode;
  38669. private _sceneRenderObserver;
  38670. /**
  38671. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  38672. */
  38673. constructor();
  38674. /**
  38675. * The name of the behavior
  38676. */
  38677. readonly name: string;
  38678. /**
  38679. * Initializes the behavior
  38680. */
  38681. init(): void;
  38682. private _getCurrentDistance;
  38683. /**
  38684. * Attaches the scale behavior the passed in mesh
  38685. * @param ownerNode The mesh that will be scaled around once attached
  38686. */
  38687. attach(ownerNode: Mesh): void;
  38688. /**
  38689. * Detaches the behavior from the mesh
  38690. */
  38691. detach(): void;
  38692. }
  38693. }
  38694. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  38695. import { Behavior } from "babylonjs/Behaviors/behavior";
  38696. import { Mesh } from "babylonjs/Meshes/mesh";
  38697. import { Observable } from "babylonjs/Misc/observable";
  38698. /**
  38699. * 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
  38700. */
  38701. export class SixDofDragBehavior implements Behavior<Mesh> {
  38702. private static _virtualScene;
  38703. private _ownerNode;
  38704. private _sceneRenderObserver;
  38705. private _scene;
  38706. private _targetPosition;
  38707. private _virtualOriginMesh;
  38708. private _virtualDragMesh;
  38709. private _pointerObserver;
  38710. private _moving;
  38711. private _startingOrientation;
  38712. /**
  38713. * 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)
  38714. */
  38715. private zDragFactor;
  38716. /**
  38717. * If the object should rotate to face the drag origin
  38718. */
  38719. rotateDraggedObject: boolean;
  38720. /**
  38721. * If the behavior is currently in a dragging state
  38722. */
  38723. dragging: boolean;
  38724. /**
  38725. * 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)
  38726. */
  38727. dragDeltaRatio: number;
  38728. /**
  38729. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38730. */
  38731. currentDraggingPointerID: number;
  38732. /**
  38733. * If camera controls should be detached during the drag
  38734. */
  38735. detachCameraControls: boolean;
  38736. /**
  38737. * Fires each time a drag starts
  38738. */
  38739. onDragStartObservable: Observable<{}>;
  38740. /**
  38741. * Fires each time a drag ends (eg. mouse release after drag)
  38742. */
  38743. onDragEndObservable: Observable<{}>;
  38744. /**
  38745. * 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
  38746. */
  38747. constructor();
  38748. /**
  38749. * The name of the behavior
  38750. */
  38751. readonly name: string;
  38752. /**
  38753. * Initializes the behavior
  38754. */
  38755. init(): void;
  38756. /**
  38757. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  38758. */
  38759. private readonly _pointerCamera;
  38760. /**
  38761. * Attaches the scale behavior the passed in mesh
  38762. * @param ownerNode The mesh that will be scaled around once attached
  38763. */
  38764. attach(ownerNode: Mesh): void;
  38765. /**
  38766. * Detaches the behavior from the mesh
  38767. */
  38768. detach(): void;
  38769. }
  38770. }
  38771. declare module "babylonjs/Behaviors/Meshes/index" {
  38772. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  38773. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  38774. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  38775. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  38776. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  38777. }
  38778. declare module "babylonjs/Behaviors/index" {
  38779. export * from "babylonjs/Behaviors/behavior";
  38780. export * from "babylonjs/Behaviors/Cameras/index";
  38781. export * from "babylonjs/Behaviors/Meshes/index";
  38782. }
  38783. declare module "babylonjs/Bones/boneIKController" {
  38784. import { Bone } from "babylonjs/Bones/bone";
  38785. import { Vector3 } from "babylonjs/Maths/math.vector";
  38786. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38787. import { Nullable } from "babylonjs/types";
  38788. /**
  38789. * Class used to apply inverse kinematics to bones
  38790. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38791. */
  38792. export class BoneIKController {
  38793. private static _tmpVecs;
  38794. private static _tmpQuat;
  38795. private static _tmpMats;
  38796. /**
  38797. * Gets or sets the target mesh
  38798. */
  38799. targetMesh: AbstractMesh;
  38800. /** Gets or sets the mesh used as pole */
  38801. poleTargetMesh: AbstractMesh;
  38802. /**
  38803. * Gets or sets the bone used as pole
  38804. */
  38805. poleTargetBone: Nullable<Bone>;
  38806. /**
  38807. * Gets or sets the target position
  38808. */
  38809. targetPosition: Vector3;
  38810. /**
  38811. * Gets or sets the pole target position
  38812. */
  38813. poleTargetPosition: Vector3;
  38814. /**
  38815. * Gets or sets the pole target local offset
  38816. */
  38817. poleTargetLocalOffset: Vector3;
  38818. /**
  38819. * Gets or sets the pole angle
  38820. */
  38821. poleAngle: number;
  38822. /**
  38823. * Gets or sets the mesh associated with the controller
  38824. */
  38825. mesh: AbstractMesh;
  38826. /**
  38827. * 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)
  38828. */
  38829. slerpAmount: number;
  38830. private _bone1Quat;
  38831. private _bone1Mat;
  38832. private _bone2Ang;
  38833. private _bone1;
  38834. private _bone2;
  38835. private _bone1Length;
  38836. private _bone2Length;
  38837. private _maxAngle;
  38838. private _maxReach;
  38839. private _rightHandedSystem;
  38840. private _bendAxis;
  38841. private _slerping;
  38842. private _adjustRoll;
  38843. /**
  38844. * Gets or sets maximum allowed angle
  38845. */
  38846. maxAngle: number;
  38847. /**
  38848. * Creates a new BoneIKController
  38849. * @param mesh defines the mesh to control
  38850. * @param bone defines the bone to control
  38851. * @param options defines options to set up the controller
  38852. */
  38853. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38854. targetMesh?: AbstractMesh;
  38855. poleTargetMesh?: AbstractMesh;
  38856. poleTargetBone?: Bone;
  38857. poleTargetLocalOffset?: Vector3;
  38858. poleAngle?: number;
  38859. bendAxis?: Vector3;
  38860. maxAngle?: number;
  38861. slerpAmount?: number;
  38862. });
  38863. private _setMaxAngle;
  38864. /**
  38865. * Force the controller to update the bones
  38866. */
  38867. update(): void;
  38868. }
  38869. }
  38870. declare module "babylonjs/Bones/boneLookController" {
  38871. import { Vector3 } from "babylonjs/Maths/math.vector";
  38872. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38873. import { Bone } from "babylonjs/Bones/bone";
  38874. import { Space } from "babylonjs/Maths/math.axis";
  38875. /**
  38876. * Class used to make a bone look toward a point in space
  38877. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38878. */
  38879. export class BoneLookController {
  38880. private static _tmpVecs;
  38881. private static _tmpQuat;
  38882. private static _tmpMats;
  38883. /**
  38884. * The target Vector3 that the bone will look at
  38885. */
  38886. target: Vector3;
  38887. /**
  38888. * The mesh that the bone is attached to
  38889. */
  38890. mesh: AbstractMesh;
  38891. /**
  38892. * The bone that will be looking to the target
  38893. */
  38894. bone: Bone;
  38895. /**
  38896. * The up axis of the coordinate system that is used when the bone is rotated
  38897. */
  38898. upAxis: Vector3;
  38899. /**
  38900. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38901. */
  38902. upAxisSpace: Space;
  38903. /**
  38904. * Used to make an adjustment to the yaw of the bone
  38905. */
  38906. adjustYaw: number;
  38907. /**
  38908. * Used to make an adjustment to the pitch of the bone
  38909. */
  38910. adjustPitch: number;
  38911. /**
  38912. * Used to make an adjustment to the roll of the bone
  38913. */
  38914. adjustRoll: number;
  38915. /**
  38916. * 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)
  38917. */
  38918. slerpAmount: number;
  38919. private _minYaw;
  38920. private _maxYaw;
  38921. private _minPitch;
  38922. private _maxPitch;
  38923. private _minYawSin;
  38924. private _minYawCos;
  38925. private _maxYawSin;
  38926. private _maxYawCos;
  38927. private _midYawConstraint;
  38928. private _minPitchTan;
  38929. private _maxPitchTan;
  38930. private _boneQuat;
  38931. private _slerping;
  38932. private _transformYawPitch;
  38933. private _transformYawPitchInv;
  38934. private _firstFrameSkipped;
  38935. private _yawRange;
  38936. private _fowardAxis;
  38937. /**
  38938. * Gets or sets the minimum yaw angle that the bone can look to
  38939. */
  38940. minYaw: number;
  38941. /**
  38942. * Gets or sets the maximum yaw angle that the bone can look to
  38943. */
  38944. maxYaw: number;
  38945. /**
  38946. * Gets or sets the minimum pitch angle that the bone can look to
  38947. */
  38948. minPitch: number;
  38949. /**
  38950. * Gets or sets the maximum pitch angle that the bone can look to
  38951. */
  38952. maxPitch: number;
  38953. /**
  38954. * Create a BoneLookController
  38955. * @param mesh the mesh that the bone belongs to
  38956. * @param bone the bone that will be looking to the target
  38957. * @param target the target Vector3 to look at
  38958. * @param options optional settings:
  38959. * * maxYaw: the maximum angle the bone will yaw to
  38960. * * minYaw: the minimum angle the bone will yaw to
  38961. * * maxPitch: the maximum angle the bone will pitch to
  38962. * * minPitch: the minimum angle the bone will yaw to
  38963. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38964. * * upAxis: the up axis of the coordinate system
  38965. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38966. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38967. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38968. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38969. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38970. * * adjustRoll: used to make an adjustment to the roll of the bone
  38971. **/
  38972. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38973. maxYaw?: number;
  38974. minYaw?: number;
  38975. maxPitch?: number;
  38976. minPitch?: number;
  38977. slerpAmount?: number;
  38978. upAxis?: Vector3;
  38979. upAxisSpace?: Space;
  38980. yawAxis?: Vector3;
  38981. pitchAxis?: Vector3;
  38982. adjustYaw?: number;
  38983. adjustPitch?: number;
  38984. adjustRoll?: number;
  38985. });
  38986. /**
  38987. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38988. */
  38989. update(): void;
  38990. private _getAngleDiff;
  38991. private _getAngleBetween;
  38992. private _isAngleBetween;
  38993. }
  38994. }
  38995. declare module "babylonjs/Bones/index" {
  38996. export * from "babylonjs/Bones/bone";
  38997. export * from "babylonjs/Bones/boneIKController";
  38998. export * from "babylonjs/Bones/boneLookController";
  38999. export * from "babylonjs/Bones/skeleton";
  39000. }
  39001. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  39002. import { Nullable } from "babylonjs/types";
  39003. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39004. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39005. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39006. /**
  39007. * Manage the gamepad inputs to control an arc rotate camera.
  39008. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39009. */
  39010. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  39011. /**
  39012. * Defines the camera the input is attached to.
  39013. */
  39014. camera: ArcRotateCamera;
  39015. /**
  39016. * Defines the gamepad the input is gathering event from.
  39017. */
  39018. gamepad: Nullable<Gamepad>;
  39019. /**
  39020. * Defines the gamepad rotation sensiblity.
  39021. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39022. */
  39023. gamepadRotationSensibility: number;
  39024. /**
  39025. * Defines the gamepad move sensiblity.
  39026. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39027. */
  39028. gamepadMoveSensibility: number;
  39029. private _yAxisScale;
  39030. /**
  39031. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  39032. */
  39033. invertYAxis: boolean;
  39034. private _onGamepadConnectedObserver;
  39035. private _onGamepadDisconnectedObserver;
  39036. /**
  39037. * Attach the input controls to a specific dom element to get the input from.
  39038. * @param element Defines the element the controls should be listened from
  39039. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39040. */
  39041. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39042. /**
  39043. * Detach the current controls from the specified dom element.
  39044. * @param element Defines the element to stop listening the inputs from
  39045. */
  39046. detachControl(element: Nullable<HTMLElement>): void;
  39047. /**
  39048. * Update the current camera state depending on the inputs that have been used this frame.
  39049. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39050. */
  39051. checkInputs(): void;
  39052. /**
  39053. * Gets the class name of the current intput.
  39054. * @returns the class name
  39055. */
  39056. getClassName(): string;
  39057. /**
  39058. * Get the friendly name associated with the input class.
  39059. * @returns the input friendly name
  39060. */
  39061. getSimpleName(): string;
  39062. }
  39063. }
  39064. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  39065. import { Nullable } from "babylonjs/types";
  39066. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39067. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39068. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39069. interface ArcRotateCameraInputsManager {
  39070. /**
  39071. * Add orientation input support to the input manager.
  39072. * @returns the current input manager
  39073. */
  39074. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  39075. }
  39076. }
  39077. /**
  39078. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  39079. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39080. */
  39081. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  39082. /**
  39083. * Defines the camera the input is attached to.
  39084. */
  39085. camera: ArcRotateCamera;
  39086. /**
  39087. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  39088. */
  39089. alphaCorrection: number;
  39090. /**
  39091. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  39092. */
  39093. gammaCorrection: number;
  39094. private _alpha;
  39095. private _gamma;
  39096. private _dirty;
  39097. private _deviceOrientationHandler;
  39098. /**
  39099. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  39100. */
  39101. constructor();
  39102. /**
  39103. * Attach the input controls to a specific dom element to get the input from.
  39104. * @param element Defines the element the controls should be listened from
  39105. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39106. */
  39107. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39108. /** @hidden */
  39109. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  39110. /**
  39111. * Update the current camera state depending on the inputs that have been used this frame.
  39112. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39113. */
  39114. checkInputs(): void;
  39115. /**
  39116. * Detach the current controls from the specified dom element.
  39117. * @param element Defines the element to stop listening the inputs from
  39118. */
  39119. detachControl(element: Nullable<HTMLElement>): void;
  39120. /**
  39121. * Gets the class name of the current intput.
  39122. * @returns the class name
  39123. */
  39124. getClassName(): string;
  39125. /**
  39126. * Get the friendly name associated with the input class.
  39127. * @returns the input friendly name
  39128. */
  39129. getSimpleName(): string;
  39130. }
  39131. }
  39132. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  39133. import { Nullable } from "babylonjs/types";
  39134. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39135. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39136. /**
  39137. * Listen to mouse events to control the camera.
  39138. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39139. */
  39140. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  39141. /**
  39142. * Defines the camera the input is attached to.
  39143. */
  39144. camera: FlyCamera;
  39145. /**
  39146. * Defines if touch is enabled. (Default is true.)
  39147. */
  39148. touchEnabled: boolean;
  39149. /**
  39150. * Defines the buttons associated with the input to handle camera rotation.
  39151. */
  39152. buttons: number[];
  39153. /**
  39154. * Assign buttons for Yaw control.
  39155. */
  39156. buttonsYaw: number[];
  39157. /**
  39158. * Assign buttons for Pitch control.
  39159. */
  39160. buttonsPitch: number[];
  39161. /**
  39162. * Assign buttons for Roll control.
  39163. */
  39164. buttonsRoll: number[];
  39165. /**
  39166. * Detect if any button is being pressed while mouse is moved.
  39167. * -1 = Mouse locked.
  39168. * 0 = Left button.
  39169. * 1 = Middle Button.
  39170. * 2 = Right Button.
  39171. */
  39172. activeButton: number;
  39173. /**
  39174. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  39175. * Higher values reduce its sensitivity.
  39176. */
  39177. angularSensibility: number;
  39178. private _mousemoveCallback;
  39179. private _observer;
  39180. private _rollObserver;
  39181. private previousPosition;
  39182. private noPreventDefault;
  39183. private element;
  39184. /**
  39185. * Listen to mouse events to control the camera.
  39186. * @param touchEnabled Define if touch is enabled. (Default is true.)
  39187. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39188. */
  39189. constructor(touchEnabled?: boolean);
  39190. /**
  39191. * Attach the mouse control to the HTML DOM element.
  39192. * @param element Defines the element that listens to the input events.
  39193. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  39194. */
  39195. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39196. /**
  39197. * Detach the current controls from the specified dom element.
  39198. * @param element Defines the element to stop listening the inputs from
  39199. */
  39200. detachControl(element: Nullable<HTMLElement>): void;
  39201. /**
  39202. * Gets the class name of the current input.
  39203. * @returns the class name.
  39204. */
  39205. getClassName(): string;
  39206. /**
  39207. * Get the friendly name associated with the input class.
  39208. * @returns the input's friendly name.
  39209. */
  39210. getSimpleName(): string;
  39211. private _pointerInput;
  39212. private _onMouseMove;
  39213. /**
  39214. * Rotate camera by mouse offset.
  39215. */
  39216. private rotateCamera;
  39217. }
  39218. }
  39219. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  39220. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39221. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39222. /**
  39223. * Default Inputs manager for the FlyCamera.
  39224. * It groups all the default supported inputs for ease of use.
  39225. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39226. */
  39227. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  39228. /**
  39229. * Instantiates a new FlyCameraInputsManager.
  39230. * @param camera Defines the camera the inputs belong to.
  39231. */
  39232. constructor(camera: FlyCamera);
  39233. /**
  39234. * Add keyboard input support to the input manager.
  39235. * @returns the new FlyCameraKeyboardMoveInput().
  39236. */
  39237. addKeyboard(): FlyCameraInputsManager;
  39238. /**
  39239. * Add mouse input support to the input manager.
  39240. * @param touchEnabled Enable touch screen support.
  39241. * @returns the new FlyCameraMouseInput().
  39242. */
  39243. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  39244. }
  39245. }
  39246. declare module "babylonjs/Cameras/flyCamera" {
  39247. import { Scene } from "babylonjs/scene";
  39248. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  39249. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39250. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39251. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  39252. /**
  39253. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39254. * such as in a 3D Space Shooter or a Flight Simulator.
  39255. */
  39256. export class FlyCamera extends TargetCamera {
  39257. /**
  39258. * Define the collision ellipsoid of the camera.
  39259. * This is helpful for simulating a camera body, like a player's body.
  39260. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  39261. */
  39262. ellipsoid: Vector3;
  39263. /**
  39264. * Define an offset for the position of the ellipsoid around the camera.
  39265. * This can be helpful if the camera is attached away from the player's body center,
  39266. * such as at its head.
  39267. */
  39268. ellipsoidOffset: Vector3;
  39269. /**
  39270. * Enable or disable collisions of the camera with the rest of the scene objects.
  39271. */
  39272. checkCollisions: boolean;
  39273. /**
  39274. * Enable or disable gravity on the camera.
  39275. */
  39276. applyGravity: boolean;
  39277. /**
  39278. * Define the current direction the camera is moving to.
  39279. */
  39280. cameraDirection: Vector3;
  39281. /**
  39282. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  39283. * This overrides and empties cameraRotation.
  39284. */
  39285. rotationQuaternion: Quaternion;
  39286. /**
  39287. * Track Roll to maintain the wanted Rolling when looking around.
  39288. */
  39289. _trackRoll: number;
  39290. /**
  39291. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  39292. */
  39293. rollCorrect: number;
  39294. /**
  39295. * Mimic a banked turn, Rolling the camera when Yawing.
  39296. * It's recommended to use rollCorrect = 10 for faster banking correction.
  39297. */
  39298. bankedTurn: boolean;
  39299. /**
  39300. * Limit in radians for how much Roll banking will add. (Default: 90°)
  39301. */
  39302. bankedTurnLimit: number;
  39303. /**
  39304. * Value of 0 disables the banked Roll.
  39305. * Value of 1 is equal to the Yaw angle in radians.
  39306. */
  39307. bankedTurnMultiplier: number;
  39308. /**
  39309. * The inputs manager loads all the input sources, such as keyboard and mouse.
  39310. */
  39311. inputs: FlyCameraInputsManager;
  39312. /**
  39313. * Gets the input sensibility for mouse input.
  39314. * Higher values reduce sensitivity.
  39315. */
  39316. /**
  39317. * Sets the input sensibility for a mouse input.
  39318. * Higher values reduce sensitivity.
  39319. */
  39320. angularSensibility: number;
  39321. /**
  39322. * Get the keys for camera movement forward.
  39323. */
  39324. /**
  39325. * Set the keys for camera movement forward.
  39326. */
  39327. keysForward: number[];
  39328. /**
  39329. * Get the keys for camera movement backward.
  39330. */
  39331. keysBackward: number[];
  39332. /**
  39333. * Get the keys for camera movement up.
  39334. */
  39335. /**
  39336. * Set the keys for camera movement up.
  39337. */
  39338. keysUp: number[];
  39339. /**
  39340. * Get the keys for camera movement down.
  39341. */
  39342. /**
  39343. * Set the keys for camera movement down.
  39344. */
  39345. keysDown: number[];
  39346. /**
  39347. * Get the keys for camera movement left.
  39348. */
  39349. /**
  39350. * Set the keys for camera movement left.
  39351. */
  39352. keysLeft: number[];
  39353. /**
  39354. * Set the keys for camera movement right.
  39355. */
  39356. /**
  39357. * Set the keys for camera movement right.
  39358. */
  39359. keysRight: number[];
  39360. /**
  39361. * Event raised when the camera collides with a mesh in the scene.
  39362. */
  39363. onCollide: (collidedMesh: AbstractMesh) => void;
  39364. private _collider;
  39365. private _needMoveForGravity;
  39366. private _oldPosition;
  39367. private _diffPosition;
  39368. private _newPosition;
  39369. /** @hidden */
  39370. _localDirection: Vector3;
  39371. /** @hidden */
  39372. _transformedDirection: Vector3;
  39373. /**
  39374. * Instantiates a FlyCamera.
  39375. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39376. * such as in a 3D Space Shooter or a Flight Simulator.
  39377. * @param name Define the name of the camera in the scene.
  39378. * @param position Define the starting position of the camera in the scene.
  39379. * @param scene Define the scene the camera belongs to.
  39380. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  39381. */
  39382. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39383. /**
  39384. * Attach a control to the HTML DOM element.
  39385. * @param element Defines the element that listens to the input events.
  39386. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  39387. */
  39388. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39389. /**
  39390. * Detach a control from the HTML DOM element.
  39391. * The camera will stop reacting to that input.
  39392. * @param element Defines the element that listens to the input events.
  39393. */
  39394. detachControl(element: HTMLElement): void;
  39395. private _collisionMask;
  39396. /**
  39397. * Get the mask that the camera ignores in collision events.
  39398. */
  39399. /**
  39400. * Set the mask that the camera ignores in collision events.
  39401. */
  39402. collisionMask: number;
  39403. /** @hidden */
  39404. _collideWithWorld(displacement: Vector3): void;
  39405. /** @hidden */
  39406. private _onCollisionPositionChange;
  39407. /** @hidden */
  39408. _checkInputs(): void;
  39409. /** @hidden */
  39410. _decideIfNeedsToMove(): boolean;
  39411. /** @hidden */
  39412. _updatePosition(): void;
  39413. /**
  39414. * Restore the Roll to its target value at the rate specified.
  39415. * @param rate - Higher means slower restoring.
  39416. * @hidden
  39417. */
  39418. restoreRoll(rate: number): void;
  39419. /**
  39420. * Destroy the camera and release the current resources held by it.
  39421. */
  39422. dispose(): void;
  39423. /**
  39424. * Get the current object class name.
  39425. * @returns the class name.
  39426. */
  39427. getClassName(): string;
  39428. }
  39429. }
  39430. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  39431. import { Nullable } from "babylonjs/types";
  39432. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39433. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39434. /**
  39435. * Listen to keyboard events to control the camera.
  39436. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39437. */
  39438. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  39439. /**
  39440. * Defines the camera the input is attached to.
  39441. */
  39442. camera: FlyCamera;
  39443. /**
  39444. * The list of keyboard keys used to control the forward move of the camera.
  39445. */
  39446. keysForward: number[];
  39447. /**
  39448. * The list of keyboard keys used to control the backward move of the camera.
  39449. */
  39450. keysBackward: number[];
  39451. /**
  39452. * The list of keyboard keys used to control the forward move of the camera.
  39453. */
  39454. keysUp: number[];
  39455. /**
  39456. * The list of keyboard keys used to control the backward move of the camera.
  39457. */
  39458. keysDown: number[];
  39459. /**
  39460. * The list of keyboard keys used to control the right strafe move of the camera.
  39461. */
  39462. keysRight: number[];
  39463. /**
  39464. * The list of keyboard keys used to control the left strafe move of the camera.
  39465. */
  39466. keysLeft: number[];
  39467. private _keys;
  39468. private _onCanvasBlurObserver;
  39469. private _onKeyboardObserver;
  39470. private _engine;
  39471. private _scene;
  39472. /**
  39473. * Attach the input controls to a specific dom element to get the input from.
  39474. * @param element Defines the element the controls should be listened from
  39475. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39476. */
  39477. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39478. /**
  39479. * Detach the current controls from the specified dom element.
  39480. * @param element Defines the element to stop listening the inputs from
  39481. */
  39482. detachControl(element: Nullable<HTMLElement>): void;
  39483. /**
  39484. * Gets the class name of the current intput.
  39485. * @returns the class name
  39486. */
  39487. getClassName(): string;
  39488. /** @hidden */
  39489. _onLostFocus(e: FocusEvent): void;
  39490. /**
  39491. * Get the friendly name associated with the input class.
  39492. * @returns the input friendly name
  39493. */
  39494. getSimpleName(): string;
  39495. /**
  39496. * Update the current camera state depending on the inputs that have been used this frame.
  39497. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39498. */
  39499. checkInputs(): void;
  39500. }
  39501. }
  39502. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  39503. import { Nullable } from "babylonjs/types";
  39504. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39505. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39506. /**
  39507. * Manage the mouse wheel inputs to control a follow camera.
  39508. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39509. */
  39510. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  39511. /**
  39512. * Defines the camera the input is attached to.
  39513. */
  39514. camera: FollowCamera;
  39515. /**
  39516. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  39517. */
  39518. axisControlRadius: boolean;
  39519. /**
  39520. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  39521. */
  39522. axisControlHeight: boolean;
  39523. /**
  39524. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  39525. */
  39526. axisControlRotation: boolean;
  39527. /**
  39528. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  39529. * relation to mouseWheel events.
  39530. */
  39531. wheelPrecision: number;
  39532. /**
  39533. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39534. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39535. */
  39536. wheelDeltaPercentage: number;
  39537. private _wheel;
  39538. private _observer;
  39539. /**
  39540. * Attach the input controls to a specific dom element to get the input from.
  39541. * @param element Defines the element the controls should be listened from
  39542. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39543. */
  39544. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39545. /**
  39546. * Detach the current controls from the specified dom element.
  39547. * @param element Defines the element to stop listening the inputs from
  39548. */
  39549. detachControl(element: Nullable<HTMLElement>): void;
  39550. /**
  39551. * Gets the class name of the current intput.
  39552. * @returns the class name
  39553. */
  39554. getClassName(): string;
  39555. /**
  39556. * Get the friendly name associated with the input class.
  39557. * @returns the input friendly name
  39558. */
  39559. getSimpleName(): string;
  39560. }
  39561. }
  39562. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  39563. import { Nullable } from "babylonjs/types";
  39564. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39565. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39566. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39567. /**
  39568. * Manage the pointers inputs to control an follow camera.
  39569. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39570. */
  39571. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  39572. /**
  39573. * Defines the camera the input is attached to.
  39574. */
  39575. camera: FollowCamera;
  39576. /**
  39577. * Gets the class name of the current input.
  39578. * @returns the class name
  39579. */
  39580. getClassName(): string;
  39581. /**
  39582. * Defines the pointer angular sensibility along the X axis or how fast is
  39583. * the camera rotating.
  39584. * A negative number will reverse the axis direction.
  39585. */
  39586. angularSensibilityX: number;
  39587. /**
  39588. * Defines the pointer angular sensibility along the Y axis or how fast is
  39589. * the camera rotating.
  39590. * A negative number will reverse the axis direction.
  39591. */
  39592. angularSensibilityY: number;
  39593. /**
  39594. * Defines the pointer pinch precision or how fast is the camera zooming.
  39595. * A negative number will reverse the axis direction.
  39596. */
  39597. pinchPrecision: number;
  39598. /**
  39599. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39600. * from 0.
  39601. * It defines the percentage of current camera.radius to use as delta when
  39602. * pinch zoom is used.
  39603. */
  39604. pinchDeltaPercentage: number;
  39605. /**
  39606. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  39607. */
  39608. axisXControlRadius: boolean;
  39609. /**
  39610. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  39611. */
  39612. axisXControlHeight: boolean;
  39613. /**
  39614. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  39615. */
  39616. axisXControlRotation: boolean;
  39617. /**
  39618. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  39619. */
  39620. axisYControlRadius: boolean;
  39621. /**
  39622. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  39623. */
  39624. axisYControlHeight: boolean;
  39625. /**
  39626. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  39627. */
  39628. axisYControlRotation: boolean;
  39629. /**
  39630. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  39631. */
  39632. axisPinchControlRadius: boolean;
  39633. /**
  39634. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  39635. */
  39636. axisPinchControlHeight: boolean;
  39637. /**
  39638. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  39639. */
  39640. axisPinchControlRotation: boolean;
  39641. /**
  39642. * Log error messages if basic misconfiguration has occurred.
  39643. */
  39644. warningEnable: boolean;
  39645. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39646. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39647. private _warningCounter;
  39648. private _warning;
  39649. }
  39650. }
  39651. declare module "babylonjs/Cameras/followCameraInputsManager" {
  39652. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39653. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39654. /**
  39655. * Default Inputs manager for the FollowCamera.
  39656. * It groups all the default supported inputs for ease of use.
  39657. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39658. */
  39659. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  39660. /**
  39661. * Instantiates a new FollowCameraInputsManager.
  39662. * @param camera Defines the camera the inputs belong to
  39663. */
  39664. constructor(camera: FollowCamera);
  39665. /**
  39666. * Add keyboard input support to the input manager.
  39667. * @returns the current input manager
  39668. */
  39669. addKeyboard(): FollowCameraInputsManager;
  39670. /**
  39671. * Add mouse wheel input support to the input manager.
  39672. * @returns the current input manager
  39673. */
  39674. addMouseWheel(): FollowCameraInputsManager;
  39675. /**
  39676. * Add pointers input support to the input manager.
  39677. * @returns the current input manager
  39678. */
  39679. addPointers(): FollowCameraInputsManager;
  39680. /**
  39681. * Add orientation input support to the input manager.
  39682. * @returns the current input manager
  39683. */
  39684. addVRDeviceOrientation(): FollowCameraInputsManager;
  39685. }
  39686. }
  39687. declare module "babylonjs/Cameras/followCamera" {
  39688. import { Nullable } from "babylonjs/types";
  39689. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39690. import { Scene } from "babylonjs/scene";
  39691. import { Vector3 } from "babylonjs/Maths/math.vector";
  39692. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39693. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  39694. /**
  39695. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  39696. * an arc rotate version arcFollowCamera are available.
  39697. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39698. */
  39699. export class FollowCamera extends TargetCamera {
  39700. /**
  39701. * Distance the follow camera should follow an object at
  39702. */
  39703. radius: number;
  39704. /**
  39705. * Minimum allowed distance of the camera to the axis of rotation
  39706. * (The camera can not get closer).
  39707. * This can help limiting how the Camera is able to move in the scene.
  39708. */
  39709. lowerRadiusLimit: Nullable<number>;
  39710. /**
  39711. * Maximum allowed distance of the camera to the axis of rotation
  39712. * (The camera can not get further).
  39713. * This can help limiting how the Camera is able to move in the scene.
  39714. */
  39715. upperRadiusLimit: Nullable<number>;
  39716. /**
  39717. * Define a rotation offset between the camera and the object it follows
  39718. */
  39719. rotationOffset: number;
  39720. /**
  39721. * Minimum allowed angle to camera position relative to target object.
  39722. * This can help limiting how the Camera is able to move in the scene.
  39723. */
  39724. lowerRotationOffsetLimit: Nullable<number>;
  39725. /**
  39726. * Maximum allowed angle to camera position relative to target object.
  39727. * This can help limiting how the Camera is able to move in the scene.
  39728. */
  39729. upperRotationOffsetLimit: Nullable<number>;
  39730. /**
  39731. * Define a height offset between the camera and the object it follows.
  39732. * It can help following an object from the top (like a car chaing a plane)
  39733. */
  39734. heightOffset: number;
  39735. /**
  39736. * Minimum allowed height of camera position relative to target object.
  39737. * This can help limiting how the Camera is able to move in the scene.
  39738. */
  39739. lowerHeightOffsetLimit: Nullable<number>;
  39740. /**
  39741. * Maximum allowed height of camera position relative to target object.
  39742. * This can help limiting how the Camera is able to move in the scene.
  39743. */
  39744. upperHeightOffsetLimit: Nullable<number>;
  39745. /**
  39746. * Define how fast the camera can accelerate to follow it s target.
  39747. */
  39748. cameraAcceleration: number;
  39749. /**
  39750. * Define the speed limit of the camera following an object.
  39751. */
  39752. maxCameraSpeed: number;
  39753. /**
  39754. * Define the target of the camera.
  39755. */
  39756. lockedTarget: Nullable<AbstractMesh>;
  39757. /**
  39758. * Defines the input associated with the camera.
  39759. */
  39760. inputs: FollowCameraInputsManager;
  39761. /**
  39762. * Instantiates the follow camera.
  39763. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39764. * @param name Define the name of the camera in the scene
  39765. * @param position Define the position of the camera
  39766. * @param scene Define the scene the camera belong to
  39767. * @param lockedTarget Define the target of the camera
  39768. */
  39769. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  39770. private _follow;
  39771. /**
  39772. * Attached controls to the current camera.
  39773. * @param element Defines the element the controls should be listened from
  39774. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39775. */
  39776. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39777. /**
  39778. * Detach the current controls from the camera.
  39779. * The camera will stop reacting to inputs.
  39780. * @param element Defines the element to stop listening the inputs from
  39781. */
  39782. detachControl(element: HTMLElement): void;
  39783. /** @hidden */
  39784. _checkInputs(): void;
  39785. private _checkLimits;
  39786. /**
  39787. * Gets the camera class name.
  39788. * @returns the class name
  39789. */
  39790. getClassName(): string;
  39791. }
  39792. /**
  39793. * Arc Rotate version of the follow camera.
  39794. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39795. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39796. */
  39797. export class ArcFollowCamera extends TargetCamera {
  39798. /** The longitudinal angle of the camera */
  39799. alpha: number;
  39800. /** The latitudinal angle of the camera */
  39801. beta: number;
  39802. /** The radius of the camera from its target */
  39803. radius: number;
  39804. /** Define the camera target (the messh it should follow) */
  39805. target: Nullable<AbstractMesh>;
  39806. private _cartesianCoordinates;
  39807. /**
  39808. * Instantiates a new ArcFollowCamera
  39809. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39810. * @param name Define the name of the camera
  39811. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39812. * @param beta Define the rotation angle of the camera around the elevation axis
  39813. * @param radius Define the radius of the camera from its target point
  39814. * @param target Define the target of the camera
  39815. * @param scene Define the scene the camera belongs to
  39816. */
  39817. constructor(name: string,
  39818. /** The longitudinal angle of the camera */
  39819. alpha: number,
  39820. /** The latitudinal angle of the camera */
  39821. beta: number,
  39822. /** The radius of the camera from its target */
  39823. radius: number,
  39824. /** Define the camera target (the messh it should follow) */
  39825. target: Nullable<AbstractMesh>, scene: Scene);
  39826. private _follow;
  39827. /** @hidden */
  39828. _checkInputs(): void;
  39829. /**
  39830. * Returns the class name of the object.
  39831. * It is mostly used internally for serialization purposes.
  39832. */
  39833. getClassName(): string;
  39834. }
  39835. }
  39836. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39837. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39838. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39839. import { Nullable } from "babylonjs/types";
  39840. /**
  39841. * Manage the keyboard inputs to control the movement of a follow camera.
  39842. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39843. */
  39844. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39845. /**
  39846. * Defines the camera the input is attached to.
  39847. */
  39848. camera: FollowCamera;
  39849. /**
  39850. * Defines the list of key codes associated with the up action (increase heightOffset)
  39851. */
  39852. keysHeightOffsetIncr: number[];
  39853. /**
  39854. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39855. */
  39856. keysHeightOffsetDecr: number[];
  39857. /**
  39858. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39859. */
  39860. keysHeightOffsetModifierAlt: boolean;
  39861. /**
  39862. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39863. */
  39864. keysHeightOffsetModifierCtrl: boolean;
  39865. /**
  39866. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39867. */
  39868. keysHeightOffsetModifierShift: boolean;
  39869. /**
  39870. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39871. */
  39872. keysRotationOffsetIncr: number[];
  39873. /**
  39874. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39875. */
  39876. keysRotationOffsetDecr: number[];
  39877. /**
  39878. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39879. */
  39880. keysRotationOffsetModifierAlt: boolean;
  39881. /**
  39882. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39883. */
  39884. keysRotationOffsetModifierCtrl: boolean;
  39885. /**
  39886. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39887. */
  39888. keysRotationOffsetModifierShift: boolean;
  39889. /**
  39890. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39891. */
  39892. keysRadiusIncr: number[];
  39893. /**
  39894. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39895. */
  39896. keysRadiusDecr: number[];
  39897. /**
  39898. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39899. */
  39900. keysRadiusModifierAlt: boolean;
  39901. /**
  39902. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39903. */
  39904. keysRadiusModifierCtrl: boolean;
  39905. /**
  39906. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39907. */
  39908. keysRadiusModifierShift: boolean;
  39909. /**
  39910. * Defines the rate of change of heightOffset.
  39911. */
  39912. heightSensibility: number;
  39913. /**
  39914. * Defines the rate of change of rotationOffset.
  39915. */
  39916. rotationSensibility: number;
  39917. /**
  39918. * Defines the rate of change of radius.
  39919. */
  39920. radiusSensibility: number;
  39921. private _keys;
  39922. private _ctrlPressed;
  39923. private _altPressed;
  39924. private _shiftPressed;
  39925. private _onCanvasBlurObserver;
  39926. private _onKeyboardObserver;
  39927. private _engine;
  39928. private _scene;
  39929. /**
  39930. * Attach the input controls to a specific dom element to get the input from.
  39931. * @param element Defines the element the controls should be listened from
  39932. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39933. */
  39934. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39935. /**
  39936. * Detach the current controls from the specified dom element.
  39937. * @param element Defines the element to stop listening the inputs from
  39938. */
  39939. detachControl(element: Nullable<HTMLElement>): void;
  39940. /**
  39941. * Update the current camera state depending on the inputs that have been used this frame.
  39942. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39943. */
  39944. checkInputs(): void;
  39945. /**
  39946. * Gets the class name of the current input.
  39947. * @returns the class name
  39948. */
  39949. getClassName(): string;
  39950. /**
  39951. * Get the friendly name associated with the input class.
  39952. * @returns the input friendly name
  39953. */
  39954. getSimpleName(): string;
  39955. /**
  39956. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39957. * allow modification of the heightOffset value.
  39958. */
  39959. private _modifierHeightOffset;
  39960. /**
  39961. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39962. * allow modification of the rotationOffset value.
  39963. */
  39964. private _modifierRotationOffset;
  39965. /**
  39966. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39967. * allow modification of the radius value.
  39968. */
  39969. private _modifierRadius;
  39970. }
  39971. }
  39972. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39973. import { Nullable } from "babylonjs/types";
  39974. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39975. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39976. import { Observable } from "babylonjs/Misc/observable";
  39977. module "babylonjs/Cameras/freeCameraInputsManager" {
  39978. interface FreeCameraInputsManager {
  39979. /**
  39980. * @hidden
  39981. */
  39982. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39983. /**
  39984. * Add orientation input support to the input manager.
  39985. * @returns the current input manager
  39986. */
  39987. addDeviceOrientation(): FreeCameraInputsManager;
  39988. }
  39989. }
  39990. /**
  39991. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39992. * Screen rotation is taken into account.
  39993. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39994. */
  39995. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39996. private _camera;
  39997. private _screenOrientationAngle;
  39998. private _constantTranform;
  39999. private _screenQuaternion;
  40000. private _alpha;
  40001. private _beta;
  40002. private _gamma;
  40003. /**
  40004. * Can be used to detect if a device orientation sensor is availible on a device
  40005. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  40006. * @returns a promise that will resolve on orientation change
  40007. */
  40008. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  40009. /**
  40010. * @hidden
  40011. */
  40012. _onDeviceOrientationChangedObservable: Observable<void>;
  40013. /**
  40014. * Instantiates a new input
  40015. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40016. */
  40017. constructor();
  40018. /**
  40019. * Define the camera controlled by the input.
  40020. */
  40021. camera: FreeCamera;
  40022. /**
  40023. * Attach the input controls to a specific dom element to get the input from.
  40024. * @param element Defines the element the controls should be listened from
  40025. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40026. */
  40027. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40028. private _orientationChanged;
  40029. private _deviceOrientation;
  40030. /**
  40031. * Detach the current controls from the specified dom element.
  40032. * @param element Defines the element to stop listening the inputs from
  40033. */
  40034. detachControl(element: Nullable<HTMLElement>): void;
  40035. /**
  40036. * Update the current camera state depending on the inputs that have been used this frame.
  40037. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40038. */
  40039. checkInputs(): void;
  40040. /**
  40041. * Gets the class name of the current intput.
  40042. * @returns the class name
  40043. */
  40044. getClassName(): string;
  40045. /**
  40046. * Get the friendly name associated with the input class.
  40047. * @returns the input friendly name
  40048. */
  40049. getSimpleName(): string;
  40050. }
  40051. }
  40052. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  40053. import { Nullable } from "babylonjs/types";
  40054. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40055. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40056. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40057. /**
  40058. * Manage the gamepad inputs to control a free camera.
  40059. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40060. */
  40061. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  40062. /**
  40063. * Define the camera the input is attached to.
  40064. */
  40065. camera: FreeCamera;
  40066. /**
  40067. * Define the Gamepad controlling the input
  40068. */
  40069. gamepad: Nullable<Gamepad>;
  40070. /**
  40071. * Defines the gamepad rotation sensiblity.
  40072. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40073. */
  40074. gamepadAngularSensibility: number;
  40075. /**
  40076. * Defines the gamepad move sensiblity.
  40077. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40078. */
  40079. gamepadMoveSensibility: number;
  40080. private _yAxisScale;
  40081. /**
  40082. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  40083. */
  40084. invertYAxis: boolean;
  40085. private _onGamepadConnectedObserver;
  40086. private _onGamepadDisconnectedObserver;
  40087. private _cameraTransform;
  40088. private _deltaTransform;
  40089. private _vector3;
  40090. private _vector2;
  40091. /**
  40092. * Attach the input controls to a specific dom element to get the input from.
  40093. * @param element Defines the element the controls should be listened from
  40094. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40095. */
  40096. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40097. /**
  40098. * Detach the current controls from the specified dom element.
  40099. * @param element Defines the element to stop listening the inputs from
  40100. */
  40101. detachControl(element: Nullable<HTMLElement>): void;
  40102. /**
  40103. * Update the current camera state depending on the inputs that have been used this frame.
  40104. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40105. */
  40106. checkInputs(): void;
  40107. /**
  40108. * Gets the class name of the current intput.
  40109. * @returns the class name
  40110. */
  40111. getClassName(): string;
  40112. /**
  40113. * Get the friendly name associated with the input class.
  40114. * @returns the input friendly name
  40115. */
  40116. getSimpleName(): string;
  40117. }
  40118. }
  40119. declare module "babylonjs/Misc/virtualJoystick" {
  40120. import { Nullable } from "babylonjs/types";
  40121. import { Vector3 } from "babylonjs/Maths/math.vector";
  40122. /**
  40123. * Defines the potential axis of a Joystick
  40124. */
  40125. export enum JoystickAxis {
  40126. /** X axis */
  40127. X = 0,
  40128. /** Y axis */
  40129. Y = 1,
  40130. /** Z axis */
  40131. Z = 2
  40132. }
  40133. /**
  40134. * Class used to define virtual joystick (used in touch mode)
  40135. */
  40136. export class VirtualJoystick {
  40137. /**
  40138. * Gets or sets a boolean indicating that left and right values must be inverted
  40139. */
  40140. reverseLeftRight: boolean;
  40141. /**
  40142. * Gets or sets a boolean indicating that up and down values must be inverted
  40143. */
  40144. reverseUpDown: boolean;
  40145. /**
  40146. * Gets the offset value for the position (ie. the change of the position value)
  40147. */
  40148. deltaPosition: Vector3;
  40149. /**
  40150. * Gets a boolean indicating if the virtual joystick was pressed
  40151. */
  40152. pressed: boolean;
  40153. /**
  40154. * Canvas the virtual joystick will render onto, default z-index of this is 5
  40155. */
  40156. static Canvas: Nullable<HTMLCanvasElement>;
  40157. private static _globalJoystickIndex;
  40158. private static vjCanvasContext;
  40159. private static vjCanvasWidth;
  40160. private static vjCanvasHeight;
  40161. private static halfWidth;
  40162. private _action;
  40163. private _axisTargetedByLeftAndRight;
  40164. private _axisTargetedByUpAndDown;
  40165. private _joystickSensibility;
  40166. private _inversedSensibility;
  40167. private _joystickPointerID;
  40168. private _joystickColor;
  40169. private _joystickPointerPos;
  40170. private _joystickPreviousPointerPos;
  40171. private _joystickPointerStartPos;
  40172. private _deltaJoystickVector;
  40173. private _leftJoystick;
  40174. private _touches;
  40175. private _onPointerDownHandlerRef;
  40176. private _onPointerMoveHandlerRef;
  40177. private _onPointerUpHandlerRef;
  40178. private _onResize;
  40179. /**
  40180. * Creates a new virtual joystick
  40181. * @param leftJoystick defines that the joystick is for left hand (false by default)
  40182. */
  40183. constructor(leftJoystick?: boolean);
  40184. /**
  40185. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  40186. * @param newJoystickSensibility defines the new sensibility
  40187. */
  40188. setJoystickSensibility(newJoystickSensibility: number): void;
  40189. private _onPointerDown;
  40190. private _onPointerMove;
  40191. private _onPointerUp;
  40192. /**
  40193. * Change the color of the virtual joystick
  40194. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  40195. */
  40196. setJoystickColor(newColor: string): void;
  40197. /**
  40198. * Defines a callback to call when the joystick is touched
  40199. * @param action defines the callback
  40200. */
  40201. setActionOnTouch(action: () => any): void;
  40202. /**
  40203. * Defines which axis you'd like to control for left & right
  40204. * @param axis defines the axis to use
  40205. */
  40206. setAxisForLeftRight(axis: JoystickAxis): void;
  40207. /**
  40208. * Defines which axis you'd like to control for up & down
  40209. * @param axis defines the axis to use
  40210. */
  40211. setAxisForUpDown(axis: JoystickAxis): void;
  40212. private _drawVirtualJoystick;
  40213. /**
  40214. * Release internal HTML canvas
  40215. */
  40216. releaseCanvas(): void;
  40217. }
  40218. }
  40219. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  40220. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  40221. import { Nullable } from "babylonjs/types";
  40222. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40223. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40224. module "babylonjs/Cameras/freeCameraInputsManager" {
  40225. interface FreeCameraInputsManager {
  40226. /**
  40227. * Add virtual joystick input support to the input manager.
  40228. * @returns the current input manager
  40229. */
  40230. addVirtualJoystick(): FreeCameraInputsManager;
  40231. }
  40232. }
  40233. /**
  40234. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  40235. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40236. */
  40237. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  40238. /**
  40239. * Defines the camera the input is attached to.
  40240. */
  40241. camera: FreeCamera;
  40242. private _leftjoystick;
  40243. private _rightjoystick;
  40244. /**
  40245. * Gets the left stick of the virtual joystick.
  40246. * @returns The virtual Joystick
  40247. */
  40248. getLeftJoystick(): VirtualJoystick;
  40249. /**
  40250. * Gets the right stick of the virtual joystick.
  40251. * @returns The virtual Joystick
  40252. */
  40253. getRightJoystick(): VirtualJoystick;
  40254. /**
  40255. * Update the current camera state depending on the inputs that have been used this frame.
  40256. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40257. */
  40258. checkInputs(): void;
  40259. /**
  40260. * Attach the input controls to a specific dom element to get the input from.
  40261. * @param element Defines the element the controls should be listened from
  40262. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40263. */
  40264. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40265. /**
  40266. * Detach the current controls from the specified dom element.
  40267. * @param element Defines the element to stop listening the inputs from
  40268. */
  40269. detachControl(element: Nullable<HTMLElement>): void;
  40270. /**
  40271. * Gets the class name of the current intput.
  40272. * @returns the class name
  40273. */
  40274. getClassName(): string;
  40275. /**
  40276. * Get the friendly name associated with the input class.
  40277. * @returns the input friendly name
  40278. */
  40279. getSimpleName(): string;
  40280. }
  40281. }
  40282. declare module "babylonjs/Cameras/Inputs/index" {
  40283. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  40284. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  40285. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  40286. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  40287. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40288. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  40289. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  40290. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  40291. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  40292. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  40293. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40294. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  40295. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  40296. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  40297. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  40298. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40299. }
  40300. declare module "babylonjs/Cameras/touchCamera" {
  40301. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40302. import { Scene } from "babylonjs/scene";
  40303. import { Vector3 } from "babylonjs/Maths/math.vector";
  40304. /**
  40305. * This represents a FPS type of camera controlled by touch.
  40306. * This is like a universal camera minus the Gamepad controls.
  40307. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40308. */
  40309. export class TouchCamera extends FreeCamera {
  40310. /**
  40311. * Defines the touch sensibility for rotation.
  40312. * The higher the faster.
  40313. */
  40314. touchAngularSensibility: number;
  40315. /**
  40316. * Defines the touch sensibility for move.
  40317. * The higher the faster.
  40318. */
  40319. touchMoveSensibility: number;
  40320. /**
  40321. * Instantiates a new touch camera.
  40322. * This represents a FPS type of camera controlled by touch.
  40323. * This is like a universal camera minus the Gamepad controls.
  40324. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40325. * @param name Define the name of the camera in the scene
  40326. * @param position Define the start position of the camera in the scene
  40327. * @param scene Define the scene the camera belongs to
  40328. */
  40329. constructor(name: string, position: Vector3, scene: Scene);
  40330. /**
  40331. * Gets the current object class name.
  40332. * @return the class name
  40333. */
  40334. getClassName(): string;
  40335. /** @hidden */
  40336. _setupInputs(): void;
  40337. }
  40338. }
  40339. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  40340. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40341. import { Scene } from "babylonjs/scene";
  40342. import { Vector3 } from "babylonjs/Maths/math.vector";
  40343. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40344. import { Axis } from "babylonjs/Maths/math.axis";
  40345. /**
  40346. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  40347. * being tilted forward or back and left or right.
  40348. */
  40349. export class DeviceOrientationCamera extends FreeCamera {
  40350. private _initialQuaternion;
  40351. private _quaternionCache;
  40352. private _tmpDragQuaternion;
  40353. private _disablePointerInputWhenUsingDeviceOrientation;
  40354. /**
  40355. * Creates a new device orientation camera
  40356. * @param name The name of the camera
  40357. * @param position The start position camera
  40358. * @param scene The scene the camera belongs to
  40359. */
  40360. constructor(name: string, position: Vector3, scene: Scene);
  40361. /**
  40362. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  40363. */
  40364. disablePointerInputWhenUsingDeviceOrientation: boolean;
  40365. private _dragFactor;
  40366. /**
  40367. * Enabled turning on the y axis when the orientation sensor is active
  40368. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  40369. */
  40370. enableHorizontalDragging(dragFactor?: number): void;
  40371. /**
  40372. * Gets the current instance class name ("DeviceOrientationCamera").
  40373. * This helps avoiding instanceof at run time.
  40374. * @returns the class name
  40375. */
  40376. getClassName(): string;
  40377. /**
  40378. * @hidden
  40379. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  40380. */
  40381. _checkInputs(): void;
  40382. /**
  40383. * Reset the camera to its default orientation on the specified axis only.
  40384. * @param axis The axis to reset
  40385. */
  40386. resetToCurrentRotation(axis?: Axis): void;
  40387. }
  40388. }
  40389. declare module "babylonjs/Gamepads/xboxGamepad" {
  40390. import { Observable } from "babylonjs/Misc/observable";
  40391. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40392. /**
  40393. * Defines supported buttons for XBox360 compatible gamepads
  40394. */
  40395. export enum Xbox360Button {
  40396. /** A */
  40397. A = 0,
  40398. /** B */
  40399. B = 1,
  40400. /** X */
  40401. X = 2,
  40402. /** Y */
  40403. Y = 3,
  40404. /** Start */
  40405. Start = 4,
  40406. /** Back */
  40407. Back = 5,
  40408. /** Left button */
  40409. LB = 6,
  40410. /** Right button */
  40411. RB = 7,
  40412. /** Left stick */
  40413. LeftStick = 8,
  40414. /** Right stick */
  40415. RightStick = 9
  40416. }
  40417. /** Defines values for XBox360 DPad */
  40418. export enum Xbox360Dpad {
  40419. /** Up */
  40420. Up = 0,
  40421. /** Down */
  40422. Down = 1,
  40423. /** Left */
  40424. Left = 2,
  40425. /** Right */
  40426. Right = 3
  40427. }
  40428. /**
  40429. * Defines a XBox360 gamepad
  40430. */
  40431. export class Xbox360Pad extends Gamepad {
  40432. private _leftTrigger;
  40433. private _rightTrigger;
  40434. private _onlefttriggerchanged;
  40435. private _onrighttriggerchanged;
  40436. private _onbuttondown;
  40437. private _onbuttonup;
  40438. private _ondpaddown;
  40439. private _ondpadup;
  40440. /** Observable raised when a button is pressed */
  40441. onButtonDownObservable: Observable<Xbox360Button>;
  40442. /** Observable raised when a button is released */
  40443. onButtonUpObservable: Observable<Xbox360Button>;
  40444. /** Observable raised when a pad is pressed */
  40445. onPadDownObservable: Observable<Xbox360Dpad>;
  40446. /** Observable raised when a pad is released */
  40447. onPadUpObservable: Observable<Xbox360Dpad>;
  40448. private _buttonA;
  40449. private _buttonB;
  40450. private _buttonX;
  40451. private _buttonY;
  40452. private _buttonBack;
  40453. private _buttonStart;
  40454. private _buttonLB;
  40455. private _buttonRB;
  40456. private _buttonLeftStick;
  40457. private _buttonRightStick;
  40458. private _dPadUp;
  40459. private _dPadDown;
  40460. private _dPadLeft;
  40461. private _dPadRight;
  40462. private _isXboxOnePad;
  40463. /**
  40464. * Creates a new XBox360 gamepad object
  40465. * @param id defines the id of this gamepad
  40466. * @param index defines its index
  40467. * @param gamepad defines the internal HTML gamepad object
  40468. * @param xboxOne defines if it is a XBox One gamepad
  40469. */
  40470. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  40471. /**
  40472. * Defines the callback to call when left trigger is pressed
  40473. * @param callback defines the callback to use
  40474. */
  40475. onlefttriggerchanged(callback: (value: number) => void): void;
  40476. /**
  40477. * Defines the callback to call when right trigger is pressed
  40478. * @param callback defines the callback to use
  40479. */
  40480. onrighttriggerchanged(callback: (value: number) => void): void;
  40481. /**
  40482. * Gets the left trigger value
  40483. */
  40484. /**
  40485. * Sets the left trigger value
  40486. */
  40487. leftTrigger: number;
  40488. /**
  40489. * Gets the right trigger value
  40490. */
  40491. /**
  40492. * Sets the right trigger value
  40493. */
  40494. rightTrigger: number;
  40495. /**
  40496. * Defines the callback to call when a button is pressed
  40497. * @param callback defines the callback to use
  40498. */
  40499. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  40500. /**
  40501. * Defines the callback to call when a button is released
  40502. * @param callback defines the callback to use
  40503. */
  40504. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  40505. /**
  40506. * Defines the callback to call when a pad is pressed
  40507. * @param callback defines the callback to use
  40508. */
  40509. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  40510. /**
  40511. * Defines the callback to call when a pad is released
  40512. * @param callback defines the callback to use
  40513. */
  40514. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  40515. private _setButtonValue;
  40516. private _setDPadValue;
  40517. /**
  40518. * Gets the value of the `A` button
  40519. */
  40520. /**
  40521. * Sets the value of the `A` button
  40522. */
  40523. buttonA: number;
  40524. /**
  40525. * Gets the value of the `B` button
  40526. */
  40527. /**
  40528. * Sets the value of the `B` button
  40529. */
  40530. buttonB: number;
  40531. /**
  40532. * Gets the value of the `X` button
  40533. */
  40534. /**
  40535. * Sets the value of the `X` button
  40536. */
  40537. buttonX: number;
  40538. /**
  40539. * Gets the value of the `Y` button
  40540. */
  40541. /**
  40542. * Sets the value of the `Y` button
  40543. */
  40544. buttonY: number;
  40545. /**
  40546. * Gets the value of the `Start` button
  40547. */
  40548. /**
  40549. * Sets the value of the `Start` button
  40550. */
  40551. buttonStart: number;
  40552. /**
  40553. * Gets the value of the `Back` button
  40554. */
  40555. /**
  40556. * Sets the value of the `Back` button
  40557. */
  40558. buttonBack: number;
  40559. /**
  40560. * Gets the value of the `Left` button
  40561. */
  40562. /**
  40563. * Sets the value of the `Left` button
  40564. */
  40565. buttonLB: number;
  40566. /**
  40567. * Gets the value of the `Right` button
  40568. */
  40569. /**
  40570. * Sets the value of the `Right` button
  40571. */
  40572. buttonRB: number;
  40573. /**
  40574. * Gets the value of the Left joystick
  40575. */
  40576. /**
  40577. * Sets the value of the Left joystick
  40578. */
  40579. buttonLeftStick: number;
  40580. /**
  40581. * Gets the value of the Right joystick
  40582. */
  40583. /**
  40584. * Sets the value of the Right joystick
  40585. */
  40586. buttonRightStick: number;
  40587. /**
  40588. * Gets the value of D-pad up
  40589. */
  40590. /**
  40591. * Sets the value of D-pad up
  40592. */
  40593. dPadUp: number;
  40594. /**
  40595. * Gets the value of D-pad down
  40596. */
  40597. /**
  40598. * Sets the value of D-pad down
  40599. */
  40600. dPadDown: number;
  40601. /**
  40602. * Gets the value of D-pad left
  40603. */
  40604. /**
  40605. * Sets the value of D-pad left
  40606. */
  40607. dPadLeft: number;
  40608. /**
  40609. * Gets the value of D-pad right
  40610. */
  40611. /**
  40612. * Sets the value of D-pad right
  40613. */
  40614. dPadRight: number;
  40615. /**
  40616. * Force the gamepad to synchronize with device values
  40617. */
  40618. update(): void;
  40619. /**
  40620. * Disposes the gamepad
  40621. */
  40622. dispose(): void;
  40623. }
  40624. }
  40625. declare module "babylonjs/Gamepads/dualShockGamepad" {
  40626. import { Observable } from "babylonjs/Misc/observable";
  40627. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40628. /**
  40629. * Defines supported buttons for DualShock compatible gamepads
  40630. */
  40631. export enum DualShockButton {
  40632. /** Cross */
  40633. Cross = 0,
  40634. /** Circle */
  40635. Circle = 1,
  40636. /** Square */
  40637. Square = 2,
  40638. /** Triangle */
  40639. Triangle = 3,
  40640. /** Options */
  40641. Options = 4,
  40642. /** Share */
  40643. Share = 5,
  40644. /** L1 */
  40645. L1 = 6,
  40646. /** R1 */
  40647. R1 = 7,
  40648. /** Left stick */
  40649. LeftStick = 8,
  40650. /** Right stick */
  40651. RightStick = 9
  40652. }
  40653. /** Defines values for DualShock DPad */
  40654. export enum DualShockDpad {
  40655. /** Up */
  40656. Up = 0,
  40657. /** Down */
  40658. Down = 1,
  40659. /** Left */
  40660. Left = 2,
  40661. /** Right */
  40662. Right = 3
  40663. }
  40664. /**
  40665. * Defines a DualShock gamepad
  40666. */
  40667. export class DualShockPad extends Gamepad {
  40668. private _leftTrigger;
  40669. private _rightTrigger;
  40670. private _onlefttriggerchanged;
  40671. private _onrighttriggerchanged;
  40672. private _onbuttondown;
  40673. private _onbuttonup;
  40674. private _ondpaddown;
  40675. private _ondpadup;
  40676. /** Observable raised when a button is pressed */
  40677. onButtonDownObservable: Observable<DualShockButton>;
  40678. /** Observable raised when a button is released */
  40679. onButtonUpObservable: Observable<DualShockButton>;
  40680. /** Observable raised when a pad is pressed */
  40681. onPadDownObservable: Observable<DualShockDpad>;
  40682. /** Observable raised when a pad is released */
  40683. onPadUpObservable: Observable<DualShockDpad>;
  40684. private _buttonCross;
  40685. private _buttonCircle;
  40686. private _buttonSquare;
  40687. private _buttonTriangle;
  40688. private _buttonShare;
  40689. private _buttonOptions;
  40690. private _buttonL1;
  40691. private _buttonR1;
  40692. private _buttonLeftStick;
  40693. private _buttonRightStick;
  40694. private _dPadUp;
  40695. private _dPadDown;
  40696. private _dPadLeft;
  40697. private _dPadRight;
  40698. /**
  40699. * Creates a new DualShock gamepad object
  40700. * @param id defines the id of this gamepad
  40701. * @param index defines its index
  40702. * @param gamepad defines the internal HTML gamepad object
  40703. */
  40704. constructor(id: string, index: number, gamepad: any);
  40705. /**
  40706. * Defines the callback to call when left trigger is pressed
  40707. * @param callback defines the callback to use
  40708. */
  40709. onlefttriggerchanged(callback: (value: number) => void): void;
  40710. /**
  40711. * Defines the callback to call when right trigger is pressed
  40712. * @param callback defines the callback to use
  40713. */
  40714. onrighttriggerchanged(callback: (value: number) => void): void;
  40715. /**
  40716. * Gets the left trigger value
  40717. */
  40718. /**
  40719. * Sets the left trigger value
  40720. */
  40721. leftTrigger: number;
  40722. /**
  40723. * Gets the right trigger value
  40724. */
  40725. /**
  40726. * Sets the right trigger value
  40727. */
  40728. rightTrigger: number;
  40729. /**
  40730. * Defines the callback to call when a button is pressed
  40731. * @param callback defines the callback to use
  40732. */
  40733. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  40734. /**
  40735. * Defines the callback to call when a button is released
  40736. * @param callback defines the callback to use
  40737. */
  40738. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  40739. /**
  40740. * Defines the callback to call when a pad is pressed
  40741. * @param callback defines the callback to use
  40742. */
  40743. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  40744. /**
  40745. * Defines the callback to call when a pad is released
  40746. * @param callback defines the callback to use
  40747. */
  40748. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  40749. private _setButtonValue;
  40750. private _setDPadValue;
  40751. /**
  40752. * Gets the value of the `Cross` button
  40753. */
  40754. /**
  40755. * Sets the value of the `Cross` button
  40756. */
  40757. buttonCross: number;
  40758. /**
  40759. * Gets the value of the `Circle` button
  40760. */
  40761. /**
  40762. * Sets the value of the `Circle` button
  40763. */
  40764. buttonCircle: number;
  40765. /**
  40766. * Gets the value of the `Square` button
  40767. */
  40768. /**
  40769. * Sets the value of the `Square` button
  40770. */
  40771. buttonSquare: number;
  40772. /**
  40773. * Gets the value of the `Triangle` button
  40774. */
  40775. /**
  40776. * Sets the value of the `Triangle` button
  40777. */
  40778. buttonTriangle: number;
  40779. /**
  40780. * Gets the value of the `Options` button
  40781. */
  40782. /**
  40783. * Sets the value of the `Options` button
  40784. */
  40785. buttonOptions: number;
  40786. /**
  40787. * Gets the value of the `Share` button
  40788. */
  40789. /**
  40790. * Sets the value of the `Share` button
  40791. */
  40792. buttonShare: number;
  40793. /**
  40794. * Gets the value of the `L1` button
  40795. */
  40796. /**
  40797. * Sets the value of the `L1` button
  40798. */
  40799. buttonL1: number;
  40800. /**
  40801. * Gets the value of the `R1` button
  40802. */
  40803. /**
  40804. * Sets the value of the `R1` button
  40805. */
  40806. buttonR1: number;
  40807. /**
  40808. * Gets the value of the Left joystick
  40809. */
  40810. /**
  40811. * Sets the value of the Left joystick
  40812. */
  40813. buttonLeftStick: number;
  40814. /**
  40815. * Gets the value of the Right joystick
  40816. */
  40817. /**
  40818. * Sets the value of the Right joystick
  40819. */
  40820. buttonRightStick: number;
  40821. /**
  40822. * Gets the value of D-pad up
  40823. */
  40824. /**
  40825. * Sets the value of D-pad up
  40826. */
  40827. dPadUp: number;
  40828. /**
  40829. * Gets the value of D-pad down
  40830. */
  40831. /**
  40832. * Sets the value of D-pad down
  40833. */
  40834. dPadDown: number;
  40835. /**
  40836. * Gets the value of D-pad left
  40837. */
  40838. /**
  40839. * Sets the value of D-pad left
  40840. */
  40841. dPadLeft: number;
  40842. /**
  40843. * Gets the value of D-pad right
  40844. */
  40845. /**
  40846. * Sets the value of D-pad right
  40847. */
  40848. dPadRight: number;
  40849. /**
  40850. * Force the gamepad to synchronize with device values
  40851. */
  40852. update(): void;
  40853. /**
  40854. * Disposes the gamepad
  40855. */
  40856. dispose(): void;
  40857. }
  40858. }
  40859. declare module "babylonjs/Gamepads/gamepadManager" {
  40860. import { Observable } from "babylonjs/Misc/observable";
  40861. import { Nullable } from "babylonjs/types";
  40862. import { Scene } from "babylonjs/scene";
  40863. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40864. /**
  40865. * Manager for handling gamepads
  40866. */
  40867. export class GamepadManager {
  40868. private _scene?;
  40869. private _babylonGamepads;
  40870. private _oneGamepadConnected;
  40871. /** @hidden */
  40872. _isMonitoring: boolean;
  40873. private _gamepadEventSupported;
  40874. private _gamepadSupport;
  40875. /**
  40876. * observable to be triggered when the gamepad controller has been connected
  40877. */
  40878. onGamepadConnectedObservable: Observable<Gamepad>;
  40879. /**
  40880. * observable to be triggered when the gamepad controller has been disconnected
  40881. */
  40882. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40883. private _onGamepadConnectedEvent;
  40884. private _onGamepadDisconnectedEvent;
  40885. /**
  40886. * Initializes the gamepad manager
  40887. * @param _scene BabylonJS scene
  40888. */
  40889. constructor(_scene?: Scene | undefined);
  40890. /**
  40891. * The gamepads in the game pad manager
  40892. */
  40893. readonly gamepads: Gamepad[];
  40894. /**
  40895. * Get the gamepad controllers based on type
  40896. * @param type The type of gamepad controller
  40897. * @returns Nullable gamepad
  40898. */
  40899. getGamepadByType(type?: number): Nullable<Gamepad>;
  40900. /**
  40901. * Disposes the gamepad manager
  40902. */
  40903. dispose(): void;
  40904. private _addNewGamepad;
  40905. private _startMonitoringGamepads;
  40906. private _stopMonitoringGamepads;
  40907. /** @hidden */
  40908. _checkGamepadsStatus(): void;
  40909. private _updateGamepadObjects;
  40910. }
  40911. }
  40912. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40913. import { Nullable } from "babylonjs/types";
  40914. import { Scene } from "babylonjs/scene";
  40915. import { ISceneComponent } from "babylonjs/sceneComponent";
  40916. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40917. module "babylonjs/scene" {
  40918. interface Scene {
  40919. /** @hidden */
  40920. _gamepadManager: Nullable<GamepadManager>;
  40921. /**
  40922. * Gets the gamepad manager associated with the scene
  40923. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40924. */
  40925. gamepadManager: GamepadManager;
  40926. }
  40927. }
  40928. module "babylonjs/Cameras/freeCameraInputsManager" {
  40929. /**
  40930. * Interface representing a free camera inputs manager
  40931. */
  40932. interface FreeCameraInputsManager {
  40933. /**
  40934. * Adds gamepad input support to the FreeCameraInputsManager.
  40935. * @returns the FreeCameraInputsManager
  40936. */
  40937. addGamepad(): FreeCameraInputsManager;
  40938. }
  40939. }
  40940. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40941. /**
  40942. * Interface representing an arc rotate camera inputs manager
  40943. */
  40944. interface ArcRotateCameraInputsManager {
  40945. /**
  40946. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40947. * @returns the camera inputs manager
  40948. */
  40949. addGamepad(): ArcRotateCameraInputsManager;
  40950. }
  40951. }
  40952. /**
  40953. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40954. */
  40955. export class GamepadSystemSceneComponent implements ISceneComponent {
  40956. /**
  40957. * The component name helpfull to identify the component in the list of scene components.
  40958. */
  40959. readonly name: string;
  40960. /**
  40961. * The scene the component belongs to.
  40962. */
  40963. scene: Scene;
  40964. /**
  40965. * Creates a new instance of the component for the given scene
  40966. * @param scene Defines the scene to register the component in
  40967. */
  40968. constructor(scene: Scene);
  40969. /**
  40970. * Registers the component in a given scene
  40971. */
  40972. register(): void;
  40973. /**
  40974. * Rebuilds the elements related to this component in case of
  40975. * context lost for instance.
  40976. */
  40977. rebuild(): void;
  40978. /**
  40979. * Disposes the component and the associated ressources
  40980. */
  40981. dispose(): void;
  40982. private _beforeCameraUpdate;
  40983. }
  40984. }
  40985. declare module "babylonjs/Cameras/universalCamera" {
  40986. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40987. import { Scene } from "babylonjs/scene";
  40988. import { Vector3 } from "babylonjs/Maths/math.vector";
  40989. import "babylonjs/Gamepads/gamepadSceneComponent";
  40990. /**
  40991. * 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,
  40992. * which still works and will still be found in many Playgrounds.
  40993. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40994. */
  40995. export class UniversalCamera extends TouchCamera {
  40996. /**
  40997. * Defines the gamepad rotation sensiblity.
  40998. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40999. */
  41000. gamepadAngularSensibility: number;
  41001. /**
  41002. * Defines the gamepad move sensiblity.
  41003. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  41004. */
  41005. gamepadMoveSensibility: number;
  41006. /**
  41007. * 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,
  41008. * which still works and will still be found in many Playgrounds.
  41009. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41010. * @param name Define the name of the camera in the scene
  41011. * @param position Define the start position of the camera in the scene
  41012. * @param scene Define the scene the camera belongs to
  41013. */
  41014. constructor(name: string, position: Vector3, scene: Scene);
  41015. /**
  41016. * Gets the current object class name.
  41017. * @return the class name
  41018. */
  41019. getClassName(): string;
  41020. }
  41021. }
  41022. declare module "babylonjs/Cameras/gamepadCamera" {
  41023. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41024. import { Scene } from "babylonjs/scene";
  41025. import { Vector3 } from "babylonjs/Maths/math.vector";
  41026. /**
  41027. * This represents a FPS type of camera. This is only here for back compat purpose.
  41028. * Please use the UniversalCamera instead as both are identical.
  41029. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41030. */
  41031. export class GamepadCamera extends UniversalCamera {
  41032. /**
  41033. * Instantiates a new Gamepad Camera
  41034. * This represents a FPS type of camera. This is only here for back compat purpose.
  41035. * Please use the UniversalCamera instead as both are identical.
  41036. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41037. * @param name Define the name of the camera in the scene
  41038. * @param position Define the start position of the camera in the scene
  41039. * @param scene Define the scene the camera belongs to
  41040. */
  41041. constructor(name: string, position: Vector3, scene: Scene);
  41042. /**
  41043. * Gets the current object class name.
  41044. * @return the class name
  41045. */
  41046. getClassName(): string;
  41047. }
  41048. }
  41049. declare module "babylonjs/Shaders/pass.fragment" {
  41050. /** @hidden */
  41051. export var passPixelShader: {
  41052. name: string;
  41053. shader: string;
  41054. };
  41055. }
  41056. declare module "babylonjs/Shaders/passCube.fragment" {
  41057. /** @hidden */
  41058. export var passCubePixelShader: {
  41059. name: string;
  41060. shader: string;
  41061. };
  41062. }
  41063. declare module "babylonjs/PostProcesses/passPostProcess" {
  41064. import { Nullable } from "babylonjs/types";
  41065. import { Camera } from "babylonjs/Cameras/camera";
  41066. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41067. import { Engine } from "babylonjs/Engines/engine";
  41068. import "babylonjs/Shaders/pass.fragment";
  41069. import "babylonjs/Shaders/passCube.fragment";
  41070. /**
  41071. * PassPostProcess which produces an output the same as it's input
  41072. */
  41073. export class PassPostProcess extends PostProcess {
  41074. /**
  41075. * Creates the PassPostProcess
  41076. * @param name The name of the effect.
  41077. * @param options The required width/height ratio to downsize to before computing the render pass.
  41078. * @param camera The camera to apply the render pass to.
  41079. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41080. * @param engine The engine which the post process will be applied. (default: current engine)
  41081. * @param reusable If the post process can be reused on the same frame. (default: false)
  41082. * @param textureType The type of texture to be used when performing the post processing.
  41083. * @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)
  41084. */
  41085. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41086. }
  41087. /**
  41088. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  41089. */
  41090. export class PassCubePostProcess extends PostProcess {
  41091. private _face;
  41092. /**
  41093. * Gets or sets the cube face to display.
  41094. * * 0 is +X
  41095. * * 1 is -X
  41096. * * 2 is +Y
  41097. * * 3 is -Y
  41098. * * 4 is +Z
  41099. * * 5 is -Z
  41100. */
  41101. face: number;
  41102. /**
  41103. * Creates the PassCubePostProcess
  41104. * @param name The name of the effect.
  41105. * @param options The required width/height ratio to downsize to before computing the render pass.
  41106. * @param camera The camera to apply the render pass to.
  41107. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41108. * @param engine The engine which the post process will be applied. (default: current engine)
  41109. * @param reusable If the post process can be reused on the same frame. (default: false)
  41110. * @param textureType The type of texture to be used when performing the post processing.
  41111. * @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)
  41112. */
  41113. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41114. }
  41115. }
  41116. declare module "babylonjs/Shaders/anaglyph.fragment" {
  41117. /** @hidden */
  41118. export var anaglyphPixelShader: {
  41119. name: string;
  41120. shader: string;
  41121. };
  41122. }
  41123. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  41124. import { Engine } from "babylonjs/Engines/engine";
  41125. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41126. import { Camera } from "babylonjs/Cameras/camera";
  41127. import "babylonjs/Shaders/anaglyph.fragment";
  41128. /**
  41129. * Postprocess used to generate anaglyphic rendering
  41130. */
  41131. export class AnaglyphPostProcess extends PostProcess {
  41132. private _passedProcess;
  41133. /**
  41134. * Creates a new AnaglyphPostProcess
  41135. * @param name defines postprocess name
  41136. * @param options defines creation options or target ratio scale
  41137. * @param rigCameras defines cameras using this postprocess
  41138. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  41139. * @param engine defines hosting engine
  41140. * @param reusable defines if the postprocess will be reused multiple times per frame
  41141. */
  41142. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  41143. }
  41144. }
  41145. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  41146. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  41147. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41148. import { Scene } from "babylonjs/scene";
  41149. import { Vector3 } from "babylonjs/Maths/math.vector";
  41150. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41151. /**
  41152. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  41153. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41154. */
  41155. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  41156. /**
  41157. * Creates a new AnaglyphArcRotateCamera
  41158. * @param name defines camera name
  41159. * @param alpha defines alpha angle (in radians)
  41160. * @param beta defines beta angle (in radians)
  41161. * @param radius defines radius
  41162. * @param target defines camera target
  41163. * @param interaxialDistance defines distance between each color axis
  41164. * @param scene defines the hosting scene
  41165. */
  41166. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  41167. /**
  41168. * Gets camera class name
  41169. * @returns AnaglyphArcRotateCamera
  41170. */
  41171. getClassName(): string;
  41172. }
  41173. }
  41174. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  41175. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41176. import { Scene } from "babylonjs/scene";
  41177. import { Vector3 } from "babylonjs/Maths/math.vector";
  41178. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41179. /**
  41180. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  41181. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41182. */
  41183. export class AnaglyphFreeCamera extends FreeCamera {
  41184. /**
  41185. * Creates a new AnaglyphFreeCamera
  41186. * @param name defines camera name
  41187. * @param position defines initial position
  41188. * @param interaxialDistance defines distance between each color axis
  41189. * @param scene defines the hosting scene
  41190. */
  41191. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41192. /**
  41193. * Gets camera class name
  41194. * @returns AnaglyphFreeCamera
  41195. */
  41196. getClassName(): string;
  41197. }
  41198. }
  41199. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  41200. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41201. import { Scene } from "babylonjs/scene";
  41202. import { Vector3 } from "babylonjs/Maths/math.vector";
  41203. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41204. /**
  41205. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  41206. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41207. */
  41208. export class AnaglyphGamepadCamera extends GamepadCamera {
  41209. /**
  41210. * Creates a new AnaglyphGamepadCamera
  41211. * @param name defines camera name
  41212. * @param position defines initial position
  41213. * @param interaxialDistance defines distance between each color axis
  41214. * @param scene defines the hosting scene
  41215. */
  41216. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41217. /**
  41218. * Gets camera class name
  41219. * @returns AnaglyphGamepadCamera
  41220. */
  41221. getClassName(): string;
  41222. }
  41223. }
  41224. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  41225. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41226. import { Scene } from "babylonjs/scene";
  41227. import { Vector3 } from "babylonjs/Maths/math.vector";
  41228. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41229. /**
  41230. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  41231. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41232. */
  41233. export class AnaglyphUniversalCamera extends UniversalCamera {
  41234. /**
  41235. * Creates a new AnaglyphUniversalCamera
  41236. * @param name defines camera name
  41237. * @param position defines initial position
  41238. * @param interaxialDistance defines distance between each color axis
  41239. * @param scene defines the hosting scene
  41240. */
  41241. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41242. /**
  41243. * Gets camera class name
  41244. * @returns AnaglyphUniversalCamera
  41245. */
  41246. getClassName(): string;
  41247. }
  41248. }
  41249. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  41250. /** @hidden */
  41251. export var stereoscopicInterlacePixelShader: {
  41252. name: string;
  41253. shader: string;
  41254. };
  41255. }
  41256. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  41257. import { Camera } from "babylonjs/Cameras/camera";
  41258. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41259. import { Engine } from "babylonjs/Engines/engine";
  41260. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  41261. /**
  41262. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  41263. */
  41264. export class StereoscopicInterlacePostProcess extends PostProcess {
  41265. private _stepSize;
  41266. private _passedProcess;
  41267. /**
  41268. * Initializes a StereoscopicInterlacePostProcess
  41269. * @param name The name of the effect.
  41270. * @param rigCameras The rig cameras to be appled to the post process
  41271. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  41272. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41273. * @param engine The engine which the post process will be applied. (default: current engine)
  41274. * @param reusable If the post process can be reused on the same frame. (default: false)
  41275. */
  41276. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  41277. }
  41278. }
  41279. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  41280. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  41281. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41282. import { Scene } from "babylonjs/scene";
  41283. import { Vector3 } from "babylonjs/Maths/math.vector";
  41284. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41285. /**
  41286. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  41287. * @see http://doc.babylonjs.com/features/cameras
  41288. */
  41289. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  41290. /**
  41291. * Creates a new StereoscopicArcRotateCamera
  41292. * @param name defines camera name
  41293. * @param alpha defines alpha angle (in radians)
  41294. * @param beta defines beta angle (in radians)
  41295. * @param radius defines radius
  41296. * @param target defines camera target
  41297. * @param interaxialDistance defines distance between each color axis
  41298. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41299. * @param scene defines the hosting scene
  41300. */
  41301. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41302. /**
  41303. * Gets camera class name
  41304. * @returns StereoscopicArcRotateCamera
  41305. */
  41306. getClassName(): string;
  41307. }
  41308. }
  41309. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  41310. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41311. import { Scene } from "babylonjs/scene";
  41312. import { Vector3 } from "babylonjs/Maths/math.vector";
  41313. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41314. /**
  41315. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  41316. * @see http://doc.babylonjs.com/features/cameras
  41317. */
  41318. export class StereoscopicFreeCamera extends FreeCamera {
  41319. /**
  41320. * Creates a new StereoscopicFreeCamera
  41321. * @param name defines camera name
  41322. * @param position defines initial position
  41323. * @param interaxialDistance defines distance between each color axis
  41324. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41325. * @param scene defines the hosting scene
  41326. */
  41327. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41328. /**
  41329. * Gets camera class name
  41330. * @returns StereoscopicFreeCamera
  41331. */
  41332. getClassName(): string;
  41333. }
  41334. }
  41335. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  41336. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41337. import { Scene } from "babylonjs/scene";
  41338. import { Vector3 } from "babylonjs/Maths/math.vector";
  41339. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41340. /**
  41341. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  41342. * @see http://doc.babylonjs.com/features/cameras
  41343. */
  41344. export class StereoscopicGamepadCamera extends GamepadCamera {
  41345. /**
  41346. * Creates a new StereoscopicGamepadCamera
  41347. * @param name defines camera name
  41348. * @param position defines initial position
  41349. * @param interaxialDistance defines distance between each color axis
  41350. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41351. * @param scene defines the hosting scene
  41352. */
  41353. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41354. /**
  41355. * Gets camera class name
  41356. * @returns StereoscopicGamepadCamera
  41357. */
  41358. getClassName(): string;
  41359. }
  41360. }
  41361. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  41362. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41363. import { Scene } from "babylonjs/scene";
  41364. import { Vector3 } from "babylonjs/Maths/math.vector";
  41365. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41366. /**
  41367. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  41368. * @see http://doc.babylonjs.com/features/cameras
  41369. */
  41370. export class StereoscopicUniversalCamera extends UniversalCamera {
  41371. /**
  41372. * Creates a new StereoscopicUniversalCamera
  41373. * @param name defines camera name
  41374. * @param position defines initial position
  41375. * @param interaxialDistance defines distance between each color axis
  41376. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41377. * @param scene defines the hosting scene
  41378. */
  41379. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41380. /**
  41381. * Gets camera class name
  41382. * @returns StereoscopicUniversalCamera
  41383. */
  41384. getClassName(): string;
  41385. }
  41386. }
  41387. declare module "babylonjs/Cameras/Stereoscopic/index" {
  41388. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  41389. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  41390. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  41391. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  41392. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  41393. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  41394. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  41395. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  41396. }
  41397. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  41398. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41399. import { Scene } from "babylonjs/scene";
  41400. import { Vector3 } from "babylonjs/Maths/math.vector";
  41401. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  41402. /**
  41403. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  41404. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41405. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41406. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41407. */
  41408. export class VirtualJoysticksCamera extends FreeCamera {
  41409. /**
  41410. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  41411. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41412. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41413. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41414. * @param name Define the name of the camera in the scene
  41415. * @param position Define the start position of the camera in the scene
  41416. * @param scene Define the scene the camera belongs to
  41417. */
  41418. constructor(name: string, position: Vector3, scene: Scene);
  41419. /**
  41420. * Gets the current object class name.
  41421. * @return the class name
  41422. */
  41423. getClassName(): string;
  41424. }
  41425. }
  41426. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  41427. import { Matrix } from "babylonjs/Maths/math.vector";
  41428. /**
  41429. * This represents all the required metrics to create a VR camera.
  41430. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  41431. */
  41432. export class VRCameraMetrics {
  41433. /**
  41434. * Define the horizontal resolution off the screen.
  41435. */
  41436. hResolution: number;
  41437. /**
  41438. * Define the vertical resolution off the screen.
  41439. */
  41440. vResolution: number;
  41441. /**
  41442. * Define the horizontal screen size.
  41443. */
  41444. hScreenSize: number;
  41445. /**
  41446. * Define the vertical screen size.
  41447. */
  41448. vScreenSize: number;
  41449. /**
  41450. * Define the vertical screen center position.
  41451. */
  41452. vScreenCenter: number;
  41453. /**
  41454. * Define the distance of the eyes to the screen.
  41455. */
  41456. eyeToScreenDistance: number;
  41457. /**
  41458. * Define the distance between both lenses
  41459. */
  41460. lensSeparationDistance: number;
  41461. /**
  41462. * Define the distance between both viewer's eyes.
  41463. */
  41464. interpupillaryDistance: number;
  41465. /**
  41466. * Define the distortion factor of the VR postprocess.
  41467. * Please, touch with care.
  41468. */
  41469. distortionK: number[];
  41470. /**
  41471. * Define the chromatic aberration correction factors for the VR post process.
  41472. */
  41473. chromaAbCorrection: number[];
  41474. /**
  41475. * Define the scale factor of the post process.
  41476. * The smaller the better but the slower.
  41477. */
  41478. postProcessScaleFactor: number;
  41479. /**
  41480. * Define an offset for the lens center.
  41481. */
  41482. lensCenterOffset: number;
  41483. /**
  41484. * Define if the current vr camera should compensate the distortion of the lense or not.
  41485. */
  41486. compensateDistortion: boolean;
  41487. /**
  41488. * Defines if multiview should be enabled when rendering (Default: false)
  41489. */
  41490. multiviewEnabled: boolean;
  41491. /**
  41492. * Gets the rendering aspect ratio based on the provided resolutions.
  41493. */
  41494. readonly aspectRatio: number;
  41495. /**
  41496. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  41497. */
  41498. readonly aspectRatioFov: number;
  41499. /**
  41500. * @hidden
  41501. */
  41502. readonly leftHMatrix: Matrix;
  41503. /**
  41504. * @hidden
  41505. */
  41506. readonly rightHMatrix: Matrix;
  41507. /**
  41508. * @hidden
  41509. */
  41510. readonly leftPreViewMatrix: Matrix;
  41511. /**
  41512. * @hidden
  41513. */
  41514. readonly rightPreViewMatrix: Matrix;
  41515. /**
  41516. * Get the default VRMetrics based on the most generic setup.
  41517. * @returns the default vr metrics
  41518. */
  41519. static GetDefault(): VRCameraMetrics;
  41520. }
  41521. }
  41522. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  41523. /** @hidden */
  41524. export var vrDistortionCorrectionPixelShader: {
  41525. name: string;
  41526. shader: string;
  41527. };
  41528. }
  41529. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  41530. import { Camera } from "babylonjs/Cameras/camera";
  41531. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41532. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41533. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  41534. /**
  41535. * VRDistortionCorrectionPostProcess used for mobile VR
  41536. */
  41537. export class VRDistortionCorrectionPostProcess extends PostProcess {
  41538. private _isRightEye;
  41539. private _distortionFactors;
  41540. private _postProcessScaleFactor;
  41541. private _lensCenterOffset;
  41542. private _scaleIn;
  41543. private _scaleFactor;
  41544. private _lensCenter;
  41545. /**
  41546. * Initializes the VRDistortionCorrectionPostProcess
  41547. * @param name The name of the effect.
  41548. * @param camera The camera to apply the render pass to.
  41549. * @param isRightEye If this is for the right eye distortion
  41550. * @param vrMetrics All the required metrics for the VR camera
  41551. */
  41552. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  41553. }
  41554. }
  41555. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  41556. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  41557. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41558. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41559. import { Scene } from "babylonjs/scene";
  41560. import { Vector3 } from "babylonjs/Maths/math.vector";
  41561. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  41562. import "babylonjs/Cameras/RigModes/vrRigMode";
  41563. /**
  41564. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  41565. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41566. */
  41567. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  41568. /**
  41569. * Creates a new VRDeviceOrientationArcRotateCamera
  41570. * @param name defines camera name
  41571. * @param alpha defines the camera rotation along the logitudinal axis
  41572. * @param beta defines the camera rotation along the latitudinal axis
  41573. * @param radius defines the camera distance from its target
  41574. * @param target defines the camera target
  41575. * @param scene defines the scene the camera belongs to
  41576. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41577. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41578. */
  41579. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41580. /**
  41581. * Gets camera class name
  41582. * @returns VRDeviceOrientationArcRotateCamera
  41583. */
  41584. getClassName(): string;
  41585. }
  41586. }
  41587. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  41588. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41589. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41590. import { Scene } from "babylonjs/scene";
  41591. import { Vector3 } from "babylonjs/Maths/math.vector";
  41592. import "babylonjs/Cameras/RigModes/vrRigMode";
  41593. /**
  41594. * Camera used to simulate VR rendering (based on FreeCamera)
  41595. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41596. */
  41597. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  41598. /**
  41599. * Creates a new VRDeviceOrientationFreeCamera
  41600. * @param name defines camera name
  41601. * @param position defines the start position of the camera
  41602. * @param scene defines the scene the camera belongs to
  41603. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41604. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41605. */
  41606. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41607. /**
  41608. * Gets camera class name
  41609. * @returns VRDeviceOrientationFreeCamera
  41610. */
  41611. getClassName(): string;
  41612. }
  41613. }
  41614. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  41615. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41616. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41617. import { Scene } from "babylonjs/scene";
  41618. import { Vector3 } from "babylonjs/Maths/math.vector";
  41619. import "babylonjs/Gamepads/gamepadSceneComponent";
  41620. /**
  41621. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  41622. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41623. */
  41624. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  41625. /**
  41626. * Creates a new VRDeviceOrientationGamepadCamera
  41627. * @param name defines camera name
  41628. * @param position defines the start position of the camera
  41629. * @param scene defines the scene the camera belongs to
  41630. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41631. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41632. */
  41633. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41634. /**
  41635. * Gets camera class name
  41636. * @returns VRDeviceOrientationGamepadCamera
  41637. */
  41638. getClassName(): string;
  41639. }
  41640. }
  41641. declare module "babylonjs/Materials/pushMaterial" {
  41642. import { Nullable } from "babylonjs/types";
  41643. import { Scene } from "babylonjs/scene";
  41644. import { Matrix } from "babylonjs/Maths/math.vector";
  41645. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41646. import { Mesh } from "babylonjs/Meshes/mesh";
  41647. import { Material } from "babylonjs/Materials/material";
  41648. import { Effect } from "babylonjs/Materials/effect";
  41649. /**
  41650. * Base class of materials working in push mode in babylon JS
  41651. * @hidden
  41652. */
  41653. export class PushMaterial extends Material {
  41654. protected _activeEffect: Effect;
  41655. protected _normalMatrix: Matrix;
  41656. /**
  41657. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  41658. * This means that the material can keep using a previous shader while a new one is being compiled.
  41659. * This is mostly used when shader parallel compilation is supported (true by default)
  41660. */
  41661. allowShaderHotSwapping: boolean;
  41662. constructor(name: string, scene: Scene);
  41663. getEffect(): Effect;
  41664. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  41665. /**
  41666. * Binds the given world matrix to the active effect
  41667. *
  41668. * @param world the matrix to bind
  41669. */
  41670. bindOnlyWorldMatrix(world: Matrix): void;
  41671. /**
  41672. * Binds the given normal matrix to the active effect
  41673. *
  41674. * @param normalMatrix the matrix to bind
  41675. */
  41676. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  41677. bind(world: Matrix, mesh?: Mesh): void;
  41678. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  41679. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  41680. }
  41681. }
  41682. declare module "babylonjs/Materials/materialFlags" {
  41683. /**
  41684. * This groups all the flags used to control the materials channel.
  41685. */
  41686. export class MaterialFlags {
  41687. private static _DiffuseTextureEnabled;
  41688. /**
  41689. * Are diffuse textures enabled in the application.
  41690. */
  41691. static DiffuseTextureEnabled: boolean;
  41692. private static _AmbientTextureEnabled;
  41693. /**
  41694. * Are ambient textures enabled in the application.
  41695. */
  41696. static AmbientTextureEnabled: boolean;
  41697. private static _OpacityTextureEnabled;
  41698. /**
  41699. * Are opacity textures enabled in the application.
  41700. */
  41701. static OpacityTextureEnabled: boolean;
  41702. private static _ReflectionTextureEnabled;
  41703. /**
  41704. * Are reflection textures enabled in the application.
  41705. */
  41706. static ReflectionTextureEnabled: boolean;
  41707. private static _EmissiveTextureEnabled;
  41708. /**
  41709. * Are emissive textures enabled in the application.
  41710. */
  41711. static EmissiveTextureEnabled: boolean;
  41712. private static _SpecularTextureEnabled;
  41713. /**
  41714. * Are specular textures enabled in the application.
  41715. */
  41716. static SpecularTextureEnabled: boolean;
  41717. private static _BumpTextureEnabled;
  41718. /**
  41719. * Are bump textures enabled in the application.
  41720. */
  41721. static BumpTextureEnabled: boolean;
  41722. private static _LightmapTextureEnabled;
  41723. /**
  41724. * Are lightmap textures enabled in the application.
  41725. */
  41726. static LightmapTextureEnabled: boolean;
  41727. private static _RefractionTextureEnabled;
  41728. /**
  41729. * Are refraction textures enabled in the application.
  41730. */
  41731. static RefractionTextureEnabled: boolean;
  41732. private static _ColorGradingTextureEnabled;
  41733. /**
  41734. * Are color grading textures enabled in the application.
  41735. */
  41736. static ColorGradingTextureEnabled: boolean;
  41737. private static _FresnelEnabled;
  41738. /**
  41739. * Are fresnels enabled in the application.
  41740. */
  41741. static FresnelEnabled: boolean;
  41742. private static _ClearCoatTextureEnabled;
  41743. /**
  41744. * Are clear coat textures enabled in the application.
  41745. */
  41746. static ClearCoatTextureEnabled: boolean;
  41747. private static _ClearCoatBumpTextureEnabled;
  41748. /**
  41749. * Are clear coat bump textures enabled in the application.
  41750. */
  41751. static ClearCoatBumpTextureEnabled: boolean;
  41752. private static _ClearCoatTintTextureEnabled;
  41753. /**
  41754. * Are clear coat tint textures enabled in the application.
  41755. */
  41756. static ClearCoatTintTextureEnabled: boolean;
  41757. private static _SheenTextureEnabled;
  41758. /**
  41759. * Are sheen textures enabled in the application.
  41760. */
  41761. static SheenTextureEnabled: boolean;
  41762. private static _AnisotropicTextureEnabled;
  41763. /**
  41764. * Are anisotropic textures enabled in the application.
  41765. */
  41766. static AnisotropicTextureEnabled: boolean;
  41767. private static _ThicknessTextureEnabled;
  41768. /**
  41769. * Are thickness textures enabled in the application.
  41770. */
  41771. static ThicknessTextureEnabled: boolean;
  41772. }
  41773. }
  41774. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  41775. /** @hidden */
  41776. export var defaultFragmentDeclaration: {
  41777. name: string;
  41778. shader: string;
  41779. };
  41780. }
  41781. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  41782. /** @hidden */
  41783. export var defaultUboDeclaration: {
  41784. name: string;
  41785. shader: string;
  41786. };
  41787. }
  41788. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41789. /** @hidden */
  41790. export var lightFragmentDeclaration: {
  41791. name: string;
  41792. shader: string;
  41793. };
  41794. }
  41795. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41796. /** @hidden */
  41797. export var lightUboDeclaration: {
  41798. name: string;
  41799. shader: string;
  41800. };
  41801. }
  41802. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41803. /** @hidden */
  41804. export var lightsFragmentFunctions: {
  41805. name: string;
  41806. shader: string;
  41807. };
  41808. }
  41809. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41810. /** @hidden */
  41811. export var shadowsFragmentFunctions: {
  41812. name: string;
  41813. shader: string;
  41814. };
  41815. }
  41816. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41817. /** @hidden */
  41818. export var fresnelFunction: {
  41819. name: string;
  41820. shader: string;
  41821. };
  41822. }
  41823. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41824. /** @hidden */
  41825. export var reflectionFunction: {
  41826. name: string;
  41827. shader: string;
  41828. };
  41829. }
  41830. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41831. /** @hidden */
  41832. export var bumpFragmentFunctions: {
  41833. name: string;
  41834. shader: string;
  41835. };
  41836. }
  41837. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41838. /** @hidden */
  41839. export var logDepthDeclaration: {
  41840. name: string;
  41841. shader: string;
  41842. };
  41843. }
  41844. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41845. /** @hidden */
  41846. export var bumpFragment: {
  41847. name: string;
  41848. shader: string;
  41849. };
  41850. }
  41851. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41852. /** @hidden */
  41853. export var depthPrePass: {
  41854. name: string;
  41855. shader: string;
  41856. };
  41857. }
  41858. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41859. /** @hidden */
  41860. export var lightFragment: {
  41861. name: string;
  41862. shader: string;
  41863. };
  41864. }
  41865. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41866. /** @hidden */
  41867. export var logDepthFragment: {
  41868. name: string;
  41869. shader: string;
  41870. };
  41871. }
  41872. declare module "babylonjs/Shaders/default.fragment" {
  41873. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41874. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41875. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41876. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41877. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41878. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41879. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41880. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41881. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41882. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41883. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41884. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41885. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41886. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41887. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41888. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41889. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41890. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41891. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41892. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41893. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41894. /** @hidden */
  41895. export var defaultPixelShader: {
  41896. name: string;
  41897. shader: string;
  41898. };
  41899. }
  41900. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41901. /** @hidden */
  41902. export var defaultVertexDeclaration: {
  41903. name: string;
  41904. shader: string;
  41905. };
  41906. }
  41907. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41908. /** @hidden */
  41909. export var bumpVertexDeclaration: {
  41910. name: string;
  41911. shader: string;
  41912. };
  41913. }
  41914. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41915. /** @hidden */
  41916. export var bumpVertex: {
  41917. name: string;
  41918. shader: string;
  41919. };
  41920. }
  41921. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41922. /** @hidden */
  41923. export var fogVertex: {
  41924. name: string;
  41925. shader: string;
  41926. };
  41927. }
  41928. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41929. /** @hidden */
  41930. export var shadowsVertex: {
  41931. name: string;
  41932. shader: string;
  41933. };
  41934. }
  41935. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41936. /** @hidden */
  41937. export var pointCloudVertex: {
  41938. name: string;
  41939. shader: string;
  41940. };
  41941. }
  41942. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41943. /** @hidden */
  41944. export var logDepthVertex: {
  41945. name: string;
  41946. shader: string;
  41947. };
  41948. }
  41949. declare module "babylonjs/Shaders/default.vertex" {
  41950. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41951. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41952. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41953. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41954. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41955. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41956. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41957. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41958. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41959. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41960. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41961. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41962. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41963. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41964. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41965. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41966. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41967. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41968. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41969. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41970. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41971. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41972. /** @hidden */
  41973. export var defaultVertexShader: {
  41974. name: string;
  41975. shader: string;
  41976. };
  41977. }
  41978. declare module "babylonjs/Materials/standardMaterial" {
  41979. import { SmartArray } from "babylonjs/Misc/smartArray";
  41980. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41981. import { Nullable } from "babylonjs/types";
  41982. import { Scene } from "babylonjs/scene";
  41983. import { Matrix } from "babylonjs/Maths/math.vector";
  41984. import { Color3 } from "babylonjs/Maths/math.color";
  41985. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41987. import { Mesh } from "babylonjs/Meshes/mesh";
  41988. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41989. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41990. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41991. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41992. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41993. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41994. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41995. import "babylonjs/Shaders/default.fragment";
  41996. import "babylonjs/Shaders/default.vertex";
  41997. /** @hidden */
  41998. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41999. MAINUV1: boolean;
  42000. MAINUV2: boolean;
  42001. DIFFUSE: boolean;
  42002. DIFFUSEDIRECTUV: number;
  42003. AMBIENT: boolean;
  42004. AMBIENTDIRECTUV: number;
  42005. OPACITY: boolean;
  42006. OPACITYDIRECTUV: number;
  42007. OPACITYRGB: boolean;
  42008. REFLECTION: boolean;
  42009. EMISSIVE: boolean;
  42010. EMISSIVEDIRECTUV: number;
  42011. SPECULAR: boolean;
  42012. SPECULARDIRECTUV: number;
  42013. BUMP: boolean;
  42014. BUMPDIRECTUV: number;
  42015. PARALLAX: boolean;
  42016. PARALLAXOCCLUSION: boolean;
  42017. SPECULAROVERALPHA: boolean;
  42018. CLIPPLANE: boolean;
  42019. CLIPPLANE2: boolean;
  42020. CLIPPLANE3: boolean;
  42021. CLIPPLANE4: boolean;
  42022. ALPHATEST: boolean;
  42023. DEPTHPREPASS: boolean;
  42024. ALPHAFROMDIFFUSE: boolean;
  42025. POINTSIZE: boolean;
  42026. FOG: boolean;
  42027. SPECULARTERM: boolean;
  42028. DIFFUSEFRESNEL: boolean;
  42029. OPACITYFRESNEL: boolean;
  42030. REFLECTIONFRESNEL: boolean;
  42031. REFRACTIONFRESNEL: boolean;
  42032. EMISSIVEFRESNEL: boolean;
  42033. FRESNEL: boolean;
  42034. NORMAL: boolean;
  42035. UV1: boolean;
  42036. UV2: boolean;
  42037. VERTEXCOLOR: boolean;
  42038. VERTEXALPHA: boolean;
  42039. NUM_BONE_INFLUENCERS: number;
  42040. BonesPerMesh: number;
  42041. BONETEXTURE: boolean;
  42042. INSTANCES: boolean;
  42043. GLOSSINESS: boolean;
  42044. ROUGHNESS: boolean;
  42045. EMISSIVEASILLUMINATION: boolean;
  42046. LINKEMISSIVEWITHDIFFUSE: boolean;
  42047. REFLECTIONFRESNELFROMSPECULAR: boolean;
  42048. LIGHTMAP: boolean;
  42049. LIGHTMAPDIRECTUV: number;
  42050. OBJECTSPACE_NORMALMAP: boolean;
  42051. USELIGHTMAPASSHADOWMAP: boolean;
  42052. REFLECTIONMAP_3D: boolean;
  42053. REFLECTIONMAP_SPHERICAL: boolean;
  42054. REFLECTIONMAP_PLANAR: boolean;
  42055. REFLECTIONMAP_CUBIC: boolean;
  42056. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  42057. REFLECTIONMAP_PROJECTION: boolean;
  42058. REFLECTIONMAP_SKYBOX: boolean;
  42059. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  42060. REFLECTIONMAP_EXPLICIT: boolean;
  42061. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  42062. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  42063. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  42064. INVERTCUBICMAP: boolean;
  42065. LOGARITHMICDEPTH: boolean;
  42066. REFRACTION: boolean;
  42067. REFRACTIONMAP_3D: boolean;
  42068. REFLECTIONOVERALPHA: boolean;
  42069. TWOSIDEDLIGHTING: boolean;
  42070. SHADOWFLOAT: boolean;
  42071. MORPHTARGETS: boolean;
  42072. MORPHTARGETS_NORMAL: boolean;
  42073. MORPHTARGETS_TANGENT: boolean;
  42074. MORPHTARGETS_UV: boolean;
  42075. NUM_MORPH_INFLUENCERS: number;
  42076. NONUNIFORMSCALING: boolean;
  42077. PREMULTIPLYALPHA: boolean;
  42078. IMAGEPROCESSING: boolean;
  42079. VIGNETTE: boolean;
  42080. VIGNETTEBLENDMODEMULTIPLY: boolean;
  42081. VIGNETTEBLENDMODEOPAQUE: boolean;
  42082. TONEMAPPING: boolean;
  42083. TONEMAPPING_ACES: boolean;
  42084. CONTRAST: boolean;
  42085. COLORCURVES: boolean;
  42086. COLORGRADING: boolean;
  42087. COLORGRADING3D: boolean;
  42088. SAMPLER3DGREENDEPTH: boolean;
  42089. SAMPLER3DBGRMAP: boolean;
  42090. IMAGEPROCESSINGPOSTPROCESS: boolean;
  42091. MULTIVIEW: boolean;
  42092. /**
  42093. * If the reflection texture on this material is in linear color space
  42094. * @hidden
  42095. */
  42096. IS_REFLECTION_LINEAR: boolean;
  42097. /**
  42098. * If the refraction texture on this material is in linear color space
  42099. * @hidden
  42100. */
  42101. IS_REFRACTION_LINEAR: boolean;
  42102. EXPOSURE: boolean;
  42103. constructor();
  42104. setReflectionMode(modeToEnable: string): void;
  42105. }
  42106. /**
  42107. * This is the default material used in Babylon. It is the best trade off between quality
  42108. * and performances.
  42109. * @see http://doc.babylonjs.com/babylon101/materials
  42110. */
  42111. export class StandardMaterial extends PushMaterial {
  42112. private _diffuseTexture;
  42113. /**
  42114. * The basic texture of the material as viewed under a light.
  42115. */
  42116. diffuseTexture: Nullable<BaseTexture>;
  42117. private _ambientTexture;
  42118. /**
  42119. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  42120. */
  42121. ambientTexture: Nullable<BaseTexture>;
  42122. private _opacityTexture;
  42123. /**
  42124. * Define the transparency of the material from a texture.
  42125. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  42126. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  42127. */
  42128. opacityTexture: Nullable<BaseTexture>;
  42129. private _reflectionTexture;
  42130. /**
  42131. * Define the texture used to display the reflection.
  42132. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42133. */
  42134. reflectionTexture: Nullable<BaseTexture>;
  42135. private _emissiveTexture;
  42136. /**
  42137. * Define texture of the material as if self lit.
  42138. * This will be mixed in the final result even in the absence of light.
  42139. */
  42140. emissiveTexture: Nullable<BaseTexture>;
  42141. private _specularTexture;
  42142. /**
  42143. * Define how the color and intensity of the highlight given by the light in the material.
  42144. */
  42145. specularTexture: Nullable<BaseTexture>;
  42146. private _bumpTexture;
  42147. /**
  42148. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  42149. * 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.
  42150. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  42151. */
  42152. bumpTexture: Nullable<BaseTexture>;
  42153. private _lightmapTexture;
  42154. /**
  42155. * Complex lighting can be computationally expensive to compute at runtime.
  42156. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  42157. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  42158. */
  42159. lightmapTexture: Nullable<BaseTexture>;
  42160. private _refractionTexture;
  42161. /**
  42162. * Define the texture used to display the refraction.
  42163. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42164. */
  42165. refractionTexture: Nullable<BaseTexture>;
  42166. /**
  42167. * The color of the material lit by the environmental background lighting.
  42168. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  42169. */
  42170. ambientColor: Color3;
  42171. /**
  42172. * The basic color of the material as viewed under a light.
  42173. */
  42174. diffuseColor: Color3;
  42175. /**
  42176. * Define how the color and intensity of the highlight given by the light in the material.
  42177. */
  42178. specularColor: Color3;
  42179. /**
  42180. * Define the color of the material as if self lit.
  42181. * This will be mixed in the final result even in the absence of light.
  42182. */
  42183. emissiveColor: Color3;
  42184. /**
  42185. * Defines how sharp are the highlights in the material.
  42186. * The bigger the value the sharper giving a more glossy feeling to the result.
  42187. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  42188. */
  42189. specularPower: number;
  42190. private _useAlphaFromDiffuseTexture;
  42191. /**
  42192. * Does the transparency come from the diffuse texture alpha channel.
  42193. */
  42194. useAlphaFromDiffuseTexture: boolean;
  42195. private _useEmissiveAsIllumination;
  42196. /**
  42197. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  42198. */
  42199. useEmissiveAsIllumination: boolean;
  42200. private _linkEmissiveWithDiffuse;
  42201. /**
  42202. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  42203. * the emissive level when the final color is close to one.
  42204. */
  42205. linkEmissiveWithDiffuse: boolean;
  42206. private _useSpecularOverAlpha;
  42207. /**
  42208. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  42209. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  42210. */
  42211. useSpecularOverAlpha: boolean;
  42212. private _useReflectionOverAlpha;
  42213. /**
  42214. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  42215. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  42216. */
  42217. useReflectionOverAlpha: boolean;
  42218. private _disableLighting;
  42219. /**
  42220. * Does lights from the scene impacts this material.
  42221. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  42222. */
  42223. disableLighting: boolean;
  42224. private _useObjectSpaceNormalMap;
  42225. /**
  42226. * Allows using an object space normal map (instead of tangent space).
  42227. */
  42228. useObjectSpaceNormalMap: boolean;
  42229. private _useParallax;
  42230. /**
  42231. * Is parallax enabled or not.
  42232. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42233. */
  42234. useParallax: boolean;
  42235. private _useParallaxOcclusion;
  42236. /**
  42237. * Is parallax occlusion enabled or not.
  42238. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  42239. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42240. */
  42241. useParallaxOcclusion: boolean;
  42242. /**
  42243. * 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.
  42244. */
  42245. parallaxScaleBias: number;
  42246. private _roughness;
  42247. /**
  42248. * Helps to define how blurry the reflections should appears in the material.
  42249. */
  42250. roughness: number;
  42251. /**
  42252. * In case of refraction, define the value of the index of refraction.
  42253. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42254. */
  42255. indexOfRefraction: number;
  42256. /**
  42257. * Invert the refraction texture alongside the y axis.
  42258. * It can be useful with procedural textures or probe for instance.
  42259. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42260. */
  42261. invertRefractionY: boolean;
  42262. /**
  42263. * Defines the alpha limits in alpha test mode.
  42264. */
  42265. alphaCutOff: number;
  42266. private _useLightmapAsShadowmap;
  42267. /**
  42268. * In case of light mapping, define whether the map contains light or shadow informations.
  42269. */
  42270. useLightmapAsShadowmap: boolean;
  42271. private _diffuseFresnelParameters;
  42272. /**
  42273. * Define the diffuse fresnel parameters of the material.
  42274. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42275. */
  42276. diffuseFresnelParameters: FresnelParameters;
  42277. private _opacityFresnelParameters;
  42278. /**
  42279. * Define the opacity fresnel parameters of the material.
  42280. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42281. */
  42282. opacityFresnelParameters: FresnelParameters;
  42283. private _reflectionFresnelParameters;
  42284. /**
  42285. * Define the reflection fresnel parameters of the material.
  42286. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42287. */
  42288. reflectionFresnelParameters: FresnelParameters;
  42289. private _refractionFresnelParameters;
  42290. /**
  42291. * Define the refraction fresnel parameters of the material.
  42292. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42293. */
  42294. refractionFresnelParameters: FresnelParameters;
  42295. private _emissiveFresnelParameters;
  42296. /**
  42297. * Define the emissive fresnel parameters of the material.
  42298. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42299. */
  42300. emissiveFresnelParameters: FresnelParameters;
  42301. private _useReflectionFresnelFromSpecular;
  42302. /**
  42303. * If true automatically deducts the fresnels values from the material specularity.
  42304. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42305. */
  42306. useReflectionFresnelFromSpecular: boolean;
  42307. private _useGlossinessFromSpecularMapAlpha;
  42308. /**
  42309. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  42310. */
  42311. useGlossinessFromSpecularMapAlpha: boolean;
  42312. private _maxSimultaneousLights;
  42313. /**
  42314. * Defines the maximum number of lights that can be used in the material
  42315. */
  42316. maxSimultaneousLights: number;
  42317. private _invertNormalMapX;
  42318. /**
  42319. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  42320. */
  42321. invertNormalMapX: boolean;
  42322. private _invertNormalMapY;
  42323. /**
  42324. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  42325. */
  42326. invertNormalMapY: boolean;
  42327. private _twoSidedLighting;
  42328. /**
  42329. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  42330. */
  42331. twoSidedLighting: boolean;
  42332. /**
  42333. * Default configuration related to image processing available in the standard Material.
  42334. */
  42335. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42336. /**
  42337. * Gets the image processing configuration used either in this material.
  42338. */
  42339. /**
  42340. * Sets the Default image processing configuration used either in the this material.
  42341. *
  42342. * If sets to null, the scene one is in use.
  42343. */
  42344. imageProcessingConfiguration: ImageProcessingConfiguration;
  42345. /**
  42346. * Keep track of the image processing observer to allow dispose and replace.
  42347. */
  42348. private _imageProcessingObserver;
  42349. /**
  42350. * Attaches a new image processing configuration to the Standard Material.
  42351. * @param configuration
  42352. */
  42353. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  42354. /**
  42355. * Gets wether the color curves effect is enabled.
  42356. */
  42357. /**
  42358. * Sets wether the color curves effect is enabled.
  42359. */
  42360. cameraColorCurvesEnabled: boolean;
  42361. /**
  42362. * Gets wether the color grading effect is enabled.
  42363. */
  42364. /**
  42365. * Gets wether the color grading effect is enabled.
  42366. */
  42367. cameraColorGradingEnabled: boolean;
  42368. /**
  42369. * Gets wether tonemapping is enabled or not.
  42370. */
  42371. /**
  42372. * Sets wether tonemapping is enabled or not
  42373. */
  42374. cameraToneMappingEnabled: boolean;
  42375. /**
  42376. * The camera exposure used on this material.
  42377. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42378. * This corresponds to a photographic exposure.
  42379. */
  42380. /**
  42381. * The camera exposure used on this material.
  42382. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42383. * This corresponds to a photographic exposure.
  42384. */
  42385. cameraExposure: number;
  42386. /**
  42387. * Gets The camera contrast used on this material.
  42388. */
  42389. /**
  42390. * Sets The camera contrast used on this material.
  42391. */
  42392. cameraContrast: number;
  42393. /**
  42394. * Gets the Color Grading 2D Lookup Texture.
  42395. */
  42396. /**
  42397. * Sets the Color Grading 2D Lookup Texture.
  42398. */
  42399. cameraColorGradingTexture: Nullable<BaseTexture>;
  42400. /**
  42401. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42402. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42403. * 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;
  42404. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42405. */
  42406. /**
  42407. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42408. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42409. * 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;
  42410. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42411. */
  42412. cameraColorCurves: Nullable<ColorCurves>;
  42413. /**
  42414. * Custom callback helping to override the default shader used in the material.
  42415. */
  42416. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  42417. protected _renderTargets: SmartArray<RenderTargetTexture>;
  42418. protected _worldViewProjectionMatrix: Matrix;
  42419. protected _globalAmbientColor: Color3;
  42420. protected _useLogarithmicDepth: boolean;
  42421. protected _rebuildInParallel: boolean;
  42422. /**
  42423. * Instantiates a new standard material.
  42424. * This is the default material used in Babylon. It is the best trade off between quality
  42425. * and performances.
  42426. * @see http://doc.babylonjs.com/babylon101/materials
  42427. * @param name Define the name of the material in the scene
  42428. * @param scene Define the scene the material belong to
  42429. */
  42430. constructor(name: string, scene: Scene);
  42431. /**
  42432. * Gets a boolean indicating that current material needs to register RTT
  42433. */
  42434. readonly hasRenderTargetTextures: boolean;
  42435. /**
  42436. * Gets the current class name of the material e.g. "StandardMaterial"
  42437. * Mainly use in serialization.
  42438. * @returns the class name
  42439. */
  42440. getClassName(): string;
  42441. /**
  42442. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  42443. * You can try switching to logarithmic depth.
  42444. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  42445. */
  42446. useLogarithmicDepth: boolean;
  42447. /**
  42448. * Specifies if the material will require alpha blending
  42449. * @returns a boolean specifying if alpha blending is needed
  42450. */
  42451. needAlphaBlending(): boolean;
  42452. /**
  42453. * Specifies if this material should be rendered in alpha test mode
  42454. * @returns a boolean specifying if an alpha test is needed.
  42455. */
  42456. needAlphaTesting(): boolean;
  42457. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  42458. /**
  42459. * Get the texture used for alpha test purpose.
  42460. * @returns the diffuse texture in case of the standard material.
  42461. */
  42462. getAlphaTestTexture(): Nullable<BaseTexture>;
  42463. /**
  42464. * Get if the submesh is ready to be used and all its information available.
  42465. * Child classes can use it to update shaders
  42466. * @param mesh defines the mesh to check
  42467. * @param subMesh defines which submesh to check
  42468. * @param useInstances specifies that instances should be used
  42469. * @returns a boolean indicating that the submesh is ready or not
  42470. */
  42471. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  42472. /**
  42473. * Builds the material UBO layouts.
  42474. * Used internally during the effect preparation.
  42475. */
  42476. buildUniformLayout(): void;
  42477. /**
  42478. * Unbinds the material from the mesh
  42479. */
  42480. unbind(): void;
  42481. /**
  42482. * Binds the submesh to this material by preparing the effect and shader to draw
  42483. * @param world defines the world transformation matrix
  42484. * @param mesh defines the mesh containing the submesh
  42485. * @param subMesh defines the submesh to bind the material to
  42486. */
  42487. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  42488. /**
  42489. * Get the list of animatables in the material.
  42490. * @returns the list of animatables object used in the material
  42491. */
  42492. getAnimatables(): IAnimatable[];
  42493. /**
  42494. * Gets the active textures from the material
  42495. * @returns an array of textures
  42496. */
  42497. getActiveTextures(): BaseTexture[];
  42498. /**
  42499. * Specifies if the material uses a texture
  42500. * @param texture defines the texture to check against the material
  42501. * @returns a boolean specifying if the material uses the texture
  42502. */
  42503. hasTexture(texture: BaseTexture): boolean;
  42504. /**
  42505. * Disposes the material
  42506. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  42507. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  42508. */
  42509. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  42510. /**
  42511. * Makes a duplicate of the material, and gives it a new name
  42512. * @param name defines the new name for the duplicated material
  42513. * @returns the cloned material
  42514. */
  42515. clone(name: string): StandardMaterial;
  42516. /**
  42517. * Serializes this material in a JSON representation
  42518. * @returns the serialized material object
  42519. */
  42520. serialize(): any;
  42521. /**
  42522. * Creates a standard material from parsed material data
  42523. * @param source defines the JSON representation of the material
  42524. * @param scene defines the hosting scene
  42525. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  42526. * @returns a new standard material
  42527. */
  42528. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  42529. /**
  42530. * Are diffuse textures enabled in the application.
  42531. */
  42532. static DiffuseTextureEnabled: boolean;
  42533. /**
  42534. * Are ambient textures enabled in the application.
  42535. */
  42536. static AmbientTextureEnabled: boolean;
  42537. /**
  42538. * Are opacity textures enabled in the application.
  42539. */
  42540. static OpacityTextureEnabled: boolean;
  42541. /**
  42542. * Are reflection textures enabled in the application.
  42543. */
  42544. static ReflectionTextureEnabled: boolean;
  42545. /**
  42546. * Are emissive textures enabled in the application.
  42547. */
  42548. static EmissiveTextureEnabled: boolean;
  42549. /**
  42550. * Are specular textures enabled in the application.
  42551. */
  42552. static SpecularTextureEnabled: boolean;
  42553. /**
  42554. * Are bump textures enabled in the application.
  42555. */
  42556. static BumpTextureEnabled: boolean;
  42557. /**
  42558. * Are lightmap textures enabled in the application.
  42559. */
  42560. static LightmapTextureEnabled: boolean;
  42561. /**
  42562. * Are refraction textures enabled in the application.
  42563. */
  42564. static RefractionTextureEnabled: boolean;
  42565. /**
  42566. * Are color grading textures enabled in the application.
  42567. */
  42568. static ColorGradingTextureEnabled: boolean;
  42569. /**
  42570. * Are fresnels enabled in the application.
  42571. */
  42572. static FresnelEnabled: boolean;
  42573. }
  42574. }
  42575. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  42576. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  42577. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42578. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  42579. /** @hidden */
  42580. export var imageProcessingPixelShader: {
  42581. name: string;
  42582. shader: string;
  42583. };
  42584. }
  42585. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  42586. import { Nullable } from "babylonjs/types";
  42587. import { Color4 } from "babylonjs/Maths/math.color";
  42588. import { Camera } from "babylonjs/Cameras/camera";
  42589. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42590. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42591. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  42592. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42593. import { Engine } from "babylonjs/Engines/engine";
  42594. import "babylonjs/Shaders/imageProcessing.fragment";
  42595. import "babylonjs/Shaders/postprocess.vertex";
  42596. /**
  42597. * ImageProcessingPostProcess
  42598. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  42599. */
  42600. export class ImageProcessingPostProcess extends PostProcess {
  42601. /**
  42602. * Default configuration related to image processing available in the PBR Material.
  42603. */
  42604. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42605. /**
  42606. * Gets the image processing configuration used either in this material.
  42607. */
  42608. /**
  42609. * Sets the Default image processing configuration used either in the this material.
  42610. *
  42611. * If sets to null, the scene one is in use.
  42612. */
  42613. imageProcessingConfiguration: ImageProcessingConfiguration;
  42614. /**
  42615. * Keep track of the image processing observer to allow dispose and replace.
  42616. */
  42617. private _imageProcessingObserver;
  42618. /**
  42619. * Attaches a new image processing configuration to the PBR Material.
  42620. * @param configuration
  42621. */
  42622. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  42623. /**
  42624. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42625. */
  42626. /**
  42627. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42628. */
  42629. colorCurves: Nullable<ColorCurves>;
  42630. /**
  42631. * Gets wether the color curves effect is enabled.
  42632. */
  42633. /**
  42634. * Sets wether the color curves effect is enabled.
  42635. */
  42636. colorCurvesEnabled: boolean;
  42637. /**
  42638. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42639. */
  42640. /**
  42641. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42642. */
  42643. colorGradingTexture: Nullable<BaseTexture>;
  42644. /**
  42645. * Gets wether the color grading effect is enabled.
  42646. */
  42647. /**
  42648. * Gets wether the color grading effect is enabled.
  42649. */
  42650. colorGradingEnabled: boolean;
  42651. /**
  42652. * Gets exposure used in the effect.
  42653. */
  42654. /**
  42655. * Sets exposure used in the effect.
  42656. */
  42657. exposure: number;
  42658. /**
  42659. * Gets wether tonemapping is enabled or not.
  42660. */
  42661. /**
  42662. * Sets wether tonemapping is enabled or not
  42663. */
  42664. toneMappingEnabled: boolean;
  42665. /**
  42666. * Gets the type of tone mapping effect.
  42667. */
  42668. /**
  42669. * Sets the type of tone mapping effect.
  42670. */
  42671. toneMappingType: number;
  42672. /**
  42673. * Gets contrast used in the effect.
  42674. */
  42675. /**
  42676. * Sets contrast used in the effect.
  42677. */
  42678. contrast: number;
  42679. /**
  42680. * Gets Vignette stretch size.
  42681. */
  42682. /**
  42683. * Sets Vignette stretch size.
  42684. */
  42685. vignetteStretch: number;
  42686. /**
  42687. * Gets Vignette centre X Offset.
  42688. */
  42689. /**
  42690. * Sets Vignette centre X Offset.
  42691. */
  42692. vignetteCentreX: number;
  42693. /**
  42694. * Gets Vignette centre Y Offset.
  42695. */
  42696. /**
  42697. * Sets Vignette centre Y Offset.
  42698. */
  42699. vignetteCentreY: number;
  42700. /**
  42701. * Gets Vignette weight or intensity of the vignette effect.
  42702. */
  42703. /**
  42704. * Sets Vignette weight or intensity of the vignette effect.
  42705. */
  42706. vignetteWeight: number;
  42707. /**
  42708. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42709. * if vignetteEnabled is set to true.
  42710. */
  42711. /**
  42712. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42713. * if vignetteEnabled is set to true.
  42714. */
  42715. vignetteColor: Color4;
  42716. /**
  42717. * Gets Camera field of view used by the Vignette effect.
  42718. */
  42719. /**
  42720. * Sets Camera field of view used by the Vignette effect.
  42721. */
  42722. vignetteCameraFov: number;
  42723. /**
  42724. * Gets the vignette blend mode allowing different kind of effect.
  42725. */
  42726. /**
  42727. * Sets the vignette blend mode allowing different kind of effect.
  42728. */
  42729. vignetteBlendMode: number;
  42730. /**
  42731. * Gets wether the vignette effect is enabled.
  42732. */
  42733. /**
  42734. * Sets wether the vignette effect is enabled.
  42735. */
  42736. vignetteEnabled: boolean;
  42737. private _fromLinearSpace;
  42738. /**
  42739. * Gets wether the input of the processing is in Gamma or Linear Space.
  42740. */
  42741. /**
  42742. * Sets wether the input of the processing is in Gamma or Linear Space.
  42743. */
  42744. fromLinearSpace: boolean;
  42745. /**
  42746. * Defines cache preventing GC.
  42747. */
  42748. private _defines;
  42749. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42750. /**
  42751. * "ImageProcessingPostProcess"
  42752. * @returns "ImageProcessingPostProcess"
  42753. */
  42754. getClassName(): string;
  42755. protected _updateParameters(): void;
  42756. dispose(camera?: Camera): void;
  42757. }
  42758. }
  42759. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42760. import { Scene } from "babylonjs/scene";
  42761. import { Color3 } from "babylonjs/Maths/math.color";
  42762. import { Mesh } from "babylonjs/Meshes/mesh";
  42763. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42764. import { Nullable } from "babylonjs/types";
  42765. /**
  42766. * Class containing static functions to help procedurally build meshes
  42767. */
  42768. export class GroundBuilder {
  42769. /**
  42770. * Creates a ground mesh
  42771. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42772. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42773. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42774. * @param name defines the name of the mesh
  42775. * @param options defines the options used to create the mesh
  42776. * @param scene defines the hosting scene
  42777. * @returns the ground mesh
  42778. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42779. */
  42780. static CreateGround(name: string, options: {
  42781. width?: number;
  42782. height?: number;
  42783. subdivisions?: number;
  42784. subdivisionsX?: number;
  42785. subdivisionsY?: number;
  42786. updatable?: boolean;
  42787. }, scene: any): Mesh;
  42788. /**
  42789. * Creates a tiled ground mesh
  42790. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42791. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42792. * * 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
  42793. * * 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
  42794. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42795. * @param name defines the name of the mesh
  42796. * @param options defines the options used to create the mesh
  42797. * @param scene defines the hosting scene
  42798. * @returns the tiled ground mesh
  42799. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42800. */
  42801. static CreateTiledGround(name: string, options: {
  42802. xmin: number;
  42803. zmin: number;
  42804. xmax: number;
  42805. zmax: number;
  42806. subdivisions?: {
  42807. w: number;
  42808. h: number;
  42809. };
  42810. precision?: {
  42811. w: number;
  42812. h: number;
  42813. };
  42814. updatable?: boolean;
  42815. }, scene?: Nullable<Scene>): Mesh;
  42816. /**
  42817. * Creates a ground mesh from a height map
  42818. * * The parameter `url` sets the URL of the height map image resource.
  42819. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42820. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42821. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42822. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42823. * * 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.
  42824. * * 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).
  42825. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42826. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42827. * @param name defines the name of the mesh
  42828. * @param url defines the url to the height map
  42829. * @param options defines the options used to create the mesh
  42830. * @param scene defines the hosting scene
  42831. * @returns the ground mesh
  42832. * @see https://doc.babylonjs.com/babylon101/height_map
  42833. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42834. */
  42835. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42836. width?: number;
  42837. height?: number;
  42838. subdivisions?: number;
  42839. minHeight?: number;
  42840. maxHeight?: number;
  42841. colorFilter?: Color3;
  42842. alphaFilter?: number;
  42843. updatable?: boolean;
  42844. onReady?: (mesh: GroundMesh) => void;
  42845. }, scene?: Nullable<Scene>): GroundMesh;
  42846. }
  42847. }
  42848. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42849. import { Vector4 } from "babylonjs/Maths/math.vector";
  42850. import { Mesh } from "babylonjs/Meshes/mesh";
  42851. /**
  42852. * Class containing static functions to help procedurally build meshes
  42853. */
  42854. export class TorusBuilder {
  42855. /**
  42856. * Creates a torus mesh
  42857. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42858. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42859. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42860. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42861. * * 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
  42862. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42863. * @param name defines the name of the mesh
  42864. * @param options defines the options used to create the mesh
  42865. * @param scene defines the hosting scene
  42866. * @returns the torus mesh
  42867. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42868. */
  42869. static CreateTorus(name: string, options: {
  42870. diameter?: number;
  42871. thickness?: number;
  42872. tessellation?: number;
  42873. updatable?: boolean;
  42874. sideOrientation?: number;
  42875. frontUVs?: Vector4;
  42876. backUVs?: Vector4;
  42877. }, scene: any): Mesh;
  42878. }
  42879. }
  42880. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42881. import { Vector4 } from "babylonjs/Maths/math.vector";
  42882. import { Color4 } from "babylonjs/Maths/math.color";
  42883. import { Mesh } from "babylonjs/Meshes/mesh";
  42884. /**
  42885. * Class containing static functions to help procedurally build meshes
  42886. */
  42887. export class CylinderBuilder {
  42888. /**
  42889. * Creates a cylinder or a cone mesh
  42890. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42891. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42892. * * 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.
  42893. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42894. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42895. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42896. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42897. * * 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).
  42898. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42899. * * 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).
  42900. * * 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
  42901. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42902. * * 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
  42903. * * 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.
  42904. * * If `enclose` is false, a ring surface is one element.
  42905. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42906. * * 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
  42907. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42908. * * 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
  42909. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42910. * @param name defines the name of the mesh
  42911. * @param options defines the options used to create the mesh
  42912. * @param scene defines the hosting scene
  42913. * @returns the cylinder mesh
  42914. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42915. */
  42916. static CreateCylinder(name: string, options: {
  42917. height?: number;
  42918. diameterTop?: number;
  42919. diameterBottom?: number;
  42920. diameter?: number;
  42921. tessellation?: number;
  42922. subdivisions?: number;
  42923. arc?: number;
  42924. faceColors?: Color4[];
  42925. faceUV?: Vector4[];
  42926. updatable?: boolean;
  42927. hasRings?: boolean;
  42928. enclose?: boolean;
  42929. cap?: number;
  42930. sideOrientation?: number;
  42931. frontUVs?: Vector4;
  42932. backUVs?: Vector4;
  42933. }, scene: any): Mesh;
  42934. }
  42935. }
  42936. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42937. import { Observable } from "babylonjs/Misc/observable";
  42938. import { Nullable } from "babylonjs/types";
  42939. import { Camera } from "babylonjs/Cameras/camera";
  42940. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42941. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42942. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42943. import { Scene } from "babylonjs/scene";
  42944. import { Vector3 } from "babylonjs/Maths/math.vector";
  42945. import { Color3 } from "babylonjs/Maths/math.color";
  42946. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42947. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42948. import { Mesh } from "babylonjs/Meshes/mesh";
  42949. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42950. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42951. import "babylonjs/Meshes/Builders/groundBuilder";
  42952. import "babylonjs/Meshes/Builders/torusBuilder";
  42953. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42954. import "babylonjs/Gamepads/gamepadSceneComponent";
  42955. import "babylonjs/Animations/animatable";
  42956. /**
  42957. * Options to modify the vr teleportation behavior.
  42958. */
  42959. export interface VRTeleportationOptions {
  42960. /**
  42961. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42962. */
  42963. floorMeshName?: string;
  42964. /**
  42965. * A list of meshes to be used as the teleportation floor. (default: empty)
  42966. */
  42967. floorMeshes?: Mesh[];
  42968. }
  42969. /**
  42970. * Options to modify the vr experience helper's behavior.
  42971. */
  42972. export interface VRExperienceHelperOptions extends WebVROptions {
  42973. /**
  42974. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42975. */
  42976. createDeviceOrientationCamera?: boolean;
  42977. /**
  42978. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42979. */
  42980. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42981. /**
  42982. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42983. */
  42984. laserToggle?: boolean;
  42985. /**
  42986. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42987. */
  42988. floorMeshes?: Mesh[];
  42989. /**
  42990. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42991. */
  42992. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42993. }
  42994. /**
  42995. * Event containing information after VR has been entered
  42996. */
  42997. export class OnAfterEnteringVRObservableEvent {
  42998. /**
  42999. * If entering vr was successful
  43000. */
  43001. success: boolean;
  43002. }
  43003. /**
  43004. * Helps to quickly add VR support to an existing scene.
  43005. * See http://doc.babylonjs.com/how_to/webvr_helper
  43006. */
  43007. export class VRExperienceHelper {
  43008. /** Options to modify the vr experience helper's behavior. */
  43009. webVROptions: VRExperienceHelperOptions;
  43010. private _scene;
  43011. private _position;
  43012. private _btnVR;
  43013. private _btnVRDisplayed;
  43014. private _webVRsupported;
  43015. private _webVRready;
  43016. private _webVRrequesting;
  43017. private _webVRpresenting;
  43018. private _hasEnteredVR;
  43019. private _fullscreenVRpresenting;
  43020. private _inputElement;
  43021. private _webVRCamera;
  43022. private _vrDeviceOrientationCamera;
  43023. private _deviceOrientationCamera;
  43024. private _existingCamera;
  43025. private _onKeyDown;
  43026. private _onVrDisplayPresentChange;
  43027. private _onVRDisplayChanged;
  43028. private _onVRRequestPresentStart;
  43029. private _onVRRequestPresentComplete;
  43030. /**
  43031. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  43032. */
  43033. enableGazeEvenWhenNoPointerLock: boolean;
  43034. /**
  43035. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  43036. */
  43037. exitVROnDoubleTap: boolean;
  43038. /**
  43039. * Observable raised right before entering VR.
  43040. */
  43041. onEnteringVRObservable: Observable<VRExperienceHelper>;
  43042. /**
  43043. * Observable raised when entering VR has completed.
  43044. */
  43045. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  43046. /**
  43047. * Observable raised when exiting VR.
  43048. */
  43049. onExitingVRObservable: Observable<VRExperienceHelper>;
  43050. /**
  43051. * Observable raised when controller mesh is loaded.
  43052. */
  43053. onControllerMeshLoadedObservable: Observable<WebVRController>;
  43054. /** Return this.onEnteringVRObservable
  43055. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  43056. */
  43057. readonly onEnteringVR: Observable<VRExperienceHelper>;
  43058. /** Return this.onExitingVRObservable
  43059. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  43060. */
  43061. readonly onExitingVR: Observable<VRExperienceHelper>;
  43062. /** Return this.onControllerMeshLoadedObservable
  43063. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  43064. */
  43065. readonly onControllerMeshLoaded: Observable<WebVRController>;
  43066. private _rayLength;
  43067. private _useCustomVRButton;
  43068. private _teleportationRequested;
  43069. private _teleportActive;
  43070. private _floorMeshName;
  43071. private _floorMeshesCollection;
  43072. private _rotationAllowed;
  43073. private _teleportBackwardsVector;
  43074. private _teleportationTarget;
  43075. private _isDefaultTeleportationTarget;
  43076. private _postProcessMove;
  43077. private _teleportationFillColor;
  43078. private _teleportationBorderColor;
  43079. private _rotationAngle;
  43080. private _haloCenter;
  43081. private _cameraGazer;
  43082. private _padSensibilityUp;
  43083. private _padSensibilityDown;
  43084. private _leftController;
  43085. private _rightController;
  43086. /**
  43087. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  43088. */
  43089. onNewMeshSelected: Observable<AbstractMesh>;
  43090. /**
  43091. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  43092. * This observable will provide the mesh and the controller used to select the mesh
  43093. */
  43094. onMeshSelectedWithController: Observable<{
  43095. mesh: AbstractMesh;
  43096. controller: WebVRController;
  43097. }>;
  43098. /**
  43099. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  43100. */
  43101. onNewMeshPicked: Observable<PickingInfo>;
  43102. private _circleEase;
  43103. /**
  43104. * Observable raised before camera teleportation
  43105. */
  43106. onBeforeCameraTeleport: Observable<Vector3>;
  43107. /**
  43108. * Observable raised after camera teleportation
  43109. */
  43110. onAfterCameraTeleport: Observable<Vector3>;
  43111. /**
  43112. * Observable raised when current selected mesh gets unselected
  43113. */
  43114. onSelectedMeshUnselected: Observable<AbstractMesh>;
  43115. private _raySelectionPredicate;
  43116. /**
  43117. * To be optionaly changed by user to define custom ray selection
  43118. */
  43119. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  43120. /**
  43121. * To be optionaly changed by user to define custom selection logic (after ray selection)
  43122. */
  43123. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  43124. /**
  43125. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  43126. */
  43127. teleportationEnabled: boolean;
  43128. private _defaultHeight;
  43129. private _teleportationInitialized;
  43130. private _interactionsEnabled;
  43131. private _interactionsRequested;
  43132. private _displayGaze;
  43133. private _displayLaserPointer;
  43134. /**
  43135. * The mesh used to display where the user is going to teleport.
  43136. */
  43137. /**
  43138. * Sets the mesh to be used to display where the user is going to teleport.
  43139. */
  43140. teleportationTarget: Mesh;
  43141. /**
  43142. * 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
  43143. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  43144. * See http://doc.babylonjs.com/resources/baking_transformations
  43145. */
  43146. gazeTrackerMesh: Mesh;
  43147. /**
  43148. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  43149. */
  43150. updateGazeTrackerScale: boolean;
  43151. /**
  43152. * If the gaze trackers color should be updated when selecting meshes
  43153. */
  43154. updateGazeTrackerColor: boolean;
  43155. /**
  43156. * If the controller laser color should be updated when selecting meshes
  43157. */
  43158. updateControllerLaserColor: boolean;
  43159. /**
  43160. * The gaze tracking mesh corresponding to the left controller
  43161. */
  43162. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  43163. /**
  43164. * The gaze tracking mesh corresponding to the right controller
  43165. */
  43166. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  43167. /**
  43168. * If the ray of the gaze should be displayed.
  43169. */
  43170. /**
  43171. * Sets if the ray of the gaze should be displayed.
  43172. */
  43173. displayGaze: boolean;
  43174. /**
  43175. * If the ray of the LaserPointer should be displayed.
  43176. */
  43177. /**
  43178. * Sets if the ray of the LaserPointer should be displayed.
  43179. */
  43180. displayLaserPointer: boolean;
  43181. /**
  43182. * The deviceOrientationCamera used as the camera when not in VR.
  43183. */
  43184. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  43185. /**
  43186. * Based on the current WebVR support, returns the current VR camera used.
  43187. */
  43188. readonly currentVRCamera: Nullable<Camera>;
  43189. /**
  43190. * The webVRCamera which is used when in VR.
  43191. */
  43192. readonly webVRCamera: WebVRFreeCamera;
  43193. /**
  43194. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  43195. */
  43196. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  43197. /**
  43198. * The html button that is used to trigger entering into VR.
  43199. */
  43200. readonly vrButton: Nullable<HTMLButtonElement>;
  43201. private readonly _teleportationRequestInitiated;
  43202. /**
  43203. * Defines wether or not Pointer lock should be requested when switching to
  43204. * full screen.
  43205. */
  43206. requestPointerLockOnFullScreen: boolean;
  43207. /**
  43208. * Instantiates a VRExperienceHelper.
  43209. * Helps to quickly add VR support to an existing scene.
  43210. * @param scene The scene the VRExperienceHelper belongs to.
  43211. * @param webVROptions Options to modify the vr experience helper's behavior.
  43212. */
  43213. constructor(scene: Scene,
  43214. /** Options to modify the vr experience helper's behavior. */
  43215. webVROptions?: VRExperienceHelperOptions);
  43216. private _onDefaultMeshLoaded;
  43217. private _onResize;
  43218. private _onFullscreenChange;
  43219. /**
  43220. * Gets a value indicating if we are currently in VR mode.
  43221. */
  43222. readonly isInVRMode: boolean;
  43223. private onVrDisplayPresentChange;
  43224. private onVRDisplayChanged;
  43225. private moveButtonToBottomRight;
  43226. private displayVRButton;
  43227. private updateButtonVisibility;
  43228. private _cachedAngularSensibility;
  43229. /**
  43230. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  43231. * Otherwise, will use the fullscreen API.
  43232. */
  43233. enterVR(): void;
  43234. /**
  43235. * Attempt to exit VR, or fullscreen.
  43236. */
  43237. exitVR(): void;
  43238. /**
  43239. * The position of the vr experience helper.
  43240. */
  43241. /**
  43242. * Sets the position of the vr experience helper.
  43243. */
  43244. position: Vector3;
  43245. /**
  43246. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  43247. */
  43248. enableInteractions(): void;
  43249. private readonly _noControllerIsActive;
  43250. private beforeRender;
  43251. private _isTeleportationFloor;
  43252. /**
  43253. * Adds a floor mesh to be used for teleportation.
  43254. * @param floorMesh the mesh to be used for teleportation.
  43255. */
  43256. addFloorMesh(floorMesh: Mesh): void;
  43257. /**
  43258. * Removes a floor mesh from being used for teleportation.
  43259. * @param floorMesh the mesh to be removed.
  43260. */
  43261. removeFloorMesh(floorMesh: Mesh): void;
  43262. /**
  43263. * Enables interactions and teleportation using the VR controllers and gaze.
  43264. * @param vrTeleportationOptions options to modify teleportation behavior.
  43265. */
  43266. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  43267. private _onNewGamepadConnected;
  43268. private _tryEnableInteractionOnController;
  43269. private _onNewGamepadDisconnected;
  43270. private _enableInteractionOnController;
  43271. private _checkTeleportWithRay;
  43272. private _checkRotate;
  43273. private _checkTeleportBackwards;
  43274. private _enableTeleportationOnController;
  43275. private _createTeleportationCircles;
  43276. private _displayTeleportationTarget;
  43277. private _hideTeleportationTarget;
  43278. private _rotateCamera;
  43279. private _moveTeleportationSelectorTo;
  43280. private _workingVector;
  43281. private _workingQuaternion;
  43282. private _workingMatrix;
  43283. /**
  43284. * Teleports the users feet to the desired location
  43285. * @param location The location where the user's feet should be placed
  43286. */
  43287. teleportCamera(location: Vector3): void;
  43288. private _convertNormalToDirectionOfRay;
  43289. private _castRayAndSelectObject;
  43290. private _notifySelectedMeshUnselected;
  43291. /**
  43292. * Sets the color of the laser ray from the vr controllers.
  43293. * @param color new color for the ray.
  43294. */
  43295. changeLaserColor(color: Color3): void;
  43296. /**
  43297. * Sets the color of the ray from the vr headsets gaze.
  43298. * @param color new color for the ray.
  43299. */
  43300. changeGazeColor(color: Color3): void;
  43301. /**
  43302. * Exits VR and disposes of the vr experience helper
  43303. */
  43304. dispose(): void;
  43305. /**
  43306. * Gets the name of the VRExperienceHelper class
  43307. * @returns "VRExperienceHelper"
  43308. */
  43309. getClassName(): string;
  43310. }
  43311. }
  43312. declare module "babylonjs/Cameras/VR/index" {
  43313. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  43314. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  43315. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  43316. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  43317. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  43318. export * from "babylonjs/Cameras/VR/webVRCamera";
  43319. }
  43320. declare module "babylonjs/Cameras/XR/webXRTypes" {
  43321. import { Nullable } from "babylonjs/types";
  43322. import { IDisposable } from "babylonjs/scene";
  43323. /**
  43324. * States of the webXR experience
  43325. */
  43326. export enum WebXRState {
  43327. /**
  43328. * Transitioning to being in XR mode
  43329. */
  43330. ENTERING_XR = 0,
  43331. /**
  43332. * Transitioning to non XR mode
  43333. */
  43334. EXITING_XR = 1,
  43335. /**
  43336. * In XR mode and presenting
  43337. */
  43338. IN_XR = 2,
  43339. /**
  43340. * Not entered XR mode
  43341. */
  43342. NOT_IN_XR = 3
  43343. }
  43344. /**
  43345. * Abstraction of the XR render target
  43346. */
  43347. export interface WebXRRenderTarget extends IDisposable {
  43348. /**
  43349. * xrpresent context of the canvas which can be used to display/mirror xr content
  43350. */
  43351. canvasContext: WebGLRenderingContext;
  43352. /**
  43353. * xr layer for the canvas
  43354. */
  43355. xrLayer: Nullable<XRWebGLLayer>;
  43356. /**
  43357. * Initializes the xr layer for the session
  43358. * @param xrSession xr session
  43359. * @returns a promise that will resolve once the XR Layer has been created
  43360. */
  43361. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  43362. }
  43363. }
  43364. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43365. import { Nullable } from "babylonjs/types";
  43366. import { Observable } from "babylonjs/Misc/observable";
  43367. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  43368. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43369. /**
  43370. * COnfiguration object for WebXR output canvas
  43371. */
  43372. export class WebXRManagedOutputCanvasOptions {
  43373. /**
  43374. * Options for this XR Layer output
  43375. */
  43376. canvasOptions: XRWebGLLayerOptions;
  43377. /**
  43378. * CSS styling for a newly created canvas (if not provided)
  43379. */
  43380. newCanvasCssStyle?: string;
  43381. /**
  43382. * Get the default values of the configuration object
  43383. * @returns default values of this configuration object
  43384. */
  43385. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  43386. }
  43387. /**
  43388. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43389. */
  43390. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  43391. private configuration;
  43392. private _engine;
  43393. private _canvas;
  43394. /**
  43395. * xrpresent context of the canvas which can be used to display/mirror xr content
  43396. */
  43397. canvasContext: WebGLRenderingContext;
  43398. /**
  43399. * xr layer for the canvas
  43400. */
  43401. xrLayer: Nullable<XRWebGLLayer>;
  43402. /**
  43403. * Initializes the xr layer for the session
  43404. * @param xrSession xr session
  43405. * @returns a promise that will resolve once the XR Layer has been created
  43406. */
  43407. initializeXRLayerAsync(xrSession: any): any;
  43408. /**
  43409. * Initializes the canvas to be added/removed upon entering/exiting xr
  43410. * @param engine the Babylon engine
  43411. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  43412. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  43413. * @param configuration optional configuration for this canvas output. defaults will be used if not provided
  43414. */
  43415. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>, configuration?: WebXRManagedOutputCanvasOptions);
  43416. /**
  43417. * Disposes of the object
  43418. */
  43419. dispose(): void;
  43420. private _setManagedOutputCanvas;
  43421. private _addCanvas;
  43422. private _removeCanvas;
  43423. }
  43424. }
  43425. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  43426. import { Observable } from "babylonjs/Misc/observable";
  43427. import { Nullable } from "babylonjs/types";
  43428. import { IDisposable, Scene } from "babylonjs/scene";
  43429. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  43430. import { WebXRRenderTarget, WebXRState } from "babylonjs/Cameras/XR/webXRTypes";
  43431. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43432. /**
  43433. * Manages an XRSession to work with Babylon's engine
  43434. * @see https://doc.babylonjs.com/how_to/webxr
  43435. */
  43436. export class WebXRSessionManager implements IDisposable {
  43437. private scene;
  43438. /**
  43439. * Fires every time a new xrFrame arrives which can be used to update the camera
  43440. */
  43441. onXRFrameObservable: Observable<any>;
  43442. /**
  43443. * Fires when the xr session is ended either by the device or manually done
  43444. */
  43445. onXRSessionEnded: Observable<any>;
  43446. /**
  43447. * Underlying xr session
  43448. */
  43449. session: XRSession;
  43450. /**
  43451. * Type of reference space used when creating the session
  43452. */
  43453. referenceSpace: XRReferenceSpace;
  43454. /**
  43455. * Current XR frame
  43456. */
  43457. currentFrame: Nullable<XRFrame>;
  43458. private _xrNavigator;
  43459. private baseLayer;
  43460. private _rttProvider;
  43461. private _sessionEnded;
  43462. /**
  43463. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  43464. * @param scene The scene which the session should be created for
  43465. */
  43466. constructor(scene: Scene);
  43467. /**
  43468. * Initializes the manager
  43469. * After initialization enterXR can be called to start an XR session
  43470. * @returns Promise which resolves after it is initialized
  43471. */
  43472. initializeAsync(): Promise<void>;
  43473. /**
  43474. * Initializes an xr session
  43475. * @param xrSessionMode mode to initialize
  43476. * @param optionalFeatures defines optional values to pass to the session builder
  43477. * @returns a promise which will resolve once the session has been initialized
  43478. */
  43479. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  43480. /**
  43481. * Sets the reference space on the xr session
  43482. * @param referenceSpace space to set
  43483. * @returns a promise that will resolve once the reference space has been set
  43484. */
  43485. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  43486. /**
  43487. * Updates the render state of the session
  43488. * @param state state to set
  43489. * @returns a promise that resolves once the render state has been updated
  43490. */
  43491. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  43492. /**
  43493. * Starts rendering to the xr layer
  43494. * @returns a promise that will resolve once rendering has started
  43495. */
  43496. startRenderingToXRAsync(): Promise<void>;
  43497. /**
  43498. * Gets the correct render target texture to be rendered this frame for this eye
  43499. * @param eye the eye for which to get the render target
  43500. * @returns the render target for the specified eye
  43501. */
  43502. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  43503. /**
  43504. * Stops the xrSession and restores the renderloop
  43505. * @returns Promise which resolves after it exits XR
  43506. */
  43507. exitXRAsync(): Promise<void>;
  43508. /**
  43509. * Checks if a session would be supported for the creation options specified
  43510. * @param sessionMode session mode to check if supported eg. immersive-vr
  43511. * @returns true if supported
  43512. */
  43513. supportsSessionAsync(sessionMode: XRSessionMode): any;
  43514. /**
  43515. * Creates a WebXRRenderTarget object for the XR session
  43516. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  43517. * @param options optional options to provide when creating a new render target
  43518. * @returns a WebXR render target to which the session can render
  43519. */
  43520. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>, options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  43521. /**
  43522. * @hidden
  43523. * Converts the render layer of xrSession to a render target
  43524. * @param session session to create render target for
  43525. * @param scene scene the new render target should be created for
  43526. */
  43527. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  43528. /**
  43529. * Disposes of the session manager
  43530. */
  43531. dispose(): void;
  43532. }
  43533. }
  43534. declare module "babylonjs/Cameras/XR/webXRCamera" {
  43535. import { Scene } from "babylonjs/scene";
  43536. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43537. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43538. /**
  43539. * WebXR Camera which holds the views for the xrSession
  43540. * @see https://doc.babylonjs.com/how_to/webxr
  43541. */
  43542. export class WebXRCamera extends FreeCamera {
  43543. /**
  43544. * Is the camera in debug mode. Used when using an emulator
  43545. */
  43546. debugMode: boolean;
  43547. /**
  43548. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  43549. * @param name the name of the camera
  43550. * @param scene the scene to add the camera to
  43551. */
  43552. constructor(name: string, scene: Scene);
  43553. private _updateNumberOfRigCameras;
  43554. /** @hidden */
  43555. _updateForDualEyeDebugging(): void;
  43556. /**
  43557. * Updates the cameras position from the current pose information of the XR session
  43558. * @param xrSessionManager the session containing pose information
  43559. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  43560. */
  43561. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  43562. }
  43563. }
  43564. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  43565. import { Observable } from "babylonjs/Misc/observable";
  43566. import { IDisposable, Scene } from "babylonjs/scene";
  43567. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  43568. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43569. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43570. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  43571. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43572. /**
  43573. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  43574. * @see https://doc.babylonjs.com/how_to/webxr
  43575. */
  43576. export class WebXRExperienceHelper implements IDisposable {
  43577. private scene;
  43578. /**
  43579. * 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
  43580. */
  43581. container: AbstractMesh;
  43582. /**
  43583. * Camera used to render xr content
  43584. */
  43585. camera: WebXRCamera;
  43586. /**
  43587. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  43588. */
  43589. state: WebXRState;
  43590. private _setState;
  43591. private static _TmpVector;
  43592. /**
  43593. * Fires when the state of the experience helper has changed
  43594. */
  43595. onStateChangedObservable: Observable<WebXRState>;
  43596. /** Session manager used to keep track of xr session */
  43597. sessionManager: WebXRSessionManager;
  43598. private _nonVRCamera;
  43599. private _originalSceneAutoClear;
  43600. private _supported;
  43601. /**
  43602. * Creates the experience helper
  43603. * @param scene the scene to attach the experience helper to
  43604. * @returns a promise for the experience helper
  43605. */
  43606. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  43607. /**
  43608. * Creates a WebXRExperienceHelper
  43609. * @param scene The scene the helper should be created in
  43610. */
  43611. private constructor();
  43612. /**
  43613. * Exits XR mode and returns the scene to its original state
  43614. * @returns promise that resolves after xr mode has exited
  43615. */
  43616. exitXRAsync(): Promise<void>;
  43617. /**
  43618. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  43619. * @param sessionMode options for the XR session
  43620. * @param referenceSpaceType frame of reference of the XR session
  43621. * @param renderTarget the output canvas that will be used to enter XR mode
  43622. * @returns promise that resolves after xr mode has entered
  43623. */
  43624. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  43625. /**
  43626. * Updates the global position of the camera by moving the camera's container
  43627. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  43628. * @param position The desired global position of the camera
  43629. */
  43630. setPositionOfCameraUsingContainer(position: Vector3): void;
  43631. /**
  43632. * Rotates the xr camera by rotating the camera's container around the camera's position
  43633. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  43634. * @param rotation the desired quaternion rotation to apply to the camera
  43635. */
  43636. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  43637. /**
  43638. * Disposes of the experience helper
  43639. */
  43640. dispose(): void;
  43641. }
  43642. }
  43643. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  43644. import { Nullable } from "babylonjs/types";
  43645. import { Observable } from "babylonjs/Misc/observable";
  43646. import { IDisposable, Scene } from "babylonjs/scene";
  43647. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43648. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43649. /**
  43650. * Button which can be used to enter a different mode of XR
  43651. */
  43652. export class WebXREnterExitUIButton {
  43653. /** button element */
  43654. element: HTMLElement;
  43655. /** XR initialization options for the button */
  43656. sessionMode: XRSessionMode;
  43657. /** Reference space type */
  43658. referenceSpaceType: XRReferenceSpaceType;
  43659. /**
  43660. * Creates a WebXREnterExitUIButton
  43661. * @param element button element
  43662. * @param sessionMode XR initialization session mode
  43663. * @param referenceSpaceType the type of reference space to be used
  43664. */
  43665. constructor(
  43666. /** button element */
  43667. element: HTMLElement,
  43668. /** XR initialization options for the button */
  43669. sessionMode: XRSessionMode,
  43670. /** Reference space type */
  43671. referenceSpaceType: XRReferenceSpaceType);
  43672. /**
  43673. * Overwritable function which can be used to update the button's visuals when the state changes
  43674. * @param activeButton the current active button in the UI
  43675. */
  43676. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  43677. }
  43678. /**
  43679. * Options to create the webXR UI
  43680. */
  43681. export class WebXREnterExitUIOptions {
  43682. /**
  43683. * Context to enter xr with
  43684. */
  43685. renderTarget?: Nullable<WebXRRenderTarget>;
  43686. /**
  43687. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  43688. */
  43689. customButtons?: Array<WebXREnterExitUIButton>;
  43690. }
  43691. /**
  43692. * UI to allow the user to enter/exit XR mode
  43693. */
  43694. export class WebXREnterExitUI implements IDisposable {
  43695. private scene;
  43696. private _overlay;
  43697. private _buttons;
  43698. private _activeButton;
  43699. /**
  43700. * Fired every time the active button is changed.
  43701. *
  43702. * When xr is entered via a button that launches xr that button will be the callback parameter
  43703. *
  43704. * When exiting xr the callback parameter will be null)
  43705. */
  43706. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  43707. /**
  43708. * Creates UI to allow the user to enter/exit XR mode
  43709. * @param scene the scene to add the ui to
  43710. * @param helper the xr experience helper to enter/exit xr with
  43711. * @param options options to configure the UI
  43712. * @returns the created ui
  43713. */
  43714. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  43715. private constructor();
  43716. private _updateButtons;
  43717. /**
  43718. * Disposes of the object
  43719. */
  43720. dispose(): void;
  43721. }
  43722. }
  43723. declare module "babylonjs/Cameras/XR/webXRController" {
  43724. import { Nullable } from "babylonjs/types";
  43725. import { Observable } from "babylonjs/Misc/observable";
  43726. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43727. import { Ray } from "babylonjs/Culling/ray";
  43728. import { Scene } from "babylonjs/scene";
  43729. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43730. /**
  43731. * Represents an XR input
  43732. */
  43733. export class WebXRController {
  43734. private scene;
  43735. /** The underlying input source for the controller */
  43736. inputSource: XRInputSource;
  43737. private parentContainer;
  43738. /**
  43739. * 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
  43740. */
  43741. grip?: AbstractMesh;
  43742. /**
  43743. * Pointer which can be used to select objects or attach a visible laser to
  43744. */
  43745. pointer: AbstractMesh;
  43746. private _gamepadMode;
  43747. /**
  43748. * If available, this is the gamepad object related to this controller.
  43749. * Using this object it is possible to get click events and trackpad changes of the
  43750. * webxr controller that is currently being used.
  43751. */
  43752. gamepadController?: WebVRController;
  43753. /**
  43754. * Event that fires when the controller is removed/disposed
  43755. */
  43756. onDisposeObservable: Observable<{}>;
  43757. private _tmpMatrix;
  43758. private _tmpQuaternion;
  43759. private _tmpVector;
  43760. /**
  43761. * Creates the controller
  43762. * @see https://doc.babylonjs.com/how_to/webxr
  43763. * @param scene the scene which the controller should be associated to
  43764. * @param inputSource the underlying input source for the controller
  43765. * @param parentContainer parent that the controller meshes should be children of
  43766. */
  43767. constructor(scene: Scene,
  43768. /** The underlying input source for the controller */
  43769. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  43770. /**
  43771. * Updates the controller pose based on the given XRFrame
  43772. * @param xrFrame xr frame to update the pose with
  43773. * @param referenceSpace reference space to use
  43774. */
  43775. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  43776. /**
  43777. * Gets a world space ray coming from the controller
  43778. * @param result the resulting ray
  43779. */
  43780. getWorldPointerRayToRef(result: Ray): void;
  43781. /**
  43782. * Get the scene associated with this controller
  43783. * @returns the scene object
  43784. */
  43785. getScene(): Scene;
  43786. /**
  43787. * Disposes of the object
  43788. */
  43789. dispose(): void;
  43790. }
  43791. }
  43792. declare module "babylonjs/Cameras/XR/webXRInput" {
  43793. import { Observable } from "babylonjs/Misc/observable";
  43794. import { IDisposable } from "babylonjs/scene";
  43795. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43796. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43797. /**
  43798. * XR input used to track XR inputs such as controllers/rays
  43799. */
  43800. export class WebXRInput implements IDisposable {
  43801. /**
  43802. * Base experience the input listens to
  43803. */
  43804. baseExperience: WebXRExperienceHelper;
  43805. /**
  43806. * XR controllers being tracked
  43807. */
  43808. controllers: Array<WebXRController>;
  43809. private _frameObserver;
  43810. private _stateObserver;
  43811. /**
  43812. * Event when a controller has been connected/added
  43813. */
  43814. onControllerAddedObservable: Observable<WebXRController>;
  43815. /**
  43816. * Event when a controller has been removed/disconnected
  43817. */
  43818. onControllerRemovedObservable: Observable<WebXRController>;
  43819. /**
  43820. * Initializes the WebXRInput
  43821. * @param baseExperience experience helper which the input should be created for
  43822. */
  43823. constructor(
  43824. /**
  43825. * Base experience the input listens to
  43826. */
  43827. baseExperience: WebXRExperienceHelper);
  43828. private _onInputSourcesChange;
  43829. private _addAndRemoveControllers;
  43830. /**
  43831. * Disposes of the object
  43832. */
  43833. dispose(): void;
  43834. }
  43835. }
  43836. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43837. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43838. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43839. /**
  43840. * Enables teleportation
  43841. */
  43842. export class WebXRControllerTeleportation {
  43843. private _teleportationFillColor;
  43844. private _teleportationBorderColor;
  43845. private _tmpRay;
  43846. private _tmpVector;
  43847. /**
  43848. * Creates a WebXRControllerTeleportation
  43849. * @param input input manager to add teleportation to
  43850. * @param floorMeshes floormeshes which can be teleported to
  43851. */
  43852. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43853. }
  43854. }
  43855. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43856. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43857. /**
  43858. * Handles pointer input automatically for the pointer of XR controllers
  43859. */
  43860. export class WebXRControllerPointerSelection {
  43861. private static _idCounter;
  43862. private _tmpRay;
  43863. /**
  43864. * Creates a WebXRControllerPointerSelection
  43865. * @param input input manager to setup pointer selection
  43866. */
  43867. constructor(input: WebXRInput);
  43868. private _convertNormalToDirectionOfRay;
  43869. private _updatePointerDistance;
  43870. }
  43871. }
  43872. declare module "babylonjs/Loading/sceneLoader" {
  43873. import { Observable } from "babylonjs/Misc/observable";
  43874. import { Nullable } from "babylonjs/types";
  43875. import { Scene } from "babylonjs/scene";
  43876. import { Engine } from "babylonjs/Engines/engine";
  43877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43878. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43879. import { AssetContainer } from "babylonjs/assetContainer";
  43880. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43881. import { Skeleton } from "babylonjs/Bones/skeleton";
  43882. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  43883. import { WebRequest } from "babylonjs/Misc/webRequest";
  43884. /**
  43885. * Class used to represent data loading progression
  43886. */
  43887. export class SceneLoaderProgressEvent {
  43888. /** defines if data length to load can be evaluated */
  43889. readonly lengthComputable: boolean;
  43890. /** defines the loaded data length */
  43891. readonly loaded: number;
  43892. /** defines the data length to load */
  43893. readonly total: number;
  43894. /**
  43895. * Create a new progress event
  43896. * @param lengthComputable defines if data length to load can be evaluated
  43897. * @param loaded defines the loaded data length
  43898. * @param total defines the data length to load
  43899. */
  43900. constructor(
  43901. /** defines if data length to load can be evaluated */
  43902. lengthComputable: boolean,
  43903. /** defines the loaded data length */
  43904. loaded: number,
  43905. /** defines the data length to load */
  43906. total: number);
  43907. /**
  43908. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43909. * @param event defines the source event
  43910. * @returns a new SceneLoaderProgressEvent
  43911. */
  43912. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43913. }
  43914. /**
  43915. * Interface used by SceneLoader plugins to define supported file extensions
  43916. */
  43917. export interface ISceneLoaderPluginExtensions {
  43918. /**
  43919. * Defines the list of supported extensions
  43920. */
  43921. [extension: string]: {
  43922. isBinary: boolean;
  43923. };
  43924. }
  43925. /**
  43926. * Interface used by SceneLoader plugin factory
  43927. */
  43928. export interface ISceneLoaderPluginFactory {
  43929. /**
  43930. * Defines the name of the factory
  43931. */
  43932. name: string;
  43933. /**
  43934. * Function called to create a new plugin
  43935. * @return the new plugin
  43936. */
  43937. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43938. /**
  43939. * The callback that returns true if the data can be directly loaded.
  43940. * @param data string containing the file data
  43941. * @returns if the data can be loaded directly
  43942. */
  43943. canDirectLoad?(data: string): boolean;
  43944. }
  43945. /**
  43946. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  43947. */
  43948. export interface ISceneLoaderPluginBase {
  43949. /**
  43950. * The friendly name of this plugin.
  43951. */
  43952. name: string;
  43953. /**
  43954. * The file extensions supported by this plugin.
  43955. */
  43956. extensions: string | ISceneLoaderPluginExtensions;
  43957. /**
  43958. * The callback called when loading from a url.
  43959. * @param scene scene loading this url
  43960. * @param url url to load
  43961. * @param onSuccess callback called when the file successfully loads
  43962. * @param onProgress callback called while file is loading (if the server supports this mode)
  43963. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  43964. * @param onError callback called when the file fails to load
  43965. * @returns a file request object
  43966. */
  43967. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43968. /**
  43969. * The callback called when loading from a file object.
  43970. * @param scene scene loading this file
  43971. * @param file defines the file to load
  43972. * @param onSuccess defines the callback to call when data is loaded
  43973. * @param onProgress defines the callback to call during loading process
  43974. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  43975. * @param onError defines the callback to call when an error occurs
  43976. * @returns a file request object
  43977. */
  43978. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43979. /**
  43980. * The callback that returns true if the data can be directly loaded.
  43981. * @param data string containing the file data
  43982. * @returns if the data can be loaded directly
  43983. */
  43984. canDirectLoad?(data: string): boolean;
  43985. /**
  43986. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  43987. * @param scene scene loading this data
  43988. * @param data string containing the data
  43989. * @returns data to pass to the plugin
  43990. */
  43991. directLoad?(scene: Scene, data: string): any;
  43992. /**
  43993. * The callback that allows custom handling of the root url based on the response url.
  43994. * @param rootUrl the original root url
  43995. * @param responseURL the response url if available
  43996. * @returns the new root url
  43997. */
  43998. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  43999. }
  44000. /**
  44001. * Interface used to define a SceneLoader plugin
  44002. */
  44003. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  44004. /**
  44005. * Import meshes into a scene.
  44006. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44007. * @param scene The scene to import into
  44008. * @param data The data to import
  44009. * @param rootUrl The root url for scene and resources
  44010. * @param meshes The meshes array to import into
  44011. * @param particleSystems The particle systems array to import into
  44012. * @param skeletons The skeletons array to import into
  44013. * @param onError The callback when import fails
  44014. * @returns True if successful or false otherwise
  44015. */
  44016. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  44017. /**
  44018. * Load into a scene.
  44019. * @param scene The scene to load into
  44020. * @param data The data to import
  44021. * @param rootUrl The root url for scene and resources
  44022. * @param onError The callback when import fails
  44023. * @returns True if successful or false otherwise
  44024. */
  44025. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  44026. /**
  44027. * Load into an asset container.
  44028. * @param scene The scene to load into
  44029. * @param data The data to import
  44030. * @param rootUrl The root url for scene and resources
  44031. * @param onError The callback when import fails
  44032. * @returns The loaded asset container
  44033. */
  44034. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  44035. }
  44036. /**
  44037. * Interface used to define an async SceneLoader plugin
  44038. */
  44039. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  44040. /**
  44041. * Import meshes into a scene.
  44042. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44043. * @param scene The scene to import into
  44044. * @param data The data to import
  44045. * @param rootUrl The root url for scene and resources
  44046. * @param onProgress The callback when the load progresses
  44047. * @param fileName Defines the name of the file to load
  44048. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  44049. */
  44050. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  44051. meshes: AbstractMesh[];
  44052. particleSystems: IParticleSystem[];
  44053. skeletons: Skeleton[];
  44054. animationGroups: AnimationGroup[];
  44055. }>;
  44056. /**
  44057. * Load into a scene.
  44058. * @param scene The scene to load into
  44059. * @param data The data to import
  44060. * @param rootUrl The root url for scene and resources
  44061. * @param onProgress The callback when the load progresses
  44062. * @param fileName Defines the name of the file to load
  44063. * @returns Nothing
  44064. */
  44065. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  44066. /**
  44067. * Load into an asset container.
  44068. * @param scene The scene to load into
  44069. * @param data The data to import
  44070. * @param rootUrl The root url for scene and resources
  44071. * @param onProgress The callback when the load progresses
  44072. * @param fileName Defines the name of the file to load
  44073. * @returns The loaded asset container
  44074. */
  44075. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  44076. }
  44077. /**
  44078. * Class used to load scene from various file formats using registered plugins
  44079. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  44080. */
  44081. export class SceneLoader {
  44082. /**
  44083. * No logging while loading
  44084. */
  44085. static readonly NO_LOGGING: number;
  44086. /**
  44087. * Minimal logging while loading
  44088. */
  44089. static readonly MINIMAL_LOGGING: number;
  44090. /**
  44091. * Summary logging while loading
  44092. */
  44093. static readonly SUMMARY_LOGGING: number;
  44094. /**
  44095. * Detailled logging while loading
  44096. */
  44097. static readonly DETAILED_LOGGING: number;
  44098. /**
  44099. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  44100. */
  44101. static ForceFullSceneLoadingForIncremental: boolean;
  44102. /**
  44103. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  44104. */
  44105. static ShowLoadingScreen: boolean;
  44106. /**
  44107. * Defines the current logging level (while loading the scene)
  44108. * @ignorenaming
  44109. */
  44110. static loggingLevel: number;
  44111. /**
  44112. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  44113. */
  44114. static CleanBoneMatrixWeights: boolean;
  44115. /**
  44116. * Event raised when a plugin is used to load a scene
  44117. */
  44118. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44119. private static _registeredPlugins;
  44120. private static _getDefaultPlugin;
  44121. private static _getPluginForExtension;
  44122. private static _getPluginForDirectLoad;
  44123. private static _getPluginForFilename;
  44124. private static _getDirectLoad;
  44125. private static _loadData;
  44126. private static _getFileInfo;
  44127. /**
  44128. * Gets a plugin that can load the given extension
  44129. * @param extension defines the extension to load
  44130. * @returns a plugin or null if none works
  44131. */
  44132. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  44133. /**
  44134. * Gets a boolean indicating that the given extension can be loaded
  44135. * @param extension defines the extension to load
  44136. * @returns true if the extension is supported
  44137. */
  44138. static IsPluginForExtensionAvailable(extension: string): boolean;
  44139. /**
  44140. * Adds a new plugin to the list of registered plugins
  44141. * @param plugin defines the plugin to add
  44142. */
  44143. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  44144. /**
  44145. * Import meshes into a scene
  44146. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44147. * @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)
  44148. * @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)
  44149. * @param scene the instance of BABYLON.Scene to append to
  44150. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  44151. * @param onProgress a callback with a progress event for each file being loaded
  44152. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44153. * @param pluginExtension the extension used to determine the plugin
  44154. * @returns The loaded plugin
  44155. */
  44156. 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>;
  44157. /**
  44158. * Import meshes into a scene
  44159. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44160. * @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)
  44161. * @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)
  44162. * @param scene the instance of BABYLON.Scene to append to
  44163. * @param onProgress a callback with a progress event for each file being loaded
  44164. * @param pluginExtension the extension used to determine the plugin
  44165. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  44166. */
  44167. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  44168. meshes: AbstractMesh[];
  44169. particleSystems: IParticleSystem[];
  44170. skeletons: Skeleton[];
  44171. animationGroups: AnimationGroup[];
  44172. }>;
  44173. /**
  44174. * Load a scene
  44175. * @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)
  44176. * @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)
  44177. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44178. * @param onSuccess a callback with the scene when import succeeds
  44179. * @param onProgress a callback with a progress event for each file being loaded
  44180. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44181. * @param pluginExtension the extension used to determine the plugin
  44182. * @returns The loaded plugin
  44183. */
  44184. 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>;
  44185. /**
  44186. * Load a scene
  44187. * @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)
  44188. * @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)
  44189. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44190. * @param onProgress a callback with a progress event for each file being loaded
  44191. * @param pluginExtension the extension used to determine the plugin
  44192. * @returns The loaded scene
  44193. */
  44194. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44195. /**
  44196. * Append a scene
  44197. * @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)
  44198. * @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)
  44199. * @param scene is the instance of BABYLON.Scene to append to
  44200. * @param onSuccess a callback with the scene when import succeeds
  44201. * @param onProgress a callback with a progress event for each file being loaded
  44202. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44203. * @param pluginExtension the extension used to determine the plugin
  44204. * @returns The loaded plugin
  44205. */
  44206. 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>;
  44207. /**
  44208. * Append a scene
  44209. * @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)
  44210. * @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)
  44211. * @param scene is the instance of BABYLON.Scene to append to
  44212. * @param onProgress a callback with a progress event for each file being loaded
  44213. * @param pluginExtension the extension used to determine the plugin
  44214. * @returns The given scene
  44215. */
  44216. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44217. /**
  44218. * Load a scene into an asset container
  44219. * @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)
  44220. * @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)
  44221. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  44222. * @param onSuccess a callback with the scene when import succeeds
  44223. * @param onProgress a callback with a progress event for each file being loaded
  44224. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44225. * @param pluginExtension the extension used to determine the plugin
  44226. * @returns The loaded plugin
  44227. */
  44228. 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>;
  44229. /**
  44230. * Load a scene into an asset container
  44231. * @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)
  44232. * @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)
  44233. * @param scene is the instance of Scene to append to
  44234. * @param onProgress a callback with a progress event for each file being loaded
  44235. * @param pluginExtension the extension used to determine the plugin
  44236. * @returns The loaded asset container
  44237. */
  44238. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  44239. }
  44240. }
  44241. declare module "babylonjs/Gamepads/Controllers/genericController" {
  44242. import { Scene } from "babylonjs/scene";
  44243. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44244. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44245. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44246. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44247. /**
  44248. * Generic Controller
  44249. */
  44250. export class GenericController extends WebVRController {
  44251. /**
  44252. * Base Url for the controller model.
  44253. */
  44254. static readonly MODEL_BASE_URL: string;
  44255. /**
  44256. * File name for the controller model.
  44257. */
  44258. static readonly MODEL_FILENAME: string;
  44259. /**
  44260. * Creates a new GenericController from a gamepad
  44261. * @param vrGamepad the gamepad that the controller should be created from
  44262. */
  44263. constructor(vrGamepad: any);
  44264. /**
  44265. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44266. * @param scene scene in which to add meshes
  44267. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44268. */
  44269. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44270. /**
  44271. * Called once for each button that changed state since the last frame
  44272. * @param buttonIdx Which button index changed
  44273. * @param state New state of the button
  44274. * @param changes Which properties on the state changed since last frame
  44275. */
  44276. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44277. }
  44278. }
  44279. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  44280. import { Observable } from "babylonjs/Misc/observable";
  44281. import { Scene } from "babylonjs/scene";
  44282. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44283. import { Ray } from "babylonjs/Culling/ray";
  44284. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44285. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44286. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44287. /**
  44288. * Defines the WindowsMotionController object that the state of the windows motion controller
  44289. */
  44290. export class WindowsMotionController extends WebVRController {
  44291. /**
  44292. * The base url used to load the left and right controller models
  44293. */
  44294. static MODEL_BASE_URL: string;
  44295. /**
  44296. * The name of the left controller model file
  44297. */
  44298. static MODEL_LEFT_FILENAME: string;
  44299. /**
  44300. * The name of the right controller model file
  44301. */
  44302. static MODEL_RIGHT_FILENAME: string;
  44303. /**
  44304. * The controller name prefix for this controller type
  44305. */
  44306. static readonly GAMEPAD_ID_PREFIX: string;
  44307. /**
  44308. * The controller id pattern for this controller type
  44309. */
  44310. private static readonly GAMEPAD_ID_PATTERN;
  44311. private _loadedMeshInfo;
  44312. private readonly _mapping;
  44313. /**
  44314. * Fired when the trackpad on this controller is clicked
  44315. */
  44316. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  44317. /**
  44318. * Fired when the trackpad on this controller is modified
  44319. */
  44320. onTrackpadValuesChangedObservable: Observable<StickValues>;
  44321. /**
  44322. * The current x and y values of this controller's trackpad
  44323. */
  44324. trackpad: StickValues;
  44325. /**
  44326. * Creates a new WindowsMotionController from a gamepad
  44327. * @param vrGamepad the gamepad that the controller should be created from
  44328. */
  44329. constructor(vrGamepad: any);
  44330. /**
  44331. * Fired when the trigger on this controller is modified
  44332. */
  44333. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44334. /**
  44335. * Fired when the menu button on this controller is modified
  44336. */
  44337. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44338. /**
  44339. * Fired when the grip button on this controller is modified
  44340. */
  44341. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44342. /**
  44343. * Fired when the thumbstick button on this controller is modified
  44344. */
  44345. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44346. /**
  44347. * Fired when the touchpad button on this controller is modified
  44348. */
  44349. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44350. /**
  44351. * Fired when the touchpad values on this controller are modified
  44352. */
  44353. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  44354. private _updateTrackpad;
  44355. /**
  44356. * Called once per frame by the engine.
  44357. */
  44358. update(): void;
  44359. /**
  44360. * Called once for each button that changed state since the last frame
  44361. * @param buttonIdx Which button index changed
  44362. * @param state New state of the button
  44363. * @param changes Which properties on the state changed since last frame
  44364. */
  44365. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44366. /**
  44367. * Moves the buttons on the controller mesh based on their current state
  44368. * @param buttonName the name of the button to move
  44369. * @param buttonValue the value of the button which determines the buttons new position
  44370. */
  44371. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  44372. /**
  44373. * Moves the axis on the controller mesh based on its current state
  44374. * @param axis the index of the axis
  44375. * @param axisValue the value of the axis which determines the meshes new position
  44376. * @hidden
  44377. */
  44378. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  44379. /**
  44380. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44381. * @param scene scene in which to add meshes
  44382. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44383. */
  44384. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  44385. /**
  44386. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  44387. * can be transformed by button presses and axes values, based on this._mapping.
  44388. *
  44389. * @param scene scene in which the meshes exist
  44390. * @param meshes list of meshes that make up the controller model to process
  44391. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  44392. */
  44393. private processModel;
  44394. private createMeshInfo;
  44395. /**
  44396. * Gets the ray of the controller in the direction the controller is pointing
  44397. * @param length the length the resulting ray should be
  44398. * @returns a ray in the direction the controller is pointing
  44399. */
  44400. getForwardRay(length?: number): Ray;
  44401. /**
  44402. * Disposes of the controller
  44403. */
  44404. dispose(): void;
  44405. }
  44406. }
  44407. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  44408. import { Observable } from "babylonjs/Misc/observable";
  44409. import { Scene } from "babylonjs/scene";
  44410. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44411. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44412. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44413. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44414. /**
  44415. * Oculus Touch Controller
  44416. */
  44417. export class OculusTouchController extends WebVRController {
  44418. /**
  44419. * Base Url for the controller model.
  44420. */
  44421. static MODEL_BASE_URL: string;
  44422. /**
  44423. * File name for the left controller model.
  44424. */
  44425. static MODEL_LEFT_FILENAME: string;
  44426. /**
  44427. * File name for the right controller model.
  44428. */
  44429. static MODEL_RIGHT_FILENAME: string;
  44430. /**
  44431. * Base Url for the Quest controller model.
  44432. */
  44433. static QUEST_MODEL_BASE_URL: string;
  44434. /**
  44435. * @hidden
  44436. * If the controllers are running on a device that needs the updated Quest controller models
  44437. */
  44438. static _IsQuest: boolean;
  44439. /**
  44440. * Fired when the secondary trigger on this controller is modified
  44441. */
  44442. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  44443. /**
  44444. * Fired when the thumb rest on this controller is modified
  44445. */
  44446. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  44447. /**
  44448. * Creates a new OculusTouchController from a gamepad
  44449. * @param vrGamepad the gamepad that the controller should be created from
  44450. */
  44451. constructor(vrGamepad: any);
  44452. /**
  44453. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44454. * @param scene scene in which to add meshes
  44455. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44456. */
  44457. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44458. /**
  44459. * Fired when the A button on this controller is modified
  44460. */
  44461. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44462. /**
  44463. * Fired when the B button on this controller is modified
  44464. */
  44465. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44466. /**
  44467. * Fired when the X button on this controller is modified
  44468. */
  44469. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44470. /**
  44471. * Fired when the Y button on this controller is modified
  44472. */
  44473. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44474. /**
  44475. * Called once for each button that changed state since the last frame
  44476. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  44477. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  44478. * 2) secondary trigger (same)
  44479. * 3) A (right) X (left), touch, pressed = value
  44480. * 4) B / Y
  44481. * 5) thumb rest
  44482. * @param buttonIdx Which button index changed
  44483. * @param state New state of the button
  44484. * @param changes Which properties on the state changed since last frame
  44485. */
  44486. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44487. }
  44488. }
  44489. declare module "babylonjs/Gamepads/Controllers/viveController" {
  44490. import { Scene } from "babylonjs/scene";
  44491. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44492. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44493. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44494. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44495. import { Observable } from "babylonjs/Misc/observable";
  44496. /**
  44497. * Vive Controller
  44498. */
  44499. export class ViveController extends WebVRController {
  44500. /**
  44501. * Base Url for the controller model.
  44502. */
  44503. static MODEL_BASE_URL: string;
  44504. /**
  44505. * File name for the controller model.
  44506. */
  44507. static MODEL_FILENAME: string;
  44508. /**
  44509. * Creates a new ViveController from a gamepad
  44510. * @param vrGamepad the gamepad that the controller should be created from
  44511. */
  44512. constructor(vrGamepad: any);
  44513. /**
  44514. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44515. * @param scene scene in which to add meshes
  44516. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44517. */
  44518. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44519. /**
  44520. * Fired when the left button on this controller is modified
  44521. */
  44522. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44523. /**
  44524. * Fired when the right button on this controller is modified
  44525. */
  44526. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44527. /**
  44528. * Fired when the menu button on this controller is modified
  44529. */
  44530. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44531. /**
  44532. * Called once for each button that changed state since the last frame
  44533. * Vive mapping:
  44534. * 0: touchpad
  44535. * 1: trigger
  44536. * 2: left AND right buttons
  44537. * 3: menu button
  44538. * @param buttonIdx Which button index changed
  44539. * @param state New state of the button
  44540. * @param changes Which properties on the state changed since last frame
  44541. */
  44542. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44543. }
  44544. }
  44545. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  44546. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44547. /**
  44548. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  44549. */
  44550. export class WebXRControllerModelLoader {
  44551. /**
  44552. * Creates the WebXRControllerModelLoader
  44553. * @param input xr input that creates the controllers
  44554. */
  44555. constructor(input: WebXRInput);
  44556. }
  44557. }
  44558. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  44559. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44560. import { Scene } from "babylonjs/scene";
  44561. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44562. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44563. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44564. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44565. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  44566. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  44567. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44568. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44569. /**
  44570. * Options for the default xr helper
  44571. */
  44572. export class WebXRDefaultExperienceOptions {
  44573. /**
  44574. * Floor meshes that should be used for teleporting
  44575. */
  44576. floorMeshes: Array<AbstractMesh>;
  44577. /**
  44578. * Enable or disable default UI to enter XR
  44579. */
  44580. disableDefaultUI: boolean;
  44581. /**
  44582. * optional configuration for the output canvas
  44583. */
  44584. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  44585. }
  44586. /**
  44587. * Default experience which provides a similar setup to the previous webVRExperience
  44588. */
  44589. export class WebXRDefaultExperience {
  44590. /**
  44591. * Base experience
  44592. */
  44593. baseExperience: WebXRExperienceHelper;
  44594. /**
  44595. * Input experience extension
  44596. */
  44597. input: WebXRInput;
  44598. /**
  44599. * Loads the controller models
  44600. */
  44601. controllerModelLoader: WebXRControllerModelLoader;
  44602. /**
  44603. * Enables laser pointer and selection
  44604. */
  44605. pointerSelection: WebXRControllerPointerSelection;
  44606. /**
  44607. * Enables teleportation
  44608. */
  44609. teleportation: WebXRControllerTeleportation;
  44610. /**
  44611. * Enables ui for enetering/exiting xr
  44612. */
  44613. enterExitUI: WebXREnterExitUI;
  44614. /**
  44615. * Default target xr should render to
  44616. */
  44617. renderTarget: WebXRRenderTarget;
  44618. /**
  44619. * Creates the default xr experience
  44620. * @param scene scene
  44621. * @param options options for basic configuration
  44622. * @returns resulting WebXRDefaultExperience
  44623. */
  44624. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  44625. private constructor();
  44626. /**
  44627. * DIsposes of the experience helper
  44628. */
  44629. dispose(): void;
  44630. }
  44631. }
  44632. declare module "babylonjs/Cameras/XR/index" {
  44633. export * from "babylonjs/Cameras/XR/webXRCamera";
  44634. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  44635. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44636. export * from "babylonjs/Cameras/XR/webXRInput";
  44637. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44638. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44639. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44640. export * from "babylonjs/Cameras/XR/webXRController";
  44641. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44642. export * from "babylonjs/Cameras/XR/webXRTypes";
  44643. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  44644. export * from "babylonjs/Cameras/XR/webXRDefaultExperience";
  44645. }
  44646. declare module "babylonjs/Cameras/RigModes/index" {
  44647. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  44648. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  44649. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  44650. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  44651. }
  44652. declare module "babylonjs/Cameras/index" {
  44653. export * from "babylonjs/Cameras/Inputs/index";
  44654. export * from "babylonjs/Cameras/cameraInputsManager";
  44655. export * from "babylonjs/Cameras/camera";
  44656. export * from "babylonjs/Cameras/targetCamera";
  44657. export * from "babylonjs/Cameras/freeCamera";
  44658. export * from "babylonjs/Cameras/freeCameraInputsManager";
  44659. export * from "babylonjs/Cameras/touchCamera";
  44660. export * from "babylonjs/Cameras/arcRotateCamera";
  44661. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  44662. export * from "babylonjs/Cameras/deviceOrientationCamera";
  44663. export * from "babylonjs/Cameras/flyCamera";
  44664. export * from "babylonjs/Cameras/flyCameraInputsManager";
  44665. export * from "babylonjs/Cameras/followCamera";
  44666. export * from "babylonjs/Cameras/followCameraInputsManager";
  44667. export * from "babylonjs/Cameras/gamepadCamera";
  44668. export * from "babylonjs/Cameras/Stereoscopic/index";
  44669. export * from "babylonjs/Cameras/universalCamera";
  44670. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  44671. export * from "babylonjs/Cameras/VR/index";
  44672. export * from "babylonjs/Cameras/XR/index";
  44673. export * from "babylonjs/Cameras/RigModes/index";
  44674. }
  44675. declare module "babylonjs/Collisions/index" {
  44676. export * from "babylonjs/Collisions/collider";
  44677. export * from "babylonjs/Collisions/collisionCoordinator";
  44678. export * from "babylonjs/Collisions/pickingInfo";
  44679. export * from "babylonjs/Collisions/intersectionInfo";
  44680. export * from "babylonjs/Collisions/meshCollisionData";
  44681. }
  44682. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  44683. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  44684. import { Vector3 } from "babylonjs/Maths/math.vector";
  44685. import { Ray } from "babylonjs/Culling/ray";
  44686. import { Plane } from "babylonjs/Maths/math.plane";
  44687. /**
  44688. * Contains an array of blocks representing the octree
  44689. */
  44690. export interface IOctreeContainer<T> {
  44691. /**
  44692. * Blocks within the octree
  44693. */
  44694. blocks: Array<OctreeBlock<T>>;
  44695. }
  44696. /**
  44697. * Class used to store a cell in an octree
  44698. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44699. */
  44700. export class OctreeBlock<T> {
  44701. /**
  44702. * Gets the content of the current block
  44703. */
  44704. entries: T[];
  44705. /**
  44706. * Gets the list of block children
  44707. */
  44708. blocks: Array<OctreeBlock<T>>;
  44709. private _depth;
  44710. private _maxDepth;
  44711. private _capacity;
  44712. private _minPoint;
  44713. private _maxPoint;
  44714. private _boundingVectors;
  44715. private _creationFunc;
  44716. /**
  44717. * Creates a new block
  44718. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  44719. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  44720. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44721. * @param depth defines the current depth of this block in the octree
  44722. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  44723. * @param creationFunc defines a callback to call when an element is added to the block
  44724. */
  44725. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  44726. /**
  44727. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44728. */
  44729. readonly capacity: number;
  44730. /**
  44731. * Gets the minimum vector (in world space) of the block's bounding box
  44732. */
  44733. readonly minPoint: Vector3;
  44734. /**
  44735. * Gets the maximum vector (in world space) of the block's bounding box
  44736. */
  44737. readonly maxPoint: Vector3;
  44738. /**
  44739. * Add a new element to this block
  44740. * @param entry defines the element to add
  44741. */
  44742. addEntry(entry: T): void;
  44743. /**
  44744. * Remove an element from this block
  44745. * @param entry defines the element to remove
  44746. */
  44747. removeEntry(entry: T): void;
  44748. /**
  44749. * Add an array of elements to this block
  44750. * @param entries defines the array of elements to add
  44751. */
  44752. addEntries(entries: T[]): void;
  44753. /**
  44754. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  44755. * @param frustumPlanes defines the frustum planes to test
  44756. * @param selection defines the array to store current content if selection is positive
  44757. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44758. */
  44759. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44760. /**
  44761. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  44762. * @param sphereCenter defines the bounding sphere center
  44763. * @param sphereRadius defines the bounding sphere radius
  44764. * @param selection defines the array to store current content if selection is positive
  44765. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44766. */
  44767. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44768. /**
  44769. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  44770. * @param ray defines the ray to test with
  44771. * @param selection defines the array to store current content if selection is positive
  44772. */
  44773. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  44774. /**
  44775. * Subdivide the content into child blocks (this block will then be empty)
  44776. */
  44777. createInnerBlocks(): void;
  44778. /**
  44779. * @hidden
  44780. */
  44781. 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;
  44782. }
  44783. }
  44784. declare module "babylonjs/Culling/Octrees/octree" {
  44785. import { SmartArray } from "babylonjs/Misc/smartArray";
  44786. import { Vector3 } from "babylonjs/Maths/math.vector";
  44787. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44788. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44789. import { Ray } from "babylonjs/Culling/ray";
  44790. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  44791. import { Plane } from "babylonjs/Maths/math.plane";
  44792. /**
  44793. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  44794. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44795. */
  44796. export class Octree<T> {
  44797. /** 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.) */
  44798. maxDepth: number;
  44799. /**
  44800. * Blocks within the octree containing objects
  44801. */
  44802. blocks: Array<OctreeBlock<T>>;
  44803. /**
  44804. * Content stored in the octree
  44805. */
  44806. dynamicContent: T[];
  44807. private _maxBlockCapacity;
  44808. private _selectionContent;
  44809. private _creationFunc;
  44810. /**
  44811. * Creates a octree
  44812. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44813. * @param creationFunc function to be used to instatiate the octree
  44814. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  44815. * @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.)
  44816. */
  44817. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  44818. /** 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.) */
  44819. maxDepth?: number);
  44820. /**
  44821. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  44822. * @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);
  44823. * @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);
  44824. * @param entries meshes to be added to the octree blocks
  44825. */
  44826. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  44827. /**
  44828. * Adds a mesh to the octree
  44829. * @param entry Mesh to add to the octree
  44830. */
  44831. addMesh(entry: T): void;
  44832. /**
  44833. * Remove an element from the octree
  44834. * @param entry defines the element to remove
  44835. */
  44836. removeMesh(entry: T): void;
  44837. /**
  44838. * Selects an array of meshes within the frustum
  44839. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  44840. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  44841. * @returns array of meshes within the frustum
  44842. */
  44843. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  44844. /**
  44845. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  44846. * @param sphereCenter defines the bounding sphere center
  44847. * @param sphereRadius defines the bounding sphere radius
  44848. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44849. * @returns an array of objects that intersect the sphere
  44850. */
  44851. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  44852. /**
  44853. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  44854. * @param ray defines the ray to test with
  44855. * @returns array of intersected objects
  44856. */
  44857. intersectsRay(ray: Ray): SmartArray<T>;
  44858. /**
  44859. * Adds a mesh into the octree block if it intersects the block
  44860. */
  44861. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  44862. /**
  44863. * Adds a submesh into the octree block if it intersects the block
  44864. */
  44865. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  44866. }
  44867. }
  44868. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  44869. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  44870. import { Scene } from "babylonjs/scene";
  44871. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44872. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44873. import { Ray } from "babylonjs/Culling/ray";
  44874. import { Octree } from "babylonjs/Culling/Octrees/octree";
  44875. import { Collider } from "babylonjs/Collisions/collider";
  44876. module "babylonjs/scene" {
  44877. interface Scene {
  44878. /**
  44879. * @hidden
  44880. * Backing Filed
  44881. */
  44882. _selectionOctree: Octree<AbstractMesh>;
  44883. /**
  44884. * Gets the octree used to boost mesh selection (picking)
  44885. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44886. */
  44887. selectionOctree: Octree<AbstractMesh>;
  44888. /**
  44889. * Creates or updates the octree used to boost selection (picking)
  44890. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44891. * @param maxCapacity defines the maximum capacity per leaf
  44892. * @param maxDepth defines the maximum depth of the octree
  44893. * @returns an octree of AbstractMesh
  44894. */
  44895. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44896. }
  44897. }
  44898. module "babylonjs/Meshes/abstractMesh" {
  44899. interface AbstractMesh {
  44900. /**
  44901. * @hidden
  44902. * Backing Field
  44903. */
  44904. _submeshesOctree: Octree<SubMesh>;
  44905. /**
  44906. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44907. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44908. * @param maxCapacity defines the maximum size of each block (64 by default)
  44909. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44910. * @returns the new octree
  44911. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44912. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44913. */
  44914. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44915. }
  44916. }
  44917. /**
  44918. * Defines the octree scene component responsible to manage any octrees
  44919. * in a given scene.
  44920. */
  44921. export class OctreeSceneComponent {
  44922. /**
  44923. * The component name help to identify the component in the list of scene components.
  44924. */
  44925. readonly name: string;
  44926. /**
  44927. * The scene the component belongs to.
  44928. */
  44929. scene: Scene;
  44930. /**
  44931. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44932. */
  44933. readonly checksIsEnabled: boolean;
  44934. /**
  44935. * Creates a new instance of the component for the given scene
  44936. * @param scene Defines the scene to register the component in
  44937. */
  44938. constructor(scene: Scene);
  44939. /**
  44940. * Registers the component in a given scene
  44941. */
  44942. register(): void;
  44943. /**
  44944. * Return the list of active meshes
  44945. * @returns the list of active meshes
  44946. */
  44947. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44948. /**
  44949. * Return the list of active sub meshes
  44950. * @param mesh The mesh to get the candidates sub meshes from
  44951. * @returns the list of active sub meshes
  44952. */
  44953. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44954. private _tempRay;
  44955. /**
  44956. * Return the list of sub meshes intersecting with a given local ray
  44957. * @param mesh defines the mesh to find the submesh for
  44958. * @param localRay defines the ray in local space
  44959. * @returns the list of intersecting sub meshes
  44960. */
  44961. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44962. /**
  44963. * Return the list of sub meshes colliding with a collider
  44964. * @param mesh defines the mesh to find the submesh for
  44965. * @param collider defines the collider to evaluate the collision against
  44966. * @returns the list of colliding sub meshes
  44967. */
  44968. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44969. /**
  44970. * Rebuilds the elements related to this component in case of
  44971. * context lost for instance.
  44972. */
  44973. rebuild(): void;
  44974. /**
  44975. * Disposes the component and the associated ressources.
  44976. */
  44977. dispose(): void;
  44978. }
  44979. }
  44980. declare module "babylonjs/Culling/Octrees/index" {
  44981. export * from "babylonjs/Culling/Octrees/octree";
  44982. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44983. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44984. }
  44985. declare module "babylonjs/Culling/index" {
  44986. export * from "babylonjs/Culling/boundingBox";
  44987. export * from "babylonjs/Culling/boundingInfo";
  44988. export * from "babylonjs/Culling/boundingSphere";
  44989. export * from "babylonjs/Culling/Octrees/index";
  44990. export * from "babylonjs/Culling/ray";
  44991. }
  44992. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44993. import { IDisposable, Scene } from "babylonjs/scene";
  44994. import { Nullable } from "babylonjs/types";
  44995. import { Observable } from "babylonjs/Misc/observable";
  44996. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44997. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44998. import { Camera } from "babylonjs/Cameras/camera";
  44999. /**
  45000. * Renders a layer on top of an existing scene
  45001. */
  45002. export class UtilityLayerRenderer implements IDisposable {
  45003. /** the original scene that will be rendered on top of */
  45004. originalScene: Scene;
  45005. private _pointerCaptures;
  45006. private _lastPointerEvents;
  45007. private static _DefaultUtilityLayer;
  45008. private static _DefaultKeepDepthUtilityLayer;
  45009. private _sharedGizmoLight;
  45010. private _renderCamera;
  45011. /**
  45012. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  45013. * @returns the camera that is used when rendering the utility layer
  45014. */
  45015. getRenderCamera(): Nullable<Camera>;
  45016. /**
  45017. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  45018. * @param cam the camera that should be used when rendering the utility layer
  45019. */
  45020. setRenderCamera(cam: Nullable<Camera>): void;
  45021. /**
  45022. * @hidden
  45023. * Light which used by gizmos to get light shading
  45024. */
  45025. _getSharedGizmoLight(): HemisphericLight;
  45026. /**
  45027. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  45028. */
  45029. pickUtilitySceneFirst: boolean;
  45030. /**
  45031. * 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)
  45032. */
  45033. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  45034. /**
  45035. * 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)
  45036. */
  45037. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  45038. /**
  45039. * The scene that is rendered on top of the original scene
  45040. */
  45041. utilityLayerScene: Scene;
  45042. /**
  45043. * If the utility layer should automatically be rendered on top of existing scene
  45044. */
  45045. shouldRender: boolean;
  45046. /**
  45047. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  45048. */
  45049. onlyCheckPointerDownEvents: boolean;
  45050. /**
  45051. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  45052. */
  45053. processAllEvents: boolean;
  45054. /**
  45055. * Observable raised when the pointer move from the utility layer scene to the main scene
  45056. */
  45057. onPointerOutObservable: Observable<number>;
  45058. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  45059. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  45060. private _afterRenderObserver;
  45061. private _sceneDisposeObserver;
  45062. private _originalPointerObserver;
  45063. /**
  45064. * Instantiates a UtilityLayerRenderer
  45065. * @param originalScene the original scene that will be rendered on top of
  45066. * @param handleEvents boolean indicating if the utility layer should handle events
  45067. */
  45068. constructor(
  45069. /** the original scene that will be rendered on top of */
  45070. originalScene: Scene, handleEvents?: boolean);
  45071. private _notifyObservers;
  45072. /**
  45073. * Renders the utility layers scene on top of the original scene
  45074. */
  45075. render(): void;
  45076. /**
  45077. * Disposes of the renderer
  45078. */
  45079. dispose(): void;
  45080. private _updateCamera;
  45081. }
  45082. }
  45083. declare module "babylonjs/Gizmos/gizmo" {
  45084. import { Nullable } from "babylonjs/types";
  45085. import { IDisposable } from "babylonjs/scene";
  45086. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45087. import { Mesh } from "babylonjs/Meshes/mesh";
  45088. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45089. /**
  45090. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  45091. */
  45092. export class Gizmo implements IDisposable {
  45093. /** The utility layer the gizmo will be added to */
  45094. gizmoLayer: UtilityLayerRenderer;
  45095. /**
  45096. * The root mesh of the gizmo
  45097. */
  45098. _rootMesh: Mesh;
  45099. private _attachedMesh;
  45100. /**
  45101. * Ratio for the scale of the gizmo (Default: 1)
  45102. */
  45103. scaleRatio: number;
  45104. /**
  45105. * If a custom mesh has been set (Default: false)
  45106. */
  45107. protected _customMeshSet: boolean;
  45108. /**
  45109. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  45110. * * When set, interactions will be enabled
  45111. */
  45112. attachedMesh: Nullable<AbstractMesh>;
  45113. /**
  45114. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45115. * @param mesh The mesh to replace the default mesh of the gizmo
  45116. */
  45117. setCustomMesh(mesh: Mesh): void;
  45118. /**
  45119. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  45120. */
  45121. updateGizmoRotationToMatchAttachedMesh: boolean;
  45122. /**
  45123. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  45124. */
  45125. updateGizmoPositionToMatchAttachedMesh: boolean;
  45126. /**
  45127. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  45128. */
  45129. updateScale: boolean;
  45130. protected _interactionsEnabled: boolean;
  45131. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45132. private _beforeRenderObserver;
  45133. private _tempVector;
  45134. /**
  45135. * Creates a gizmo
  45136. * @param gizmoLayer The utility layer the gizmo will be added to
  45137. */
  45138. constructor(
  45139. /** The utility layer the gizmo will be added to */
  45140. gizmoLayer?: UtilityLayerRenderer);
  45141. /**
  45142. * Updates the gizmo to match the attached mesh's position/rotation
  45143. */
  45144. protected _update(): void;
  45145. /**
  45146. * Disposes of the gizmo
  45147. */
  45148. dispose(): void;
  45149. }
  45150. }
  45151. declare module "babylonjs/Gizmos/planeDragGizmo" {
  45152. import { Observable } from "babylonjs/Misc/observable";
  45153. import { Nullable } from "babylonjs/types";
  45154. import { Vector3 } from "babylonjs/Maths/math.vector";
  45155. import { Color3 } from "babylonjs/Maths/math.color";
  45156. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45157. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45158. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45159. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45160. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45161. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45162. import { Scene } from "babylonjs/scene";
  45163. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45164. /**
  45165. * Single plane drag gizmo
  45166. */
  45167. export class PlaneDragGizmo extends Gizmo {
  45168. /**
  45169. * Drag behavior responsible for the gizmos dragging interactions
  45170. */
  45171. dragBehavior: PointerDragBehavior;
  45172. private _pointerObserver;
  45173. /**
  45174. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45175. */
  45176. snapDistance: number;
  45177. /**
  45178. * Event that fires each time the gizmo snaps to a new location.
  45179. * * snapDistance is the the change in distance
  45180. */
  45181. onSnapObservable: Observable<{
  45182. snapDistance: number;
  45183. }>;
  45184. private _plane;
  45185. private _coloredMaterial;
  45186. private _hoverMaterial;
  45187. private _isEnabled;
  45188. private _parent;
  45189. /** @hidden */
  45190. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  45191. /** @hidden */
  45192. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45193. /**
  45194. * Creates a PlaneDragGizmo
  45195. * @param gizmoLayer The utility layer the gizmo will be added to
  45196. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  45197. * @param color The color of the gizmo
  45198. */
  45199. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45200. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45201. /**
  45202. * If the gizmo is enabled
  45203. */
  45204. isEnabled: boolean;
  45205. /**
  45206. * Disposes of the gizmo
  45207. */
  45208. dispose(): void;
  45209. }
  45210. }
  45211. declare module "babylonjs/Gizmos/positionGizmo" {
  45212. import { Observable } from "babylonjs/Misc/observable";
  45213. import { Nullable } from "babylonjs/types";
  45214. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45215. import { Mesh } from "babylonjs/Meshes/mesh";
  45216. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45217. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  45218. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  45219. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45220. /**
  45221. * Gizmo that enables dragging a mesh along 3 axis
  45222. */
  45223. export class PositionGizmo extends Gizmo {
  45224. /**
  45225. * Internal gizmo used for interactions on the x axis
  45226. */
  45227. xGizmo: AxisDragGizmo;
  45228. /**
  45229. * Internal gizmo used for interactions on the y axis
  45230. */
  45231. yGizmo: AxisDragGizmo;
  45232. /**
  45233. * Internal gizmo used for interactions on the z axis
  45234. */
  45235. zGizmo: AxisDragGizmo;
  45236. /**
  45237. * Internal gizmo used for interactions on the yz plane
  45238. */
  45239. xPlaneGizmo: PlaneDragGizmo;
  45240. /**
  45241. * Internal gizmo used for interactions on the xz plane
  45242. */
  45243. yPlaneGizmo: PlaneDragGizmo;
  45244. /**
  45245. * Internal gizmo used for interactions on the xy plane
  45246. */
  45247. zPlaneGizmo: PlaneDragGizmo;
  45248. /**
  45249. * private variables
  45250. */
  45251. private _meshAttached;
  45252. private _updateGizmoRotationToMatchAttachedMesh;
  45253. private _snapDistance;
  45254. private _scaleRatio;
  45255. /** Fires an event when any of it's sub gizmos are dragged */
  45256. onDragStartObservable: Observable<unknown>;
  45257. /** Fires an event when any of it's sub gizmos are released from dragging */
  45258. onDragEndObservable: Observable<unknown>;
  45259. /**
  45260. * If set to true, planar drag is enabled
  45261. */
  45262. private _planarGizmoEnabled;
  45263. attachedMesh: Nullable<AbstractMesh>;
  45264. /**
  45265. * Creates a PositionGizmo
  45266. * @param gizmoLayer The utility layer the gizmo will be added to
  45267. */
  45268. constructor(gizmoLayer?: UtilityLayerRenderer);
  45269. /**
  45270. * If the planar drag gizmo is enabled
  45271. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  45272. */
  45273. planarGizmoEnabled: boolean;
  45274. updateGizmoRotationToMatchAttachedMesh: boolean;
  45275. /**
  45276. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45277. */
  45278. snapDistance: number;
  45279. /**
  45280. * Ratio for the scale of the gizmo (Default: 1)
  45281. */
  45282. scaleRatio: number;
  45283. /**
  45284. * Disposes of the gizmo
  45285. */
  45286. dispose(): void;
  45287. /**
  45288. * CustomMeshes are not supported by this gizmo
  45289. * @param mesh The mesh to replace the default mesh of the gizmo
  45290. */
  45291. setCustomMesh(mesh: Mesh): void;
  45292. }
  45293. }
  45294. declare module "babylonjs/Gizmos/axisDragGizmo" {
  45295. import { Observable } from "babylonjs/Misc/observable";
  45296. import { Nullable } from "babylonjs/types";
  45297. import { Vector3 } from "babylonjs/Maths/math.vector";
  45298. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45299. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45300. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45301. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45302. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45303. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45304. import { Scene } from "babylonjs/scene";
  45305. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45306. import { Color3 } from "babylonjs/Maths/math.color";
  45307. /**
  45308. * Single axis drag gizmo
  45309. */
  45310. export class AxisDragGizmo extends Gizmo {
  45311. /**
  45312. * Drag behavior responsible for the gizmos dragging interactions
  45313. */
  45314. dragBehavior: PointerDragBehavior;
  45315. private _pointerObserver;
  45316. /**
  45317. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45318. */
  45319. snapDistance: number;
  45320. /**
  45321. * Event that fires each time the gizmo snaps to a new location.
  45322. * * snapDistance is the the change in distance
  45323. */
  45324. onSnapObservable: Observable<{
  45325. snapDistance: number;
  45326. }>;
  45327. private _isEnabled;
  45328. private _parent;
  45329. private _arrow;
  45330. private _coloredMaterial;
  45331. private _hoverMaterial;
  45332. /** @hidden */
  45333. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  45334. /** @hidden */
  45335. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45336. /**
  45337. * Creates an AxisDragGizmo
  45338. * @param gizmoLayer The utility layer the gizmo will be added to
  45339. * @param dragAxis The axis which the gizmo will be able to drag on
  45340. * @param color The color of the gizmo
  45341. */
  45342. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45343. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45344. /**
  45345. * If the gizmo is enabled
  45346. */
  45347. isEnabled: boolean;
  45348. /**
  45349. * Disposes of the gizmo
  45350. */
  45351. dispose(): void;
  45352. }
  45353. }
  45354. declare module "babylonjs/Debug/axesViewer" {
  45355. import { Vector3 } from "babylonjs/Maths/math.vector";
  45356. import { Nullable } from "babylonjs/types";
  45357. import { Scene } from "babylonjs/scene";
  45358. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45359. /**
  45360. * The Axes viewer will show 3 axes in a specific point in space
  45361. */
  45362. export class AxesViewer {
  45363. private _xAxis;
  45364. private _yAxis;
  45365. private _zAxis;
  45366. private _scaleLinesFactor;
  45367. private _instanced;
  45368. /**
  45369. * Gets the hosting scene
  45370. */
  45371. scene: Scene;
  45372. /**
  45373. * Gets or sets a number used to scale line length
  45374. */
  45375. scaleLines: number;
  45376. /** Gets the node hierarchy used to render x-axis */
  45377. readonly xAxis: TransformNode;
  45378. /** Gets the node hierarchy used to render y-axis */
  45379. readonly yAxis: TransformNode;
  45380. /** Gets the node hierarchy used to render z-axis */
  45381. readonly zAxis: TransformNode;
  45382. /**
  45383. * Creates a new AxesViewer
  45384. * @param scene defines the hosting scene
  45385. * @param scaleLines defines a number used to scale line length (1 by default)
  45386. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  45387. * @param xAxis defines the node hierarchy used to render the x-axis
  45388. * @param yAxis defines the node hierarchy used to render the y-axis
  45389. * @param zAxis defines the node hierarchy used to render the z-axis
  45390. */
  45391. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  45392. /**
  45393. * Force the viewer to update
  45394. * @param position defines the position of the viewer
  45395. * @param xaxis defines the x axis of the viewer
  45396. * @param yaxis defines the y axis of the viewer
  45397. * @param zaxis defines the z axis of the viewer
  45398. */
  45399. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  45400. /**
  45401. * Creates an instance of this axes viewer.
  45402. * @returns a new axes viewer with instanced meshes
  45403. */
  45404. createInstance(): AxesViewer;
  45405. /** Releases resources */
  45406. dispose(): void;
  45407. private static _SetRenderingGroupId;
  45408. }
  45409. }
  45410. declare module "babylonjs/Debug/boneAxesViewer" {
  45411. import { Nullable } from "babylonjs/types";
  45412. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  45413. import { Vector3 } from "babylonjs/Maths/math.vector";
  45414. import { Mesh } from "babylonjs/Meshes/mesh";
  45415. import { Bone } from "babylonjs/Bones/bone";
  45416. import { Scene } from "babylonjs/scene";
  45417. /**
  45418. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  45419. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  45420. */
  45421. export class BoneAxesViewer extends AxesViewer {
  45422. /**
  45423. * Gets or sets the target mesh where to display the axes viewer
  45424. */
  45425. mesh: Nullable<Mesh>;
  45426. /**
  45427. * Gets or sets the target bone where to display the axes viewer
  45428. */
  45429. bone: Nullable<Bone>;
  45430. /** Gets current position */
  45431. pos: Vector3;
  45432. /** Gets direction of X axis */
  45433. xaxis: Vector3;
  45434. /** Gets direction of Y axis */
  45435. yaxis: Vector3;
  45436. /** Gets direction of Z axis */
  45437. zaxis: Vector3;
  45438. /**
  45439. * Creates a new BoneAxesViewer
  45440. * @param scene defines the hosting scene
  45441. * @param bone defines the target bone
  45442. * @param mesh defines the target mesh
  45443. * @param scaleLines defines a scaling factor for line length (1 by default)
  45444. */
  45445. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  45446. /**
  45447. * Force the viewer to update
  45448. */
  45449. update(): void;
  45450. /** Releases resources */
  45451. dispose(): void;
  45452. }
  45453. }
  45454. declare module "babylonjs/Debug/debugLayer" {
  45455. import { Scene } from "babylonjs/scene";
  45456. /**
  45457. * Interface used to define scene explorer extensibility option
  45458. */
  45459. export interface IExplorerExtensibilityOption {
  45460. /**
  45461. * Define the option label
  45462. */
  45463. label: string;
  45464. /**
  45465. * Defines the action to execute on click
  45466. */
  45467. action: (entity: any) => void;
  45468. }
  45469. /**
  45470. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  45471. */
  45472. export interface IExplorerExtensibilityGroup {
  45473. /**
  45474. * Defines a predicate to test if a given type mut be extended
  45475. */
  45476. predicate: (entity: any) => boolean;
  45477. /**
  45478. * Gets the list of options added to a type
  45479. */
  45480. entries: IExplorerExtensibilityOption[];
  45481. }
  45482. /**
  45483. * Interface used to define the options to use to create the Inspector
  45484. */
  45485. export interface IInspectorOptions {
  45486. /**
  45487. * Display in overlay mode (default: false)
  45488. */
  45489. overlay?: boolean;
  45490. /**
  45491. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  45492. */
  45493. globalRoot?: HTMLElement;
  45494. /**
  45495. * Display the Scene explorer
  45496. */
  45497. showExplorer?: boolean;
  45498. /**
  45499. * Display the property inspector
  45500. */
  45501. showInspector?: boolean;
  45502. /**
  45503. * Display in embed mode (both panes on the right)
  45504. */
  45505. embedMode?: boolean;
  45506. /**
  45507. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  45508. */
  45509. handleResize?: boolean;
  45510. /**
  45511. * Allow the panes to popup (default: true)
  45512. */
  45513. enablePopup?: boolean;
  45514. /**
  45515. * Allow the panes to be closed by users (default: true)
  45516. */
  45517. enableClose?: boolean;
  45518. /**
  45519. * Optional list of extensibility entries
  45520. */
  45521. explorerExtensibility?: IExplorerExtensibilityGroup[];
  45522. /**
  45523. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  45524. */
  45525. inspectorURL?: string;
  45526. }
  45527. module "babylonjs/scene" {
  45528. interface Scene {
  45529. /**
  45530. * @hidden
  45531. * Backing field
  45532. */
  45533. _debugLayer: DebugLayer;
  45534. /**
  45535. * Gets the debug layer (aka Inspector) associated with the scene
  45536. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45537. */
  45538. debugLayer: DebugLayer;
  45539. }
  45540. }
  45541. /**
  45542. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45543. * what is happening in your scene
  45544. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45545. */
  45546. export class DebugLayer {
  45547. /**
  45548. * Define the url to get the inspector script from.
  45549. * By default it uses the babylonjs CDN.
  45550. * @ignoreNaming
  45551. */
  45552. static InspectorURL: string;
  45553. private _scene;
  45554. private BJSINSPECTOR;
  45555. private _onPropertyChangedObservable?;
  45556. /**
  45557. * Observable triggered when a property is changed through the inspector.
  45558. */
  45559. readonly onPropertyChangedObservable: any;
  45560. /**
  45561. * Instantiates a new debug layer.
  45562. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45563. * what is happening in your scene
  45564. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45565. * @param scene Defines the scene to inspect
  45566. */
  45567. constructor(scene: Scene);
  45568. /** Creates the inspector window. */
  45569. private _createInspector;
  45570. /**
  45571. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  45572. * @param entity defines the entity to select
  45573. * @param lineContainerTitle defines the specific block to highlight
  45574. */
  45575. select(entity: any, lineContainerTitle?: string): void;
  45576. /** Get the inspector from bundle or global */
  45577. private _getGlobalInspector;
  45578. /**
  45579. * Get if the inspector is visible or not.
  45580. * @returns true if visible otherwise, false
  45581. */
  45582. isVisible(): boolean;
  45583. /**
  45584. * Hide the inspector and close its window.
  45585. */
  45586. hide(): void;
  45587. /**
  45588. * Launch the debugLayer.
  45589. * @param config Define the configuration of the inspector
  45590. * @return a promise fulfilled when the debug layer is visible
  45591. */
  45592. show(config?: IInspectorOptions): Promise<DebugLayer>;
  45593. }
  45594. }
  45595. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  45596. import { Nullable } from "babylonjs/types";
  45597. import { Scene } from "babylonjs/scene";
  45598. import { Vector4 } from "babylonjs/Maths/math.vector";
  45599. import { Color4 } from "babylonjs/Maths/math.color";
  45600. import { Mesh } from "babylonjs/Meshes/mesh";
  45601. /**
  45602. * Class containing static functions to help procedurally build meshes
  45603. */
  45604. export class BoxBuilder {
  45605. /**
  45606. * Creates a box mesh
  45607. * * The parameter `size` sets the size (float) of each box side (default 1)
  45608. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  45609. * * 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)
  45610. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45611. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45612. * * 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
  45613. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45614. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  45615. * @param name defines the name of the mesh
  45616. * @param options defines the options used to create the mesh
  45617. * @param scene defines the hosting scene
  45618. * @returns the box mesh
  45619. */
  45620. static CreateBox(name: string, options: {
  45621. size?: number;
  45622. width?: number;
  45623. height?: number;
  45624. depth?: number;
  45625. faceUV?: Vector4[];
  45626. faceColors?: Color4[];
  45627. sideOrientation?: number;
  45628. frontUVs?: Vector4;
  45629. backUVs?: Vector4;
  45630. wrap?: boolean;
  45631. topBaseAt?: number;
  45632. bottomBaseAt?: number;
  45633. updatable?: boolean;
  45634. }, scene?: Nullable<Scene>): Mesh;
  45635. }
  45636. }
  45637. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  45638. import { Vector4 } from "babylonjs/Maths/math.vector";
  45639. import { Mesh } from "babylonjs/Meshes/mesh";
  45640. import { Scene } from "babylonjs/scene";
  45641. import { Nullable } from "babylonjs/types";
  45642. /**
  45643. * Class containing static functions to help procedurally build meshes
  45644. */
  45645. export class SphereBuilder {
  45646. /**
  45647. * Creates a sphere mesh
  45648. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  45649. * * 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`)
  45650. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  45651. * * 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
  45652. * * 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)
  45653. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45654. * * 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
  45655. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45656. * @param name defines the name of the mesh
  45657. * @param options defines the options used to create the mesh
  45658. * @param scene defines the hosting scene
  45659. * @returns the sphere mesh
  45660. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  45661. */
  45662. static CreateSphere(name: string, options: {
  45663. segments?: number;
  45664. diameter?: number;
  45665. diameterX?: number;
  45666. diameterY?: number;
  45667. diameterZ?: number;
  45668. arc?: number;
  45669. slice?: number;
  45670. sideOrientation?: number;
  45671. frontUVs?: Vector4;
  45672. backUVs?: Vector4;
  45673. updatable?: boolean;
  45674. }, scene?: Nullable<Scene>): Mesh;
  45675. }
  45676. }
  45677. declare module "babylonjs/Debug/physicsViewer" {
  45678. import { Nullable } from "babylonjs/types";
  45679. import { Scene } from "babylonjs/scene";
  45680. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45681. import { Mesh } from "babylonjs/Meshes/mesh";
  45682. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  45683. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  45684. /**
  45685. * Used to show the physics impostor around the specific mesh
  45686. */
  45687. export class PhysicsViewer {
  45688. /** @hidden */
  45689. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  45690. /** @hidden */
  45691. protected _meshes: Array<Nullable<AbstractMesh>>;
  45692. /** @hidden */
  45693. protected _scene: Nullable<Scene>;
  45694. /** @hidden */
  45695. protected _numMeshes: number;
  45696. /** @hidden */
  45697. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  45698. private _renderFunction;
  45699. private _utilityLayer;
  45700. private _debugBoxMesh;
  45701. private _debugSphereMesh;
  45702. private _debugCylinderMesh;
  45703. private _debugMaterial;
  45704. private _debugMeshMeshes;
  45705. /**
  45706. * Creates a new PhysicsViewer
  45707. * @param scene defines the hosting scene
  45708. */
  45709. constructor(scene: Scene);
  45710. /** @hidden */
  45711. protected _updateDebugMeshes(): void;
  45712. /**
  45713. * Renders a specified physic impostor
  45714. * @param impostor defines the impostor to render
  45715. * @param targetMesh defines the mesh represented by the impostor
  45716. * @returns the new debug mesh used to render the impostor
  45717. */
  45718. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  45719. /**
  45720. * Hides a specified physic impostor
  45721. * @param impostor defines the impostor to hide
  45722. */
  45723. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  45724. private _getDebugMaterial;
  45725. private _getDebugBoxMesh;
  45726. private _getDebugSphereMesh;
  45727. private _getDebugCylinderMesh;
  45728. private _getDebugMeshMesh;
  45729. private _getDebugMesh;
  45730. /** Releases all resources */
  45731. dispose(): void;
  45732. }
  45733. }
  45734. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45735. import { Vector3 } from "babylonjs/Maths/math.vector";
  45736. import { Color4 } from "babylonjs/Maths/math.color";
  45737. import { Nullable } from "babylonjs/types";
  45738. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45739. import { Scene } from "babylonjs/scene";
  45740. /**
  45741. * Class containing static functions to help procedurally build meshes
  45742. */
  45743. export class LinesBuilder {
  45744. /**
  45745. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45746. * * 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
  45747. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45748. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45749. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45750. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45751. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45752. * * 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
  45753. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45754. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45755. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45756. * @param name defines the name of the new line system
  45757. * @param options defines the options used to create the line system
  45758. * @param scene defines the hosting scene
  45759. * @returns a new line system mesh
  45760. */
  45761. static CreateLineSystem(name: string, options: {
  45762. lines: Vector3[][];
  45763. updatable?: boolean;
  45764. instance?: Nullable<LinesMesh>;
  45765. colors?: Nullable<Color4[][]>;
  45766. useVertexAlpha?: boolean;
  45767. }, scene: Nullable<Scene>): LinesMesh;
  45768. /**
  45769. * Creates a line mesh
  45770. * 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
  45771. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45772. * * The parameter `points` is an array successive Vector3
  45773. * * 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
  45774. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45775. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45776. * * When updating an instance, remember that only point positions can change, not the number of points
  45777. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45778. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45779. * @param name defines the name of the new line system
  45780. * @param options defines the options used to create the line system
  45781. * @param scene defines the hosting scene
  45782. * @returns a new line mesh
  45783. */
  45784. static CreateLines(name: string, options: {
  45785. points: Vector3[];
  45786. updatable?: boolean;
  45787. instance?: Nullable<LinesMesh>;
  45788. colors?: Color4[];
  45789. useVertexAlpha?: boolean;
  45790. }, scene?: Nullable<Scene>): LinesMesh;
  45791. /**
  45792. * Creates a dashed line mesh
  45793. * * 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
  45794. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45795. * * The parameter `points` is an array successive Vector3
  45796. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45797. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45798. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45799. * * 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
  45800. * * When updating an instance, remember that only point positions can change, not the number of points
  45801. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45802. * @param name defines the name of the mesh
  45803. * @param options defines the options used to create the mesh
  45804. * @param scene defines the hosting scene
  45805. * @returns the dashed line mesh
  45806. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45807. */
  45808. static CreateDashedLines(name: string, options: {
  45809. points: Vector3[];
  45810. dashSize?: number;
  45811. gapSize?: number;
  45812. dashNb?: number;
  45813. updatable?: boolean;
  45814. instance?: LinesMesh;
  45815. }, scene?: Nullable<Scene>): LinesMesh;
  45816. }
  45817. }
  45818. declare module "babylonjs/Debug/rayHelper" {
  45819. import { Nullable } from "babylonjs/types";
  45820. import { Ray } from "babylonjs/Culling/ray";
  45821. import { Vector3 } from "babylonjs/Maths/math.vector";
  45822. import { Color3 } from "babylonjs/Maths/math.color";
  45823. import { Scene } from "babylonjs/scene";
  45824. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45825. import "babylonjs/Meshes/Builders/linesBuilder";
  45826. /**
  45827. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45828. * in order to better appreciate the issue one might have.
  45829. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45830. */
  45831. export class RayHelper {
  45832. /**
  45833. * Defines the ray we are currently tryin to visualize.
  45834. */
  45835. ray: Nullable<Ray>;
  45836. private _renderPoints;
  45837. private _renderLine;
  45838. private _renderFunction;
  45839. private _scene;
  45840. private _updateToMeshFunction;
  45841. private _attachedToMesh;
  45842. private _meshSpaceDirection;
  45843. private _meshSpaceOrigin;
  45844. /**
  45845. * Helper function to create a colored helper in a scene in one line.
  45846. * @param ray Defines the ray we are currently tryin to visualize
  45847. * @param scene Defines the scene the ray is used in
  45848. * @param color Defines the color we want to see the ray in
  45849. * @returns The newly created ray helper.
  45850. */
  45851. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  45852. /**
  45853. * Instantiate a new ray helper.
  45854. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45855. * in order to better appreciate the issue one might have.
  45856. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45857. * @param ray Defines the ray we are currently tryin to visualize
  45858. */
  45859. constructor(ray: Ray);
  45860. /**
  45861. * Shows the ray we are willing to debug.
  45862. * @param scene Defines the scene the ray needs to be rendered in
  45863. * @param color Defines the color the ray needs to be rendered in
  45864. */
  45865. show(scene: Scene, color?: Color3): void;
  45866. /**
  45867. * Hides the ray we are debugging.
  45868. */
  45869. hide(): void;
  45870. private _render;
  45871. /**
  45872. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  45873. * @param mesh Defines the mesh we want the helper attached to
  45874. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  45875. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  45876. * @param length Defines the length of the ray
  45877. */
  45878. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  45879. /**
  45880. * Detach the ray helper from the mesh it has previously been attached to.
  45881. */
  45882. detachFromMesh(): void;
  45883. private _updateToMesh;
  45884. /**
  45885. * Dispose the helper and release its associated resources.
  45886. */
  45887. dispose(): void;
  45888. }
  45889. }
  45890. declare module "babylonjs/Debug/skeletonViewer" {
  45891. import { Color3 } from "babylonjs/Maths/math.color";
  45892. import { Scene } from "babylonjs/scene";
  45893. import { Nullable } from "babylonjs/types";
  45894. import { Skeleton } from "babylonjs/Bones/skeleton";
  45895. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45896. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45897. /**
  45898. * Class used to render a debug view of a given skeleton
  45899. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45900. */
  45901. export class SkeletonViewer {
  45902. /** defines the skeleton to render */
  45903. skeleton: Skeleton;
  45904. /** defines the mesh attached to the skeleton */
  45905. mesh: AbstractMesh;
  45906. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45907. autoUpdateBonesMatrices: boolean;
  45908. /** defines the rendering group id to use with the viewer */
  45909. renderingGroupId: number;
  45910. /** Gets or sets the color used to render the skeleton */
  45911. color: Color3;
  45912. private _scene;
  45913. private _debugLines;
  45914. private _debugMesh;
  45915. private _isEnabled;
  45916. private _renderFunction;
  45917. private _utilityLayer;
  45918. /**
  45919. * Returns the mesh used to render the bones
  45920. */
  45921. readonly debugMesh: Nullable<LinesMesh>;
  45922. /**
  45923. * Creates a new SkeletonViewer
  45924. * @param skeleton defines the skeleton to render
  45925. * @param mesh defines the mesh attached to the skeleton
  45926. * @param scene defines the hosting scene
  45927. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45928. * @param renderingGroupId defines the rendering group id to use with the viewer
  45929. */
  45930. constructor(
  45931. /** defines the skeleton to render */
  45932. skeleton: Skeleton,
  45933. /** defines the mesh attached to the skeleton */
  45934. mesh: AbstractMesh, scene: Scene,
  45935. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45936. autoUpdateBonesMatrices?: boolean,
  45937. /** defines the rendering group id to use with the viewer */
  45938. renderingGroupId?: number);
  45939. /** Gets or sets a boolean indicating if the viewer is enabled */
  45940. isEnabled: boolean;
  45941. private _getBonePosition;
  45942. private _getLinesForBonesWithLength;
  45943. private _getLinesForBonesNoLength;
  45944. /** Update the viewer to sync with current skeleton state */
  45945. update(): void;
  45946. /** Release associated resources */
  45947. dispose(): void;
  45948. }
  45949. }
  45950. declare module "babylonjs/Debug/index" {
  45951. export * from "babylonjs/Debug/axesViewer";
  45952. export * from "babylonjs/Debug/boneAxesViewer";
  45953. export * from "babylonjs/Debug/debugLayer";
  45954. export * from "babylonjs/Debug/physicsViewer";
  45955. export * from "babylonjs/Debug/rayHelper";
  45956. export * from "babylonjs/Debug/skeletonViewer";
  45957. }
  45958. declare module "babylonjs/Engines/nullEngine" {
  45959. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45960. import { Scene } from "babylonjs/scene";
  45961. import { Engine } from "babylonjs/Engines/engine";
  45962. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45963. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45964. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45965. import { Effect } from "babylonjs/Materials/effect";
  45966. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45967. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45968. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45969. /**
  45970. * Options to create the null engine
  45971. */
  45972. export class NullEngineOptions {
  45973. /**
  45974. * Render width (Default: 512)
  45975. */
  45976. renderWidth: number;
  45977. /**
  45978. * Render height (Default: 256)
  45979. */
  45980. renderHeight: number;
  45981. /**
  45982. * Texture size (Default: 512)
  45983. */
  45984. textureSize: number;
  45985. /**
  45986. * If delta time between frames should be constant
  45987. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45988. */
  45989. deterministicLockstep: boolean;
  45990. /**
  45991. * Maximum about of steps between frames (Default: 4)
  45992. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45993. */
  45994. lockstepMaxSteps: number;
  45995. }
  45996. /**
  45997. * The null engine class provides support for headless version of babylon.js.
  45998. * This can be used in server side scenario or for testing purposes
  45999. */
  46000. export class NullEngine extends Engine {
  46001. private _options;
  46002. /**
  46003. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  46004. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46005. * @returns true if engine is in deterministic lock step mode
  46006. */
  46007. isDeterministicLockStep(): boolean;
  46008. /**
  46009. * Gets the max steps when engine is running in deterministic lock step
  46010. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46011. * @returns the max steps
  46012. */
  46013. getLockstepMaxSteps(): number;
  46014. /**
  46015. * Gets the current hardware scaling level.
  46016. * By default the hardware scaling level is computed from the window device ratio.
  46017. * 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.
  46018. * @returns a number indicating the current hardware scaling level
  46019. */
  46020. getHardwareScalingLevel(): number;
  46021. constructor(options?: NullEngineOptions);
  46022. /**
  46023. * Creates a vertex buffer
  46024. * @param vertices the data for the vertex buffer
  46025. * @returns the new WebGL static buffer
  46026. */
  46027. createVertexBuffer(vertices: FloatArray): DataBuffer;
  46028. /**
  46029. * Creates a new index buffer
  46030. * @param indices defines the content of the index buffer
  46031. * @param updatable defines if the index buffer must be updatable
  46032. * @returns a new webGL buffer
  46033. */
  46034. createIndexBuffer(indices: IndicesArray): DataBuffer;
  46035. /**
  46036. * Clear the current render buffer or the current render target (if any is set up)
  46037. * @param color defines the color to use
  46038. * @param backBuffer defines if the back buffer must be cleared
  46039. * @param depth defines if the depth buffer must be cleared
  46040. * @param stencil defines if the stencil buffer must be cleared
  46041. */
  46042. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  46043. /**
  46044. * Gets the current render width
  46045. * @param useScreen defines if screen size must be used (or the current render target if any)
  46046. * @returns a number defining the current render width
  46047. */
  46048. getRenderWidth(useScreen?: boolean): number;
  46049. /**
  46050. * Gets the current render height
  46051. * @param useScreen defines if screen size must be used (or the current render target if any)
  46052. * @returns a number defining the current render height
  46053. */
  46054. getRenderHeight(useScreen?: boolean): number;
  46055. /**
  46056. * Set the WebGL's viewport
  46057. * @param viewport defines the viewport element to be used
  46058. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  46059. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  46060. */
  46061. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  46062. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  46063. /**
  46064. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  46065. * @param pipelineContext defines the pipeline context to use
  46066. * @param uniformsNames defines the list of uniform names
  46067. * @returns an array of webGL uniform locations
  46068. */
  46069. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  46070. /**
  46071. * Gets the lsit of active attributes for a given webGL program
  46072. * @param pipelineContext defines the pipeline context to use
  46073. * @param attributesNames defines the list of attribute names to get
  46074. * @returns an array of indices indicating the offset of each attribute
  46075. */
  46076. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  46077. /**
  46078. * Binds an effect to the webGL context
  46079. * @param effect defines the effect to bind
  46080. */
  46081. bindSamplers(effect: Effect): void;
  46082. /**
  46083. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  46084. * @param effect defines the effect to activate
  46085. */
  46086. enableEffect(effect: Effect): void;
  46087. /**
  46088. * Set various states to the webGL context
  46089. * @param culling defines backface culling state
  46090. * @param zOffset defines the value to apply to zOffset (0 by default)
  46091. * @param force defines if states must be applied even if cache is up to date
  46092. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  46093. */
  46094. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  46095. /**
  46096. * Set the value of an uniform to an array of int32
  46097. * @param uniform defines the webGL uniform location where to store the value
  46098. * @param array defines the array of int32 to store
  46099. */
  46100. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  46101. /**
  46102. * Set the value of an uniform to an array of int32 (stored as vec2)
  46103. * @param uniform defines the webGL uniform location where to store the value
  46104. * @param array defines the array of int32 to store
  46105. */
  46106. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  46107. /**
  46108. * Set the value of an uniform to an array of int32 (stored as vec3)
  46109. * @param uniform defines the webGL uniform location where to store the value
  46110. * @param array defines the array of int32 to store
  46111. */
  46112. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  46113. /**
  46114. * Set the value of an uniform to an array of int32 (stored as vec4)
  46115. * @param uniform defines the webGL uniform location where to store the value
  46116. * @param array defines the array of int32 to store
  46117. */
  46118. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  46119. /**
  46120. * Set the value of an uniform to an array of float32
  46121. * @param uniform defines the webGL uniform location where to store the value
  46122. * @param array defines the array of float32 to store
  46123. */
  46124. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  46125. /**
  46126. * Set the value of an uniform to an array of float32 (stored as vec2)
  46127. * @param uniform defines the webGL uniform location where to store the value
  46128. * @param array defines the array of float32 to store
  46129. */
  46130. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  46131. /**
  46132. * Set the value of an uniform to an array of float32 (stored as vec3)
  46133. * @param uniform defines the webGL uniform location where to store the value
  46134. * @param array defines the array of float32 to store
  46135. */
  46136. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  46137. /**
  46138. * Set the value of an uniform to an array of float32 (stored as vec4)
  46139. * @param uniform defines the webGL uniform location where to store the value
  46140. * @param array defines the array of float32 to store
  46141. */
  46142. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  46143. /**
  46144. * Set the value of an uniform to an array of number
  46145. * @param uniform defines the webGL uniform location where to store the value
  46146. * @param array defines the array of number to store
  46147. */
  46148. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  46149. /**
  46150. * Set the value of an uniform to an array of number (stored as vec2)
  46151. * @param uniform defines the webGL uniform location where to store the value
  46152. * @param array defines the array of number to store
  46153. */
  46154. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  46155. /**
  46156. * Set the value of an uniform to an array of number (stored as vec3)
  46157. * @param uniform defines the webGL uniform location where to store the value
  46158. * @param array defines the array of number to store
  46159. */
  46160. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  46161. /**
  46162. * Set the value of an uniform to an array of number (stored as vec4)
  46163. * @param uniform defines the webGL uniform location where to store the value
  46164. * @param array defines the array of number to store
  46165. */
  46166. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  46167. /**
  46168. * Set the value of an uniform to an array of float32 (stored as matrices)
  46169. * @param uniform defines the webGL uniform location where to store the value
  46170. * @param matrices defines the array of float32 to store
  46171. */
  46172. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  46173. /**
  46174. * Set the value of an uniform to a matrix (3x3)
  46175. * @param uniform defines the webGL uniform location where to store the value
  46176. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  46177. */
  46178. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46179. /**
  46180. * Set the value of an uniform to a matrix (2x2)
  46181. * @param uniform defines the webGL uniform location where to store the value
  46182. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  46183. */
  46184. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46185. /**
  46186. * Set the value of an uniform to a number (float)
  46187. * @param uniform defines the webGL uniform location where to store the value
  46188. * @param value defines the float number to store
  46189. */
  46190. setFloat(uniform: WebGLUniformLocation, value: number): void;
  46191. /**
  46192. * Set the value of an uniform to a vec2
  46193. * @param uniform defines the webGL uniform location where to store the value
  46194. * @param x defines the 1st component of the value
  46195. * @param y defines the 2nd component of the value
  46196. */
  46197. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  46198. /**
  46199. * Set the value of an uniform to a vec3
  46200. * @param uniform defines the webGL uniform location where to store the value
  46201. * @param x defines the 1st component of the value
  46202. * @param y defines the 2nd component of the value
  46203. * @param z defines the 3rd component of the value
  46204. */
  46205. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  46206. /**
  46207. * Set the value of an uniform to a boolean
  46208. * @param uniform defines the webGL uniform location where to store the value
  46209. * @param bool defines the boolean to store
  46210. */
  46211. setBool(uniform: WebGLUniformLocation, bool: number): void;
  46212. /**
  46213. * Set the value of an uniform to a vec4
  46214. * @param uniform defines the webGL uniform location where to store the value
  46215. * @param x defines the 1st component of the value
  46216. * @param y defines the 2nd component of the value
  46217. * @param z defines the 3rd component of the value
  46218. * @param w defines the 4th component of the value
  46219. */
  46220. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  46221. /**
  46222. * Sets the current alpha mode
  46223. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  46224. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  46225. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46226. */
  46227. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  46228. /**
  46229. * Bind webGl buffers directly to the webGL context
  46230. * @param vertexBuffers defines the vertex buffer to bind
  46231. * @param indexBuffer defines the index buffer to bind
  46232. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  46233. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  46234. * @param effect defines the effect associated with the vertex buffer
  46235. */
  46236. bindBuffers(vertexBuffers: {
  46237. [key: string]: VertexBuffer;
  46238. }, indexBuffer: DataBuffer, effect: Effect): void;
  46239. /**
  46240. * Force the entire cache to be cleared
  46241. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  46242. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  46243. */
  46244. wipeCaches(bruteForce?: boolean): void;
  46245. /**
  46246. * Send a draw order
  46247. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  46248. * @param indexStart defines the starting index
  46249. * @param indexCount defines the number of index to draw
  46250. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46251. */
  46252. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  46253. /**
  46254. * Draw a list of indexed primitives
  46255. * @param fillMode defines the primitive to use
  46256. * @param indexStart defines the starting index
  46257. * @param indexCount defines the number of index to draw
  46258. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46259. */
  46260. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46261. /**
  46262. * Draw a list of unindexed primitives
  46263. * @param fillMode defines the primitive to use
  46264. * @param verticesStart defines the index of first vertex to draw
  46265. * @param verticesCount defines the count of vertices to draw
  46266. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46267. */
  46268. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46269. /** @hidden */
  46270. _createTexture(): WebGLTexture;
  46271. /** @hidden */
  46272. _releaseTexture(texture: InternalTexture): void;
  46273. /**
  46274. * Usually called from Texture.ts.
  46275. * Passed information to create a WebGLTexture
  46276. * @param urlArg defines a value which contains one of the following:
  46277. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  46278. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  46279. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  46280. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  46281. * @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)
  46282. * @param scene needed for loading to the correct scene
  46283. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  46284. * @param onLoad optional callback to be called upon successful completion
  46285. * @param onError optional callback to be called upon failure
  46286. * @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
  46287. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  46288. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  46289. * @param forcedExtension defines the extension to use to pick the right loader
  46290. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  46291. * @returns a InternalTexture for assignment back into BABYLON.Texture
  46292. */
  46293. 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;
  46294. /**
  46295. * Creates a new render target texture
  46296. * @param size defines the size of the texture
  46297. * @param options defines the options used to create the texture
  46298. * @returns a new render target texture stored in an InternalTexture
  46299. */
  46300. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  46301. /**
  46302. * Update the sampling mode of a given texture
  46303. * @param samplingMode defines the required sampling mode
  46304. * @param texture defines the texture to update
  46305. */
  46306. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  46307. /**
  46308. * Binds the frame buffer to the specified texture.
  46309. * @param texture The texture to render to or null for the default canvas
  46310. * @param faceIndex The face of the texture to render to in case of cube texture
  46311. * @param requiredWidth The width of the target to render to
  46312. * @param requiredHeight The height of the target to render to
  46313. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  46314. * @param depthStencilTexture The depth stencil texture to use to render
  46315. * @param lodLevel defines le lod level to bind to the frame buffer
  46316. */
  46317. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  46318. /**
  46319. * Unbind the current render target texture from the webGL context
  46320. * @param texture defines the render target texture to unbind
  46321. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46322. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46323. */
  46324. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  46325. /**
  46326. * Creates a dynamic vertex buffer
  46327. * @param vertices the data for the dynamic vertex buffer
  46328. * @returns the new WebGL dynamic buffer
  46329. */
  46330. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  46331. /**
  46332. * Update the content of a dynamic texture
  46333. * @param texture defines the texture to update
  46334. * @param canvas defines the canvas containing the source
  46335. * @param invertY defines if data must be stored with Y axis inverted
  46336. * @param premulAlpha defines if alpha is stored as premultiplied
  46337. * @param format defines the format of the data
  46338. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  46339. */
  46340. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  46341. /**
  46342. * Gets a boolean indicating if all created effects are ready
  46343. * @returns true if all effects are ready
  46344. */
  46345. areAllEffectsReady(): boolean;
  46346. /**
  46347. * @hidden
  46348. * Get the current error code of the webGL context
  46349. * @returns the error code
  46350. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  46351. */
  46352. getError(): number;
  46353. /** @hidden */
  46354. _getUnpackAlignement(): number;
  46355. /** @hidden */
  46356. _unpackFlipY(value: boolean): void;
  46357. /**
  46358. * Update a dynamic index buffer
  46359. * @param indexBuffer defines the target index buffer
  46360. * @param indices defines the data to update
  46361. * @param offset defines the offset in the target index buffer where update should start
  46362. */
  46363. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  46364. /**
  46365. * Updates a dynamic vertex buffer.
  46366. * @param vertexBuffer the vertex buffer to update
  46367. * @param vertices the data used to update the vertex buffer
  46368. * @param byteOffset the byte offset of the data (optional)
  46369. * @param byteLength the byte length of the data (optional)
  46370. */
  46371. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  46372. /** @hidden */
  46373. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  46374. /** @hidden */
  46375. _bindTexture(channel: number, texture: InternalTexture): void;
  46376. protected _deleteBuffer(buffer: WebGLBuffer): void;
  46377. /**
  46378. * 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
  46379. */
  46380. releaseEffects(): void;
  46381. displayLoadingUI(): void;
  46382. hideLoadingUI(): void;
  46383. /** @hidden */
  46384. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46385. /** @hidden */
  46386. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46387. /** @hidden */
  46388. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46389. /** @hidden */
  46390. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46391. }
  46392. }
  46393. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  46394. import { Nullable, int } from "babylonjs/types";
  46395. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  46396. /** @hidden */
  46397. export class _OcclusionDataStorage {
  46398. /** @hidden */
  46399. occlusionInternalRetryCounter: number;
  46400. /** @hidden */
  46401. isOcclusionQueryInProgress: boolean;
  46402. /** @hidden */
  46403. isOccluded: boolean;
  46404. /** @hidden */
  46405. occlusionRetryCount: number;
  46406. /** @hidden */
  46407. occlusionType: number;
  46408. /** @hidden */
  46409. occlusionQueryAlgorithmType: number;
  46410. }
  46411. module "babylonjs/Engines/engine" {
  46412. interface Engine {
  46413. /**
  46414. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  46415. * @return the new query
  46416. */
  46417. createQuery(): WebGLQuery;
  46418. /**
  46419. * Delete and release a webGL query
  46420. * @param query defines the query to delete
  46421. * @return the current engine
  46422. */
  46423. deleteQuery(query: WebGLQuery): Engine;
  46424. /**
  46425. * Check if a given query has resolved and got its value
  46426. * @param query defines the query to check
  46427. * @returns true if the query got its value
  46428. */
  46429. isQueryResultAvailable(query: WebGLQuery): boolean;
  46430. /**
  46431. * Gets the value of a given query
  46432. * @param query defines the query to check
  46433. * @returns the value of the query
  46434. */
  46435. getQueryResult(query: WebGLQuery): number;
  46436. /**
  46437. * Initiates an occlusion query
  46438. * @param algorithmType defines the algorithm to use
  46439. * @param query defines the query to use
  46440. * @returns the current engine
  46441. * @see http://doc.babylonjs.com/features/occlusionquery
  46442. */
  46443. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  46444. /**
  46445. * Ends an occlusion query
  46446. * @see http://doc.babylonjs.com/features/occlusionquery
  46447. * @param algorithmType defines the algorithm to use
  46448. * @returns the current engine
  46449. */
  46450. endOcclusionQuery(algorithmType: number): Engine;
  46451. /**
  46452. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  46453. * Please note that only one query can be issued at a time
  46454. * @returns a time token used to track the time span
  46455. */
  46456. startTimeQuery(): Nullable<_TimeToken>;
  46457. /**
  46458. * Ends a time query
  46459. * @param token defines the token used to measure the time span
  46460. * @returns the time spent (in ns)
  46461. */
  46462. endTimeQuery(token: _TimeToken): int;
  46463. /** @hidden */
  46464. _currentNonTimestampToken: Nullable<_TimeToken>;
  46465. /** @hidden */
  46466. _createTimeQuery(): WebGLQuery;
  46467. /** @hidden */
  46468. _deleteTimeQuery(query: WebGLQuery): void;
  46469. /** @hidden */
  46470. _getGlAlgorithmType(algorithmType: number): number;
  46471. /** @hidden */
  46472. _getTimeQueryResult(query: WebGLQuery): any;
  46473. /** @hidden */
  46474. _getTimeQueryAvailability(query: WebGLQuery): any;
  46475. }
  46476. }
  46477. module "babylonjs/Meshes/abstractMesh" {
  46478. interface AbstractMesh {
  46479. /**
  46480. * Backing filed
  46481. * @hidden
  46482. */
  46483. __occlusionDataStorage: _OcclusionDataStorage;
  46484. /**
  46485. * Access property
  46486. * @hidden
  46487. */
  46488. _occlusionDataStorage: _OcclusionDataStorage;
  46489. /**
  46490. * 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.
  46491. * The default value is -1 which means don't break the query and wait till the result
  46492. * @see http://doc.babylonjs.com/features/occlusionquery
  46493. */
  46494. occlusionRetryCount: number;
  46495. /**
  46496. * 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:
  46497. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  46498. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  46499. * * 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.
  46500. * @see http://doc.babylonjs.com/features/occlusionquery
  46501. */
  46502. occlusionType: number;
  46503. /**
  46504. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  46505. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  46506. * * 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.
  46507. * @see http://doc.babylonjs.com/features/occlusionquery
  46508. */
  46509. occlusionQueryAlgorithmType: number;
  46510. /**
  46511. * 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
  46512. * @see http://doc.babylonjs.com/features/occlusionquery
  46513. */
  46514. isOccluded: boolean;
  46515. /**
  46516. * Flag to check the progress status of the query
  46517. * @see http://doc.babylonjs.com/features/occlusionquery
  46518. */
  46519. isOcclusionQueryInProgress: boolean;
  46520. }
  46521. }
  46522. }
  46523. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  46524. import { Nullable } from "babylonjs/types";
  46525. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46526. /** @hidden */
  46527. export var _forceTransformFeedbackToBundle: boolean;
  46528. module "babylonjs/Engines/engine" {
  46529. interface Engine {
  46530. /**
  46531. * Creates a webGL transform feedback object
  46532. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  46533. * @returns the webGL transform feedback object
  46534. */
  46535. createTransformFeedback(): WebGLTransformFeedback;
  46536. /**
  46537. * Delete a webGL transform feedback object
  46538. * @param value defines the webGL transform feedback object to delete
  46539. */
  46540. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  46541. /**
  46542. * Bind a webGL transform feedback object to the webgl context
  46543. * @param value defines the webGL transform feedback object to bind
  46544. */
  46545. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  46546. /**
  46547. * Begins a transform feedback operation
  46548. * @param usePoints defines if points or triangles must be used
  46549. */
  46550. beginTransformFeedback(usePoints: boolean): void;
  46551. /**
  46552. * Ends a transform feedback operation
  46553. */
  46554. endTransformFeedback(): void;
  46555. /**
  46556. * Specify the varyings to use with transform feedback
  46557. * @param program defines the associated webGL program
  46558. * @param value defines the list of strings representing the varying names
  46559. */
  46560. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  46561. /**
  46562. * Bind a webGL buffer for a transform feedback operation
  46563. * @param value defines the webGL buffer to bind
  46564. */
  46565. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  46566. }
  46567. }
  46568. }
  46569. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  46570. import { Scene } from "babylonjs/scene";
  46571. import { Engine } from "babylonjs/Engines/engine";
  46572. import { Texture } from "babylonjs/Materials/Textures/texture";
  46573. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  46574. import "babylonjs/Engines/Extensions/engine.multiRender";
  46575. /**
  46576. * Creation options of the multi render target texture.
  46577. */
  46578. export interface IMultiRenderTargetOptions {
  46579. /**
  46580. * Define if the texture needs to create mip maps after render.
  46581. */
  46582. generateMipMaps?: boolean;
  46583. /**
  46584. * Define the types of all the draw buffers we want to create
  46585. */
  46586. types?: number[];
  46587. /**
  46588. * Define the sampling modes of all the draw buffers we want to create
  46589. */
  46590. samplingModes?: number[];
  46591. /**
  46592. * Define if a depth buffer is required
  46593. */
  46594. generateDepthBuffer?: boolean;
  46595. /**
  46596. * Define if a stencil buffer is required
  46597. */
  46598. generateStencilBuffer?: boolean;
  46599. /**
  46600. * Define if a depth texture is required instead of a depth buffer
  46601. */
  46602. generateDepthTexture?: boolean;
  46603. /**
  46604. * Define the number of desired draw buffers
  46605. */
  46606. textureCount?: number;
  46607. /**
  46608. * Define if aspect ratio should be adapted to the texture or stay the scene one
  46609. */
  46610. doNotChangeAspectRatio?: boolean;
  46611. /**
  46612. * Define the default type of the buffers we are creating
  46613. */
  46614. defaultType?: number;
  46615. }
  46616. /**
  46617. * A multi render target, like a render target provides the ability to render to a texture.
  46618. * Unlike the render target, it can render to several draw buffers in one draw.
  46619. * This is specially interesting in deferred rendering or for any effects requiring more than
  46620. * just one color from a single pass.
  46621. */
  46622. export class MultiRenderTarget extends RenderTargetTexture {
  46623. private _internalTextures;
  46624. private _textures;
  46625. private _multiRenderTargetOptions;
  46626. /**
  46627. * Get if draw buffers are currently supported by the used hardware and browser.
  46628. */
  46629. readonly isSupported: boolean;
  46630. /**
  46631. * Get the list of textures generated by the multi render target.
  46632. */
  46633. readonly textures: Texture[];
  46634. /**
  46635. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  46636. */
  46637. readonly depthTexture: Texture;
  46638. /**
  46639. * Set the wrapping mode on U of all the textures we are rendering to.
  46640. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46641. */
  46642. wrapU: number;
  46643. /**
  46644. * Set the wrapping mode on V of all the textures we are rendering to.
  46645. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46646. */
  46647. wrapV: number;
  46648. /**
  46649. * Instantiate a new multi render target texture.
  46650. * A multi render target, like a render target provides the ability to render to a texture.
  46651. * Unlike the render target, it can render to several draw buffers in one draw.
  46652. * This is specially interesting in deferred rendering or for any effects requiring more than
  46653. * just one color from a single pass.
  46654. * @param name Define the name of the texture
  46655. * @param size Define the size of the buffers to render to
  46656. * @param count Define the number of target we are rendering into
  46657. * @param scene Define the scene the texture belongs to
  46658. * @param options Define the options used to create the multi render target
  46659. */
  46660. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  46661. /** @hidden */
  46662. _rebuild(): void;
  46663. private _createInternalTextures;
  46664. private _createTextures;
  46665. /**
  46666. * Define the number of samples used if MSAA is enabled.
  46667. */
  46668. samples: number;
  46669. /**
  46670. * Resize all the textures in the multi render target.
  46671. * Be carrefull as it will recreate all the data in the new texture.
  46672. * @param size Define the new size
  46673. */
  46674. resize(size: any): void;
  46675. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  46676. /**
  46677. * Dispose the render targets and their associated resources
  46678. */
  46679. dispose(): void;
  46680. /**
  46681. * Release all the underlying texture used as draw buffers.
  46682. */
  46683. releaseInternalTextures(): void;
  46684. }
  46685. }
  46686. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  46687. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46688. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  46689. import { Nullable } from "babylonjs/types";
  46690. module "babylonjs/Engines/thinEngine" {
  46691. interface ThinEngine {
  46692. /**
  46693. * Unbind a list of render target textures from the webGL context
  46694. * This is used only when drawBuffer extension or webGL2 are active
  46695. * @param textures defines the render target textures to unbind
  46696. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46697. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46698. */
  46699. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  46700. /**
  46701. * Create a multi render target texture
  46702. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  46703. * @param size defines the size of the texture
  46704. * @param options defines the creation options
  46705. * @returns the cube texture as an InternalTexture
  46706. */
  46707. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  46708. /**
  46709. * Update the sample count for a given multiple render target texture
  46710. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  46711. * @param textures defines the textures to update
  46712. * @param samples defines the sample count to set
  46713. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  46714. */
  46715. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  46716. }
  46717. }
  46718. }
  46719. declare module "babylonjs/Engines/Extensions/engine.views" {
  46720. import { Camera } from "babylonjs/Cameras/camera";
  46721. import { Nullable } from "babylonjs/types";
  46722. /**
  46723. * Class used to define an additional view for the engine
  46724. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46725. */
  46726. export class EngineView {
  46727. /** Defines the canvas where to render the view */
  46728. target: HTMLCanvasElement;
  46729. /** Defines an optional camera used to render the view (will use active camera else) */
  46730. camera?: Camera;
  46731. }
  46732. module "babylonjs/Engines/engine" {
  46733. interface Engine {
  46734. /**
  46735. * Gets or sets the HTML element to use for attaching events
  46736. */
  46737. inputElement: Nullable<HTMLElement>;
  46738. /**
  46739. * Gets the current engine view
  46740. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46741. */
  46742. activeView: Nullable<EngineView>;
  46743. /** Gets or sets the list of views */
  46744. views: EngineView[];
  46745. /**
  46746. * Register a new child canvas
  46747. * @param canvas defines the canvas to register
  46748. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  46749. * @returns the associated view
  46750. */
  46751. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  46752. /**
  46753. * Remove a registered child canvas
  46754. * @param canvas defines the canvas to remove
  46755. * @returns the current engine
  46756. */
  46757. unRegisterView(canvas: HTMLCanvasElement): Engine;
  46758. }
  46759. }
  46760. }
  46761. declare module "babylonjs/Engines/Extensions/index" {
  46762. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  46763. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  46764. export * from "babylonjs/Engines/Extensions/engine.multiview";
  46765. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  46766. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  46767. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  46768. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  46769. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  46770. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  46771. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46772. export * from "babylonjs/Engines/Extensions/engine.webVR";
  46773. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  46774. export * from "babylonjs/Engines/Extensions/engine.views";
  46775. }
  46776. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  46777. import { Nullable } from "babylonjs/types";
  46778. /**
  46779. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  46780. */
  46781. export interface CubeMapInfo {
  46782. /**
  46783. * The pixel array for the front face.
  46784. * This is stored in format, left to right, up to down format.
  46785. */
  46786. front: Nullable<ArrayBufferView>;
  46787. /**
  46788. * The pixel array for the back face.
  46789. * This is stored in format, left to right, up to down format.
  46790. */
  46791. back: Nullable<ArrayBufferView>;
  46792. /**
  46793. * The pixel array for the left face.
  46794. * This is stored in format, left to right, up to down format.
  46795. */
  46796. left: Nullable<ArrayBufferView>;
  46797. /**
  46798. * The pixel array for the right face.
  46799. * This is stored in format, left to right, up to down format.
  46800. */
  46801. right: Nullable<ArrayBufferView>;
  46802. /**
  46803. * The pixel array for the up face.
  46804. * This is stored in format, left to right, up to down format.
  46805. */
  46806. up: Nullable<ArrayBufferView>;
  46807. /**
  46808. * The pixel array for the down face.
  46809. * This is stored in format, left to right, up to down format.
  46810. */
  46811. down: Nullable<ArrayBufferView>;
  46812. /**
  46813. * The size of the cubemap stored.
  46814. *
  46815. * Each faces will be size * size pixels.
  46816. */
  46817. size: number;
  46818. /**
  46819. * The format of the texture.
  46820. *
  46821. * RGBA, RGB.
  46822. */
  46823. format: number;
  46824. /**
  46825. * The type of the texture data.
  46826. *
  46827. * UNSIGNED_INT, FLOAT.
  46828. */
  46829. type: number;
  46830. /**
  46831. * Specifies whether the texture is in gamma space.
  46832. */
  46833. gammaSpace: boolean;
  46834. }
  46835. /**
  46836. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  46837. */
  46838. export class PanoramaToCubeMapTools {
  46839. private static FACE_FRONT;
  46840. private static FACE_BACK;
  46841. private static FACE_RIGHT;
  46842. private static FACE_LEFT;
  46843. private static FACE_DOWN;
  46844. private static FACE_UP;
  46845. /**
  46846. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  46847. *
  46848. * @param float32Array The source data.
  46849. * @param inputWidth The width of the input panorama.
  46850. * @param inputHeight The height of the input panorama.
  46851. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  46852. * @return The cubemap data
  46853. */
  46854. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  46855. private static CreateCubemapTexture;
  46856. private static CalcProjectionSpherical;
  46857. }
  46858. }
  46859. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  46860. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46861. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46862. import { Nullable } from "babylonjs/types";
  46863. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  46864. /**
  46865. * Helper class dealing with the extraction of spherical polynomial dataArray
  46866. * from a cube map.
  46867. */
  46868. export class CubeMapToSphericalPolynomialTools {
  46869. private static FileFaces;
  46870. /**
  46871. * Converts a texture to the according Spherical Polynomial data.
  46872. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46873. *
  46874. * @param texture The texture to extract the information from.
  46875. * @return The Spherical Polynomial data.
  46876. */
  46877. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  46878. /**
  46879. * Converts a cubemap to the according Spherical Polynomial data.
  46880. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46881. *
  46882. * @param cubeInfo The Cube map to extract the information from.
  46883. * @return The Spherical Polynomial data.
  46884. */
  46885. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  46886. }
  46887. }
  46888. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  46889. import { Nullable } from "babylonjs/types";
  46890. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46891. module "babylonjs/Materials/Textures/baseTexture" {
  46892. interface BaseTexture {
  46893. /**
  46894. * Get the polynomial representation of the texture data.
  46895. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  46896. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  46897. */
  46898. sphericalPolynomial: Nullable<SphericalPolynomial>;
  46899. }
  46900. }
  46901. }
  46902. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  46903. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46904. /** @hidden */
  46905. export var rgbdEncodePixelShader: {
  46906. name: string;
  46907. shader: string;
  46908. };
  46909. }
  46910. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46911. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46912. /** @hidden */
  46913. export var rgbdDecodePixelShader: {
  46914. name: string;
  46915. shader: string;
  46916. };
  46917. }
  46918. declare module "babylonjs/Misc/environmentTextureTools" {
  46919. import { Nullable } from "babylonjs/types";
  46920. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46921. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46922. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  46923. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46924. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  46925. import "babylonjs/Shaders/rgbdEncode.fragment";
  46926. import "babylonjs/Shaders/rgbdDecode.fragment";
  46927. /**
  46928. * Raw texture data and descriptor sufficient for WebGL texture upload
  46929. */
  46930. export interface EnvironmentTextureInfo {
  46931. /**
  46932. * Version of the environment map
  46933. */
  46934. version: number;
  46935. /**
  46936. * Width of image
  46937. */
  46938. width: number;
  46939. /**
  46940. * Irradiance information stored in the file.
  46941. */
  46942. irradiance: any;
  46943. /**
  46944. * Specular information stored in the file.
  46945. */
  46946. specular: any;
  46947. }
  46948. /**
  46949. * Defines One Image in the file. It requires only the position in the file
  46950. * as well as the length.
  46951. */
  46952. interface BufferImageData {
  46953. /**
  46954. * Length of the image data.
  46955. */
  46956. length: number;
  46957. /**
  46958. * Position of the data from the null terminator delimiting the end of the JSON.
  46959. */
  46960. position: number;
  46961. }
  46962. /**
  46963. * Defines the specular data enclosed in the file.
  46964. * This corresponds to the version 1 of the data.
  46965. */
  46966. export interface EnvironmentTextureSpecularInfoV1 {
  46967. /**
  46968. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  46969. */
  46970. specularDataPosition?: number;
  46971. /**
  46972. * This contains all the images data needed to reconstruct the cubemap.
  46973. */
  46974. mipmaps: Array<BufferImageData>;
  46975. /**
  46976. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  46977. */
  46978. lodGenerationScale: number;
  46979. }
  46980. /**
  46981. * Sets of helpers addressing the serialization and deserialization of environment texture
  46982. * stored in a BabylonJS env file.
  46983. * Those files are usually stored as .env files.
  46984. */
  46985. export class EnvironmentTextureTools {
  46986. /**
  46987. * Magic number identifying the env file.
  46988. */
  46989. private static _MagicBytes;
  46990. /**
  46991. * Gets the environment info from an env file.
  46992. * @param data The array buffer containing the .env bytes.
  46993. * @returns the environment file info (the json header) if successfully parsed.
  46994. */
  46995. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  46996. /**
  46997. * Creates an environment texture from a loaded cube texture.
  46998. * @param texture defines the cube texture to convert in env file
  46999. * @return a promise containing the environment data if succesfull.
  47000. */
  47001. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  47002. /**
  47003. * Creates a JSON representation of the spherical data.
  47004. * @param texture defines the texture containing the polynomials
  47005. * @return the JSON representation of the spherical info
  47006. */
  47007. private static _CreateEnvTextureIrradiance;
  47008. /**
  47009. * Creates the ArrayBufferViews used for initializing environment texture image data.
  47010. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  47011. * @param info parameters that determine what views will be created for accessing the underlying buffer
  47012. * @return the views described by info providing access to the underlying buffer
  47013. */
  47014. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  47015. /**
  47016. * Uploads the texture info contained in the env file to the GPU.
  47017. * @param texture defines the internal texture to upload to
  47018. * @param arrayBuffer defines the buffer cotaining the data to load
  47019. * @param info defines the texture info retrieved through the GetEnvInfo method
  47020. * @returns a promise
  47021. */
  47022. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  47023. private static _OnImageReadyAsync;
  47024. /**
  47025. * Uploads the levels of image data to the GPU.
  47026. * @param texture defines the internal texture to upload to
  47027. * @param imageData defines the array buffer views of image data [mipmap][face]
  47028. * @returns a promise
  47029. */
  47030. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  47031. /**
  47032. * Uploads spherical polynomials information to the texture.
  47033. * @param texture defines the texture we are trying to upload the information to
  47034. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  47035. */
  47036. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  47037. /** @hidden */
  47038. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  47039. }
  47040. }
  47041. declare module "babylonjs/Maths/math.vertexFormat" {
  47042. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  47043. /**
  47044. * Contains position and normal vectors for a vertex
  47045. */
  47046. export class PositionNormalVertex {
  47047. /** the position of the vertex (defaut: 0,0,0) */
  47048. position: Vector3;
  47049. /** the normal of the vertex (defaut: 0,1,0) */
  47050. normal: Vector3;
  47051. /**
  47052. * Creates a PositionNormalVertex
  47053. * @param position the position of the vertex (defaut: 0,0,0)
  47054. * @param normal the normal of the vertex (defaut: 0,1,0)
  47055. */
  47056. constructor(
  47057. /** the position of the vertex (defaut: 0,0,0) */
  47058. position?: Vector3,
  47059. /** the normal of the vertex (defaut: 0,1,0) */
  47060. normal?: Vector3);
  47061. /**
  47062. * Clones the PositionNormalVertex
  47063. * @returns the cloned PositionNormalVertex
  47064. */
  47065. clone(): PositionNormalVertex;
  47066. }
  47067. /**
  47068. * Contains position, normal and uv vectors for a vertex
  47069. */
  47070. export class PositionNormalTextureVertex {
  47071. /** the position of the vertex (defaut: 0,0,0) */
  47072. position: Vector3;
  47073. /** the normal of the vertex (defaut: 0,1,0) */
  47074. normal: Vector3;
  47075. /** the uv of the vertex (default: 0,0) */
  47076. uv: Vector2;
  47077. /**
  47078. * Creates a PositionNormalTextureVertex
  47079. * @param position the position of the vertex (defaut: 0,0,0)
  47080. * @param normal the normal of the vertex (defaut: 0,1,0)
  47081. * @param uv the uv of the vertex (default: 0,0)
  47082. */
  47083. constructor(
  47084. /** the position of the vertex (defaut: 0,0,0) */
  47085. position?: Vector3,
  47086. /** the normal of the vertex (defaut: 0,1,0) */
  47087. normal?: Vector3,
  47088. /** the uv of the vertex (default: 0,0) */
  47089. uv?: Vector2);
  47090. /**
  47091. * Clones the PositionNormalTextureVertex
  47092. * @returns the cloned PositionNormalTextureVertex
  47093. */
  47094. clone(): PositionNormalTextureVertex;
  47095. }
  47096. }
  47097. declare module "babylonjs/Maths/math" {
  47098. export * from "babylonjs/Maths/math.axis";
  47099. export * from "babylonjs/Maths/math.color";
  47100. export * from "babylonjs/Maths/math.constants";
  47101. export * from "babylonjs/Maths/math.frustum";
  47102. export * from "babylonjs/Maths/math.path";
  47103. export * from "babylonjs/Maths/math.plane";
  47104. export * from "babylonjs/Maths/math.size";
  47105. export * from "babylonjs/Maths/math.vector";
  47106. export * from "babylonjs/Maths/math.vertexFormat";
  47107. export * from "babylonjs/Maths/math.viewport";
  47108. }
  47109. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  47110. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47111. /** @hidden */
  47112. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  47113. private _genericAttributeLocation;
  47114. private _varyingLocationCount;
  47115. private _varyingLocationMap;
  47116. private _replacements;
  47117. private _textureCount;
  47118. private _uniforms;
  47119. lineProcessor(line: string): string;
  47120. attributeProcessor(attribute: string): string;
  47121. varyingProcessor(varying: string, isFragment: boolean): string;
  47122. uniformProcessor(uniform: string): string;
  47123. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  47124. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  47125. }
  47126. }
  47127. declare module "babylonjs/Engines/nativeEngine" {
  47128. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  47129. import { Engine } from "babylonjs/Engines/engine";
  47130. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  47131. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  47132. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47133. import { Effect } from "babylonjs/Materials/effect";
  47134. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  47135. import { Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  47136. import { IColor4Like } from "babylonjs/Maths/math.like";
  47137. import { Scene } from "babylonjs/scene";
  47138. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  47139. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  47140. /**
  47141. * Container for accessors for natively-stored mesh data buffers.
  47142. */
  47143. class NativeDataBuffer extends DataBuffer {
  47144. /**
  47145. * Accessor value used to identify/retrieve a natively-stored index buffer.
  47146. */
  47147. nativeIndexBuffer?: any;
  47148. /**
  47149. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  47150. */
  47151. nativeVertexBuffer?: any;
  47152. }
  47153. /** @hidden */
  47154. class NativeTexture extends InternalTexture {
  47155. getInternalTexture(): InternalTexture;
  47156. getViewCount(): number;
  47157. }
  47158. /** @hidden */
  47159. export class NativeEngine extends Engine {
  47160. private readonly _native;
  47161. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  47162. private readonly INVALID_HANDLE;
  47163. getHardwareScalingLevel(): number;
  47164. constructor();
  47165. /**
  47166. * Can be used to override the current requestAnimationFrame requester.
  47167. * @hidden
  47168. */
  47169. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  47170. /**
  47171. * Override default engine behavior.
  47172. * @param color
  47173. * @param backBuffer
  47174. * @param depth
  47175. * @param stencil
  47176. */
  47177. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  47178. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  47179. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  47180. createVertexBuffer(data: DataArray): NativeDataBuffer;
  47181. recordVertexArrayObject(vertexBuffers: {
  47182. [key: string]: VertexBuffer;
  47183. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  47184. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  47185. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  47186. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  47187. /**
  47188. * Draw a list of indexed primitives
  47189. * @param fillMode defines the primitive to use
  47190. * @param indexStart defines the starting index
  47191. * @param indexCount defines the number of index to draw
  47192. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  47193. */
  47194. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  47195. /**
  47196. * Draw a list of unindexed primitives
  47197. * @param fillMode defines the primitive to use
  47198. * @param verticesStart defines the index of first vertex to draw
  47199. * @param verticesCount defines the count of vertices to draw
  47200. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  47201. */
  47202. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  47203. createPipelineContext(): IPipelineContext;
  47204. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  47205. /** @hidden */
  47206. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  47207. /** @hidden */
  47208. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  47209. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  47210. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  47211. protected _setProgram(program: WebGLProgram): void;
  47212. _releaseEffect(effect: Effect): void;
  47213. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  47214. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  47215. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  47216. bindSamplers(effect: Effect): void;
  47217. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  47218. getRenderWidth(useScreen?: boolean): number;
  47219. getRenderHeight(useScreen?: boolean): number;
  47220. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  47221. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  47222. /**
  47223. * Set the z offset to apply to current rendering
  47224. * @param value defines the offset to apply
  47225. */
  47226. setZOffset(value: number): void;
  47227. /**
  47228. * Gets the current value of the zOffset
  47229. * @returns the current zOffset state
  47230. */
  47231. getZOffset(): number;
  47232. /**
  47233. * Enable or disable depth buffering
  47234. * @param enable defines the state to set
  47235. */
  47236. setDepthBuffer(enable: boolean): void;
  47237. /**
  47238. * Gets a boolean indicating if depth writing is enabled
  47239. * @returns the current depth writing state
  47240. */
  47241. getDepthWrite(): boolean;
  47242. /**
  47243. * Enable or disable depth writing
  47244. * @param enable defines the state to set
  47245. */
  47246. setDepthWrite(enable: boolean): void;
  47247. /**
  47248. * Enable or disable color writing
  47249. * @param enable defines the state to set
  47250. */
  47251. setColorWrite(enable: boolean): void;
  47252. /**
  47253. * Gets a boolean indicating if color writing is enabled
  47254. * @returns the current color writing state
  47255. */
  47256. getColorWrite(): boolean;
  47257. /**
  47258. * Sets alpha constants used by some alpha blending modes
  47259. * @param r defines the red component
  47260. * @param g defines the green component
  47261. * @param b defines the blue component
  47262. * @param a defines the alpha component
  47263. */
  47264. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  47265. /**
  47266. * Sets the current alpha mode
  47267. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  47268. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  47269. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47270. */
  47271. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  47272. /**
  47273. * Gets the current alpha mode
  47274. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47275. * @returns the current alpha mode
  47276. */
  47277. getAlphaMode(): number;
  47278. setInt(uniform: WebGLUniformLocation, int: number): void;
  47279. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  47280. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  47281. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  47282. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  47283. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  47284. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  47285. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  47286. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  47287. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  47288. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  47289. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  47290. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  47291. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  47292. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47293. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47294. setFloat(uniform: WebGLUniformLocation, value: number): void;
  47295. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  47296. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  47297. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  47298. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  47299. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  47300. wipeCaches(bruteForce?: boolean): void;
  47301. _createTexture(): WebGLTexture;
  47302. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  47303. /**
  47304. * Usually called from BABYLON.Texture.ts.
  47305. * Passed information to create a WebGLTexture
  47306. * @param urlArg defines a value which contains one of the following:
  47307. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  47308. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  47309. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  47310. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  47311. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  47312. * @param scene needed for loading to the correct scene
  47313. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  47314. * @param onLoad optional callback to be called upon successful completion
  47315. * @param onError optional callback to be called upon failure
  47316. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  47317. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  47318. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  47319. * @param forcedExtension defines the extension to use to pick the right loader
  47320. * @returns a InternalTexture for assignment back into BABYLON.Texture
  47321. */
  47322. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  47323. /**
  47324. * Creates a cube texture
  47325. * @param rootUrl defines the url where the files to load is located
  47326. * @param scene defines the current scene
  47327. * @param files defines the list of files to load (1 per face)
  47328. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  47329. * @param onLoad defines an optional callback raised when the texture is loaded
  47330. * @param onError defines an optional callback raised if there is an issue to load the texture
  47331. * @param format defines the format of the data
  47332. * @param forcedExtension defines the extension to use to pick the right loader
  47333. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  47334. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  47335. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  47336. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  47337. * @returns the cube texture as an InternalTexture
  47338. */
  47339. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  47340. private _getSamplingFilter;
  47341. private static _GetNativeTextureFormat;
  47342. createRenderTargetTexture(size: number | {
  47343. width: number;
  47344. height: number;
  47345. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  47346. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  47347. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  47348. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  47349. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  47350. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  47351. /**
  47352. * Updates a dynamic vertex buffer.
  47353. * @param vertexBuffer the vertex buffer to update
  47354. * @param data the data used to update the vertex buffer
  47355. * @param byteOffset the byte offset of the data (optional)
  47356. * @param byteLength the byte length of the data (optional)
  47357. */
  47358. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  47359. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  47360. private _updateAnisotropicLevel;
  47361. private _getAddressMode;
  47362. /** @hidden */
  47363. _bindTexture(channel: number, texture: InternalTexture): void;
  47364. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  47365. releaseEffects(): void;
  47366. /** @hidden */
  47367. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47368. /** @hidden */
  47369. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47370. /** @hidden */
  47371. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47372. /** @hidden */
  47373. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  47374. }
  47375. }
  47376. declare module "babylonjs/Engines/index" {
  47377. export * from "babylonjs/Engines/constants";
  47378. export * from "babylonjs/Engines/engineCapabilities";
  47379. export * from "babylonjs/Engines/instancingAttributeInfo";
  47380. export * from "babylonjs/Engines/thinEngine";
  47381. export * from "babylonjs/Engines/engine";
  47382. export * from "babylonjs/Engines/engineStore";
  47383. export * from "babylonjs/Engines/nullEngine";
  47384. export * from "babylonjs/Engines/Extensions/index";
  47385. export * from "babylonjs/Engines/IPipelineContext";
  47386. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  47387. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47388. export * from "babylonjs/Engines/nativeEngine";
  47389. }
  47390. declare module "babylonjs/Events/clipboardEvents" {
  47391. /**
  47392. * Gather the list of clipboard event types as constants.
  47393. */
  47394. export class ClipboardEventTypes {
  47395. /**
  47396. * The clipboard event is fired when a copy command is active (pressed).
  47397. */
  47398. static readonly COPY: number;
  47399. /**
  47400. * The clipboard event is fired when a cut command is active (pressed).
  47401. */
  47402. static readonly CUT: number;
  47403. /**
  47404. * The clipboard event is fired when a paste command is active (pressed).
  47405. */
  47406. static readonly PASTE: number;
  47407. }
  47408. /**
  47409. * This class is used to store clipboard related info for the onClipboardObservable event.
  47410. */
  47411. export class ClipboardInfo {
  47412. /**
  47413. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47414. */
  47415. type: number;
  47416. /**
  47417. * Defines the related dom event
  47418. */
  47419. event: ClipboardEvent;
  47420. /**
  47421. *Creates an instance of ClipboardInfo.
  47422. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  47423. * @param event Defines the related dom event
  47424. */
  47425. constructor(
  47426. /**
  47427. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47428. */
  47429. type: number,
  47430. /**
  47431. * Defines the related dom event
  47432. */
  47433. event: ClipboardEvent);
  47434. /**
  47435. * Get the clipboard event's type from the keycode.
  47436. * @param keyCode Defines the keyCode for the current keyboard event.
  47437. * @return {number}
  47438. */
  47439. static GetTypeFromCharacter(keyCode: number): number;
  47440. }
  47441. }
  47442. declare module "babylonjs/Events/index" {
  47443. export * from "babylonjs/Events/keyboardEvents";
  47444. export * from "babylonjs/Events/pointerEvents";
  47445. export * from "babylonjs/Events/clipboardEvents";
  47446. }
  47447. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  47448. import { Scene } from "babylonjs/scene";
  47449. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47450. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47451. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47452. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47453. /**
  47454. * Google Daydream controller
  47455. */
  47456. export class DaydreamController extends WebVRController {
  47457. /**
  47458. * Base Url for the controller model.
  47459. */
  47460. static MODEL_BASE_URL: string;
  47461. /**
  47462. * File name for the controller model.
  47463. */
  47464. static MODEL_FILENAME: string;
  47465. /**
  47466. * Gamepad Id prefix used to identify Daydream Controller.
  47467. */
  47468. static readonly GAMEPAD_ID_PREFIX: string;
  47469. /**
  47470. * Creates a new DaydreamController from a gamepad
  47471. * @param vrGamepad the gamepad that the controller should be created from
  47472. */
  47473. constructor(vrGamepad: any);
  47474. /**
  47475. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47476. * @param scene scene in which to add meshes
  47477. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47478. */
  47479. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47480. /**
  47481. * Called once for each button that changed state since the last frame
  47482. * @param buttonIdx Which button index changed
  47483. * @param state New state of the button
  47484. * @param changes Which properties on the state changed since last frame
  47485. */
  47486. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47487. }
  47488. }
  47489. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  47490. import { Scene } from "babylonjs/scene";
  47491. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47492. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47493. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47494. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47495. /**
  47496. * Gear VR Controller
  47497. */
  47498. export class GearVRController extends WebVRController {
  47499. /**
  47500. * Base Url for the controller model.
  47501. */
  47502. static MODEL_BASE_URL: string;
  47503. /**
  47504. * File name for the controller model.
  47505. */
  47506. static MODEL_FILENAME: string;
  47507. /**
  47508. * Gamepad Id prefix used to identify this controller.
  47509. */
  47510. static readonly GAMEPAD_ID_PREFIX: string;
  47511. private readonly _buttonIndexToObservableNameMap;
  47512. /**
  47513. * Creates a new GearVRController from a gamepad
  47514. * @param vrGamepad the gamepad that the controller should be created from
  47515. */
  47516. constructor(vrGamepad: any);
  47517. /**
  47518. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47519. * @param scene scene in which to add meshes
  47520. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47521. */
  47522. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47523. /**
  47524. * Called once for each button that changed state since the last frame
  47525. * @param buttonIdx Which button index changed
  47526. * @param state New state of the button
  47527. * @param changes Which properties on the state changed since last frame
  47528. */
  47529. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47530. }
  47531. }
  47532. declare module "babylonjs/Gamepads/Controllers/index" {
  47533. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  47534. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  47535. export * from "babylonjs/Gamepads/Controllers/genericController";
  47536. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  47537. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47538. export * from "babylonjs/Gamepads/Controllers/viveController";
  47539. export * from "babylonjs/Gamepads/Controllers/webVRController";
  47540. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  47541. }
  47542. declare module "babylonjs/Gamepads/index" {
  47543. export * from "babylonjs/Gamepads/Controllers/index";
  47544. export * from "babylonjs/Gamepads/gamepad";
  47545. export * from "babylonjs/Gamepads/gamepadManager";
  47546. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  47547. export * from "babylonjs/Gamepads/xboxGamepad";
  47548. export * from "babylonjs/Gamepads/dualShockGamepad";
  47549. }
  47550. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  47551. import { Scene } from "babylonjs/scene";
  47552. import { Vector4 } from "babylonjs/Maths/math.vector";
  47553. import { Color4 } from "babylonjs/Maths/math.color";
  47554. import { Mesh } from "babylonjs/Meshes/mesh";
  47555. import { Nullable } from "babylonjs/types";
  47556. /**
  47557. * Class containing static functions to help procedurally build meshes
  47558. */
  47559. export class PolyhedronBuilder {
  47560. /**
  47561. * Creates a polyhedron mesh
  47562. * * 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
  47563. * * The parameter `size` (positive float, default 1) sets the polygon size
  47564. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  47565. * * 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`
  47566. * * 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
  47567. * * 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)`)
  47568. * * 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
  47569. * * 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
  47570. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  47571. * * 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
  47572. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  47573. * @param name defines the name of the mesh
  47574. * @param options defines the options used to create the mesh
  47575. * @param scene defines the hosting scene
  47576. * @returns the polyhedron mesh
  47577. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  47578. */
  47579. static CreatePolyhedron(name: string, options: {
  47580. type?: number;
  47581. size?: number;
  47582. sizeX?: number;
  47583. sizeY?: number;
  47584. sizeZ?: number;
  47585. custom?: any;
  47586. faceUV?: Vector4[];
  47587. faceColors?: Color4[];
  47588. flat?: boolean;
  47589. updatable?: boolean;
  47590. sideOrientation?: number;
  47591. frontUVs?: Vector4;
  47592. backUVs?: Vector4;
  47593. }, scene?: Nullable<Scene>): Mesh;
  47594. }
  47595. }
  47596. declare module "babylonjs/Gizmos/scaleGizmo" {
  47597. import { Observable } from "babylonjs/Misc/observable";
  47598. import { Nullable } from "babylonjs/types";
  47599. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47600. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47601. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  47602. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47603. /**
  47604. * Gizmo that enables scaling a mesh along 3 axis
  47605. */
  47606. export class ScaleGizmo extends Gizmo {
  47607. /**
  47608. * Internal gizmo used for interactions on the x axis
  47609. */
  47610. xGizmo: AxisScaleGizmo;
  47611. /**
  47612. * Internal gizmo used for interactions on the y axis
  47613. */
  47614. yGizmo: AxisScaleGizmo;
  47615. /**
  47616. * Internal gizmo used for interactions on the z axis
  47617. */
  47618. zGizmo: AxisScaleGizmo;
  47619. /**
  47620. * Internal gizmo used to scale all axis equally
  47621. */
  47622. uniformScaleGizmo: AxisScaleGizmo;
  47623. private _meshAttached;
  47624. private _updateGizmoRotationToMatchAttachedMesh;
  47625. private _snapDistance;
  47626. private _scaleRatio;
  47627. private _uniformScalingMesh;
  47628. private _octahedron;
  47629. private _sensitivity;
  47630. /** Fires an event when any of it's sub gizmos are dragged */
  47631. onDragStartObservable: Observable<unknown>;
  47632. /** Fires an event when any of it's sub gizmos are released from dragging */
  47633. onDragEndObservable: Observable<unknown>;
  47634. attachedMesh: Nullable<AbstractMesh>;
  47635. /**
  47636. * Creates a ScaleGizmo
  47637. * @param gizmoLayer The utility layer the gizmo will be added to
  47638. */
  47639. constructor(gizmoLayer?: UtilityLayerRenderer);
  47640. updateGizmoRotationToMatchAttachedMesh: boolean;
  47641. /**
  47642. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47643. */
  47644. snapDistance: number;
  47645. /**
  47646. * Ratio for the scale of the gizmo (Default: 1)
  47647. */
  47648. scaleRatio: number;
  47649. /**
  47650. * Sensitivity factor for dragging (Default: 1)
  47651. */
  47652. sensitivity: number;
  47653. /**
  47654. * Disposes of the gizmo
  47655. */
  47656. dispose(): void;
  47657. }
  47658. }
  47659. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  47660. import { Observable } from "babylonjs/Misc/observable";
  47661. import { Nullable } from "babylonjs/types";
  47662. import { Vector3 } from "babylonjs/Maths/math.vector";
  47663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47664. import { Mesh } from "babylonjs/Meshes/mesh";
  47665. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47666. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47667. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47668. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47669. import { Color3 } from "babylonjs/Maths/math.color";
  47670. /**
  47671. * Single axis scale gizmo
  47672. */
  47673. export class AxisScaleGizmo extends Gizmo {
  47674. /**
  47675. * Drag behavior responsible for the gizmos dragging interactions
  47676. */
  47677. dragBehavior: PointerDragBehavior;
  47678. private _pointerObserver;
  47679. /**
  47680. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47681. */
  47682. snapDistance: number;
  47683. /**
  47684. * Event that fires each time the gizmo snaps to a new location.
  47685. * * snapDistance is the the change in distance
  47686. */
  47687. onSnapObservable: Observable<{
  47688. snapDistance: number;
  47689. }>;
  47690. /**
  47691. * If the scaling operation should be done on all axis (default: false)
  47692. */
  47693. uniformScaling: boolean;
  47694. /**
  47695. * Custom sensitivity value for the drag strength
  47696. */
  47697. sensitivity: number;
  47698. private _isEnabled;
  47699. private _parent;
  47700. private _arrow;
  47701. private _coloredMaterial;
  47702. private _hoverMaterial;
  47703. /**
  47704. * Creates an AxisScaleGizmo
  47705. * @param gizmoLayer The utility layer the gizmo will be added to
  47706. * @param dragAxis The axis which the gizmo will be able to scale on
  47707. * @param color The color of the gizmo
  47708. */
  47709. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  47710. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47711. /**
  47712. * If the gizmo is enabled
  47713. */
  47714. isEnabled: boolean;
  47715. /**
  47716. * Disposes of the gizmo
  47717. */
  47718. dispose(): void;
  47719. /**
  47720. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47721. * @param mesh The mesh to replace the default mesh of the gizmo
  47722. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  47723. */
  47724. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  47725. }
  47726. }
  47727. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  47728. import { Observable } from "babylonjs/Misc/observable";
  47729. import { Nullable } from "babylonjs/types";
  47730. import { Vector3 } from "babylonjs/Maths/math.vector";
  47731. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47732. import { Mesh } from "babylonjs/Meshes/mesh";
  47733. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47734. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47735. import { Color3 } from "babylonjs/Maths/math.color";
  47736. import "babylonjs/Meshes/Builders/boxBuilder";
  47737. /**
  47738. * Bounding box gizmo
  47739. */
  47740. export class BoundingBoxGizmo extends Gizmo {
  47741. private _lineBoundingBox;
  47742. private _rotateSpheresParent;
  47743. private _scaleBoxesParent;
  47744. private _boundingDimensions;
  47745. private _renderObserver;
  47746. private _pointerObserver;
  47747. private _scaleDragSpeed;
  47748. private _tmpQuaternion;
  47749. private _tmpVector;
  47750. private _tmpRotationMatrix;
  47751. /**
  47752. * 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)
  47753. */
  47754. ignoreChildren: boolean;
  47755. /**
  47756. * 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)
  47757. */
  47758. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  47759. /**
  47760. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  47761. */
  47762. rotationSphereSize: number;
  47763. /**
  47764. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  47765. */
  47766. scaleBoxSize: number;
  47767. /**
  47768. * 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)
  47769. */
  47770. fixedDragMeshScreenSize: boolean;
  47771. /**
  47772. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  47773. */
  47774. fixedDragMeshScreenSizeDistanceFactor: number;
  47775. /**
  47776. * Fired when a rotation sphere or scale box is dragged
  47777. */
  47778. onDragStartObservable: Observable<{}>;
  47779. /**
  47780. * Fired when a scale box is dragged
  47781. */
  47782. onScaleBoxDragObservable: Observable<{}>;
  47783. /**
  47784. * Fired when a scale box drag is ended
  47785. */
  47786. onScaleBoxDragEndObservable: Observable<{}>;
  47787. /**
  47788. * Fired when a rotation sphere is dragged
  47789. */
  47790. onRotationSphereDragObservable: Observable<{}>;
  47791. /**
  47792. * Fired when a rotation sphere drag is ended
  47793. */
  47794. onRotationSphereDragEndObservable: Observable<{}>;
  47795. /**
  47796. * 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)
  47797. */
  47798. scalePivot: Nullable<Vector3>;
  47799. /**
  47800. * Mesh used as a pivot to rotate the attached mesh
  47801. */
  47802. private _anchorMesh;
  47803. private _existingMeshScale;
  47804. private _dragMesh;
  47805. private pointerDragBehavior;
  47806. private coloredMaterial;
  47807. private hoverColoredMaterial;
  47808. /**
  47809. * Sets the color of the bounding box gizmo
  47810. * @param color the color to set
  47811. */
  47812. setColor(color: Color3): void;
  47813. /**
  47814. * Creates an BoundingBoxGizmo
  47815. * @param gizmoLayer The utility layer the gizmo will be added to
  47816. * @param color The color of the gizmo
  47817. */
  47818. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  47819. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47820. private _selectNode;
  47821. /**
  47822. * Updates the bounding box information for the Gizmo
  47823. */
  47824. updateBoundingBox(): void;
  47825. private _updateRotationSpheres;
  47826. private _updateScaleBoxes;
  47827. /**
  47828. * Enables rotation on the specified axis and disables rotation on the others
  47829. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  47830. */
  47831. setEnabledRotationAxis(axis: string): void;
  47832. /**
  47833. * Enables/disables scaling
  47834. * @param enable if scaling should be enabled
  47835. */
  47836. setEnabledScaling(enable: boolean): void;
  47837. private _updateDummy;
  47838. /**
  47839. * Enables a pointer drag behavior on the bounding box of the gizmo
  47840. */
  47841. enableDragBehavior(): void;
  47842. /**
  47843. * Disposes of the gizmo
  47844. */
  47845. dispose(): void;
  47846. /**
  47847. * 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)
  47848. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  47849. * @returns the bounding box mesh with the passed in mesh as a child
  47850. */
  47851. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  47852. /**
  47853. * CustomMeshes are not supported by this gizmo
  47854. * @param mesh The mesh to replace the default mesh of the gizmo
  47855. */
  47856. setCustomMesh(mesh: Mesh): void;
  47857. }
  47858. }
  47859. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  47860. import { Observable } from "babylonjs/Misc/observable";
  47861. import { Nullable } from "babylonjs/types";
  47862. import { Vector3 } from "babylonjs/Maths/math.vector";
  47863. import { Color3 } from "babylonjs/Maths/math.color";
  47864. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47865. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47866. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47867. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47868. import "babylonjs/Meshes/Builders/linesBuilder";
  47869. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47870. /**
  47871. * Single plane rotation gizmo
  47872. */
  47873. export class PlaneRotationGizmo extends Gizmo {
  47874. /**
  47875. * Drag behavior responsible for the gizmos dragging interactions
  47876. */
  47877. dragBehavior: PointerDragBehavior;
  47878. private _pointerObserver;
  47879. /**
  47880. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  47881. */
  47882. snapDistance: number;
  47883. /**
  47884. * Event that fires each time the gizmo snaps to a new location.
  47885. * * snapDistance is the the change in distance
  47886. */
  47887. onSnapObservable: Observable<{
  47888. snapDistance: number;
  47889. }>;
  47890. private _isEnabled;
  47891. private _parent;
  47892. /**
  47893. * Creates a PlaneRotationGizmo
  47894. * @param gizmoLayer The utility layer the gizmo will be added to
  47895. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  47896. * @param color The color of the gizmo
  47897. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47898. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47899. */
  47900. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  47901. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47902. /**
  47903. * If the gizmo is enabled
  47904. */
  47905. isEnabled: boolean;
  47906. /**
  47907. * Disposes of the gizmo
  47908. */
  47909. dispose(): void;
  47910. }
  47911. }
  47912. declare module "babylonjs/Gizmos/rotationGizmo" {
  47913. import { Observable } from "babylonjs/Misc/observable";
  47914. import { Nullable } from "babylonjs/types";
  47915. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47916. import { Mesh } from "babylonjs/Meshes/mesh";
  47917. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47918. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  47919. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47920. /**
  47921. * Gizmo that enables rotating a mesh along 3 axis
  47922. */
  47923. export class RotationGizmo extends Gizmo {
  47924. /**
  47925. * Internal gizmo used for interactions on the x axis
  47926. */
  47927. xGizmo: PlaneRotationGizmo;
  47928. /**
  47929. * Internal gizmo used for interactions on the y axis
  47930. */
  47931. yGizmo: PlaneRotationGizmo;
  47932. /**
  47933. * Internal gizmo used for interactions on the z axis
  47934. */
  47935. zGizmo: PlaneRotationGizmo;
  47936. /** Fires an event when any of it's sub gizmos are dragged */
  47937. onDragStartObservable: Observable<unknown>;
  47938. /** Fires an event when any of it's sub gizmos are released from dragging */
  47939. onDragEndObservable: Observable<unknown>;
  47940. private _meshAttached;
  47941. attachedMesh: Nullable<AbstractMesh>;
  47942. /**
  47943. * Creates a RotationGizmo
  47944. * @param gizmoLayer The utility layer the gizmo will be added to
  47945. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47946. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47947. */
  47948. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  47949. updateGizmoRotationToMatchAttachedMesh: boolean;
  47950. /**
  47951. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47952. */
  47953. snapDistance: number;
  47954. /**
  47955. * Ratio for the scale of the gizmo (Default: 1)
  47956. */
  47957. scaleRatio: number;
  47958. /**
  47959. * Disposes of the gizmo
  47960. */
  47961. dispose(): void;
  47962. /**
  47963. * CustomMeshes are not supported by this gizmo
  47964. * @param mesh The mesh to replace the default mesh of the gizmo
  47965. */
  47966. setCustomMesh(mesh: Mesh): void;
  47967. }
  47968. }
  47969. declare module "babylonjs/Gizmos/gizmoManager" {
  47970. import { Observable } from "babylonjs/Misc/observable";
  47971. import { Nullable } from "babylonjs/types";
  47972. import { Scene, IDisposable } from "babylonjs/scene";
  47973. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47974. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47975. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  47976. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47977. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  47978. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47979. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  47980. /**
  47981. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  47982. */
  47983. export class GizmoManager implements IDisposable {
  47984. private scene;
  47985. /**
  47986. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  47987. */
  47988. gizmos: {
  47989. positionGizmo: Nullable<PositionGizmo>;
  47990. rotationGizmo: Nullable<RotationGizmo>;
  47991. scaleGizmo: Nullable<ScaleGizmo>;
  47992. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  47993. };
  47994. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  47995. clearGizmoOnEmptyPointerEvent: boolean;
  47996. /** Fires an event when the manager is attached to a mesh */
  47997. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  47998. private _gizmosEnabled;
  47999. private _pointerObserver;
  48000. private _attachedMesh;
  48001. private _boundingBoxColor;
  48002. private _defaultUtilityLayer;
  48003. private _defaultKeepDepthUtilityLayer;
  48004. /**
  48005. * When bounding box gizmo is enabled, this can be used to track drag/end events
  48006. */
  48007. boundingBoxDragBehavior: SixDofDragBehavior;
  48008. /**
  48009. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  48010. */
  48011. attachableMeshes: Nullable<Array<AbstractMesh>>;
  48012. /**
  48013. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  48014. */
  48015. usePointerToAttachGizmos: boolean;
  48016. /**
  48017. * Utility layer that the bounding box gizmo belongs to
  48018. */
  48019. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  48020. /**
  48021. * Utility layer that all gizmos besides bounding box belong to
  48022. */
  48023. readonly utilityLayer: UtilityLayerRenderer;
  48024. /**
  48025. * Instatiates a gizmo manager
  48026. * @param scene the scene to overlay the gizmos on top of
  48027. */
  48028. constructor(scene: Scene);
  48029. /**
  48030. * Attaches a set of gizmos to the specified mesh
  48031. * @param mesh The mesh the gizmo's should be attached to
  48032. */
  48033. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  48034. /**
  48035. * If the position gizmo is enabled
  48036. */
  48037. positionGizmoEnabled: boolean;
  48038. /**
  48039. * If the rotation gizmo is enabled
  48040. */
  48041. rotationGizmoEnabled: boolean;
  48042. /**
  48043. * If the scale gizmo is enabled
  48044. */
  48045. scaleGizmoEnabled: boolean;
  48046. /**
  48047. * If the boundingBox gizmo is enabled
  48048. */
  48049. boundingBoxGizmoEnabled: boolean;
  48050. /**
  48051. * Disposes of the gizmo manager
  48052. */
  48053. dispose(): void;
  48054. }
  48055. }
  48056. declare module "babylonjs/Lights/directionalLight" {
  48057. import { Camera } from "babylonjs/Cameras/camera";
  48058. import { Scene } from "babylonjs/scene";
  48059. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48060. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48061. import { Light } from "babylonjs/Lights/light";
  48062. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  48063. import { Effect } from "babylonjs/Materials/effect";
  48064. /**
  48065. * A directional light is defined by a direction (what a surprise!).
  48066. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  48067. * 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.
  48068. * Documentation: https://doc.babylonjs.com/babylon101/lights
  48069. */
  48070. export class DirectionalLight extends ShadowLight {
  48071. private _shadowFrustumSize;
  48072. /**
  48073. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  48074. */
  48075. /**
  48076. * Specifies a fix frustum size for the shadow generation.
  48077. */
  48078. shadowFrustumSize: number;
  48079. private _shadowOrthoScale;
  48080. /**
  48081. * Gets the shadow projection scale against the optimal computed one.
  48082. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  48083. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  48084. */
  48085. /**
  48086. * Sets the shadow projection scale against the optimal computed one.
  48087. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  48088. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  48089. */
  48090. shadowOrthoScale: number;
  48091. /**
  48092. * Automatically compute the projection matrix to best fit (including all the casters)
  48093. * on each frame.
  48094. */
  48095. autoUpdateExtends: boolean;
  48096. private _orthoLeft;
  48097. private _orthoRight;
  48098. private _orthoTop;
  48099. private _orthoBottom;
  48100. /**
  48101. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  48102. * The directional light is emitted from everywhere in the given direction.
  48103. * It can cast shadows.
  48104. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48105. * @param name The friendly name of the light
  48106. * @param direction The direction of the light
  48107. * @param scene The scene the light belongs to
  48108. */
  48109. constructor(name: string, direction: Vector3, scene: Scene);
  48110. /**
  48111. * Returns the string "DirectionalLight".
  48112. * @return The class name
  48113. */
  48114. getClassName(): string;
  48115. /**
  48116. * Returns the integer 1.
  48117. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48118. */
  48119. getTypeID(): number;
  48120. /**
  48121. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  48122. * Returns the DirectionalLight Shadow projection matrix.
  48123. */
  48124. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48125. /**
  48126. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  48127. * Returns the DirectionalLight Shadow projection matrix.
  48128. */
  48129. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  48130. /**
  48131. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  48132. * Returns the DirectionalLight Shadow projection matrix.
  48133. */
  48134. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48135. protected _buildUniformLayout(): void;
  48136. /**
  48137. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  48138. * @param effect The effect to update
  48139. * @param lightIndex The index of the light in the effect to update
  48140. * @returns The directional light
  48141. */
  48142. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  48143. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  48144. /**
  48145. * Gets the minZ used for shadow according to both the scene and the light.
  48146. *
  48147. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  48148. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  48149. * @param activeCamera The camera we are returning the min for
  48150. * @returns the depth min z
  48151. */
  48152. getDepthMinZ(activeCamera: Camera): number;
  48153. /**
  48154. * Gets the maxZ used for shadow according to both the scene and the light.
  48155. *
  48156. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  48157. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  48158. * @param activeCamera The camera we are returning the max for
  48159. * @returns the depth max z
  48160. */
  48161. getDepthMaxZ(activeCamera: Camera): number;
  48162. /**
  48163. * Prepares the list of defines specific to the light type.
  48164. * @param defines the list of defines
  48165. * @param lightIndex defines the index of the light for the effect
  48166. */
  48167. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48168. }
  48169. }
  48170. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  48171. import { Mesh } from "babylonjs/Meshes/mesh";
  48172. /**
  48173. * Class containing static functions to help procedurally build meshes
  48174. */
  48175. export class HemisphereBuilder {
  48176. /**
  48177. * Creates a hemisphere mesh
  48178. * @param name defines the name of the mesh
  48179. * @param options defines the options used to create the mesh
  48180. * @param scene defines the hosting scene
  48181. * @returns the hemisphere mesh
  48182. */
  48183. static CreateHemisphere(name: string, options: {
  48184. segments?: number;
  48185. diameter?: number;
  48186. sideOrientation?: number;
  48187. }, scene: any): Mesh;
  48188. }
  48189. }
  48190. declare module "babylonjs/Lights/spotLight" {
  48191. import { Nullable } from "babylonjs/types";
  48192. import { Scene } from "babylonjs/scene";
  48193. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48194. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48195. import { Effect } from "babylonjs/Materials/effect";
  48196. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48197. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  48198. /**
  48199. * A spot light is defined by a position, a direction, an angle, and an exponent.
  48200. * These values define a cone of light starting from the position, emitting toward the direction.
  48201. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  48202. * and the exponent defines the speed of the decay of the light with distance (reach).
  48203. * Documentation: https://doc.babylonjs.com/babylon101/lights
  48204. */
  48205. export class SpotLight extends ShadowLight {
  48206. private _angle;
  48207. private _innerAngle;
  48208. private _cosHalfAngle;
  48209. private _lightAngleScale;
  48210. private _lightAngleOffset;
  48211. /**
  48212. * Gets the cone angle of the spot light in Radians.
  48213. */
  48214. /**
  48215. * Sets the cone angle of the spot light in Radians.
  48216. */
  48217. angle: number;
  48218. /**
  48219. * Only used in gltf falloff mode, this defines the angle where
  48220. * the directional falloff will start before cutting at angle which could be seen
  48221. * as outer angle.
  48222. */
  48223. /**
  48224. * Only used in gltf falloff mode, this defines the angle where
  48225. * the directional falloff will start before cutting at angle which could be seen
  48226. * as outer angle.
  48227. */
  48228. innerAngle: number;
  48229. private _shadowAngleScale;
  48230. /**
  48231. * Allows scaling the angle of the light for shadow generation only.
  48232. */
  48233. /**
  48234. * Allows scaling the angle of the light for shadow generation only.
  48235. */
  48236. shadowAngleScale: number;
  48237. /**
  48238. * The light decay speed with the distance from the emission spot.
  48239. */
  48240. exponent: number;
  48241. private _projectionTextureMatrix;
  48242. /**
  48243. * Allows reading the projecton texture
  48244. */
  48245. readonly projectionTextureMatrix: Matrix;
  48246. protected _projectionTextureLightNear: number;
  48247. /**
  48248. * Gets the near clip of the Spotlight for texture projection.
  48249. */
  48250. /**
  48251. * Sets the near clip of the Spotlight for texture projection.
  48252. */
  48253. projectionTextureLightNear: number;
  48254. protected _projectionTextureLightFar: number;
  48255. /**
  48256. * Gets the far clip of the Spotlight for texture projection.
  48257. */
  48258. /**
  48259. * Sets the far clip of the Spotlight for texture projection.
  48260. */
  48261. projectionTextureLightFar: number;
  48262. protected _projectionTextureUpDirection: Vector3;
  48263. /**
  48264. * Gets the Up vector of the Spotlight for texture projection.
  48265. */
  48266. /**
  48267. * Sets the Up vector of the Spotlight for texture projection.
  48268. */
  48269. projectionTextureUpDirection: Vector3;
  48270. private _projectionTexture;
  48271. /**
  48272. * Gets the projection texture of the light.
  48273. */
  48274. /**
  48275. * Sets the projection texture of the light.
  48276. */
  48277. projectionTexture: Nullable<BaseTexture>;
  48278. private _projectionTextureViewLightDirty;
  48279. private _projectionTextureProjectionLightDirty;
  48280. private _projectionTextureDirty;
  48281. private _projectionTextureViewTargetVector;
  48282. private _projectionTextureViewLightMatrix;
  48283. private _projectionTextureProjectionLightMatrix;
  48284. private _projectionTextureScalingMatrix;
  48285. /**
  48286. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  48287. * It can cast shadows.
  48288. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48289. * @param name The light friendly name
  48290. * @param position The position of the spot light in the scene
  48291. * @param direction The direction of the light in the scene
  48292. * @param angle The cone angle of the light in Radians
  48293. * @param exponent The light decay speed with the distance from the emission spot
  48294. * @param scene The scene the lights belongs to
  48295. */
  48296. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  48297. /**
  48298. * Returns the string "SpotLight".
  48299. * @returns the class name
  48300. */
  48301. getClassName(): string;
  48302. /**
  48303. * Returns the integer 2.
  48304. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48305. */
  48306. getTypeID(): number;
  48307. /**
  48308. * Overrides the direction setter to recompute the projection texture view light Matrix.
  48309. */
  48310. protected _setDirection(value: Vector3): void;
  48311. /**
  48312. * Overrides the position setter to recompute the projection texture view light Matrix.
  48313. */
  48314. protected _setPosition(value: Vector3): void;
  48315. /**
  48316. * 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.
  48317. * Returns the SpotLight.
  48318. */
  48319. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48320. protected _computeProjectionTextureViewLightMatrix(): void;
  48321. protected _computeProjectionTextureProjectionLightMatrix(): void;
  48322. /**
  48323. * Main function for light texture projection matrix computing.
  48324. */
  48325. protected _computeProjectionTextureMatrix(): void;
  48326. protected _buildUniformLayout(): void;
  48327. private _computeAngleValues;
  48328. /**
  48329. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  48330. * @param effect The effect to update
  48331. * @param lightIndex The index of the light in the effect to update
  48332. * @returns The spot light
  48333. */
  48334. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  48335. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  48336. /**
  48337. * Disposes the light and the associated resources.
  48338. */
  48339. dispose(): void;
  48340. /**
  48341. * Prepares the list of defines specific to the light type.
  48342. * @param defines the list of defines
  48343. * @param lightIndex defines the index of the light for the effect
  48344. */
  48345. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48346. }
  48347. }
  48348. declare module "babylonjs/Gizmos/lightGizmo" {
  48349. import { Nullable } from "babylonjs/types";
  48350. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  48351. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  48352. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  48353. import { Light } from "babylonjs/Lights/light";
  48354. /**
  48355. * Gizmo that enables viewing a light
  48356. */
  48357. export class LightGizmo extends Gizmo {
  48358. private _lightMesh;
  48359. private _material;
  48360. private _cachedPosition;
  48361. private _cachedForward;
  48362. private _attachedMeshParent;
  48363. /**
  48364. * Creates a LightGizmo
  48365. * @param gizmoLayer The utility layer the gizmo will be added to
  48366. */
  48367. constructor(gizmoLayer?: UtilityLayerRenderer);
  48368. private _light;
  48369. /**
  48370. * The light that the gizmo is attached to
  48371. */
  48372. light: Nullable<Light>;
  48373. /**
  48374. * Gets the material used to render the light gizmo
  48375. */
  48376. readonly material: StandardMaterial;
  48377. /**
  48378. * @hidden
  48379. * Updates the gizmo to match the attached mesh's position/rotation
  48380. */
  48381. protected _update(): void;
  48382. private static _Scale;
  48383. /**
  48384. * Creates the lines for a light mesh
  48385. */
  48386. private static _CreateLightLines;
  48387. /**
  48388. * Disposes of the light gizmo
  48389. */
  48390. dispose(): void;
  48391. private static _CreateHemisphericLightMesh;
  48392. private static _CreatePointLightMesh;
  48393. private static _CreateSpotLightMesh;
  48394. private static _CreateDirectionalLightMesh;
  48395. }
  48396. }
  48397. declare module "babylonjs/Gizmos/index" {
  48398. export * from "babylonjs/Gizmos/axisDragGizmo";
  48399. export * from "babylonjs/Gizmos/axisScaleGizmo";
  48400. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  48401. export * from "babylonjs/Gizmos/gizmo";
  48402. export * from "babylonjs/Gizmos/gizmoManager";
  48403. export * from "babylonjs/Gizmos/planeRotationGizmo";
  48404. export * from "babylonjs/Gizmos/positionGizmo";
  48405. export * from "babylonjs/Gizmos/rotationGizmo";
  48406. export * from "babylonjs/Gizmos/scaleGizmo";
  48407. export * from "babylonjs/Gizmos/lightGizmo";
  48408. export * from "babylonjs/Gizmos/planeDragGizmo";
  48409. }
  48410. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  48411. /** @hidden */
  48412. export var backgroundFragmentDeclaration: {
  48413. name: string;
  48414. shader: string;
  48415. };
  48416. }
  48417. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  48418. /** @hidden */
  48419. export var backgroundUboDeclaration: {
  48420. name: string;
  48421. shader: string;
  48422. };
  48423. }
  48424. declare module "babylonjs/Shaders/background.fragment" {
  48425. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  48426. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48427. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48428. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48429. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48430. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48431. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48432. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  48433. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48434. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48435. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48436. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48437. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48438. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48439. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48440. /** @hidden */
  48441. export var backgroundPixelShader: {
  48442. name: string;
  48443. shader: string;
  48444. };
  48445. }
  48446. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  48447. /** @hidden */
  48448. export var backgroundVertexDeclaration: {
  48449. name: string;
  48450. shader: string;
  48451. };
  48452. }
  48453. declare module "babylonjs/Shaders/background.vertex" {
  48454. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  48455. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48456. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48457. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48458. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48459. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48460. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48461. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48462. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48463. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48464. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48465. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48466. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48467. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48468. /** @hidden */
  48469. export var backgroundVertexShader: {
  48470. name: string;
  48471. shader: string;
  48472. };
  48473. }
  48474. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  48475. import { Nullable, int, float } from "babylonjs/types";
  48476. import { Scene } from "babylonjs/scene";
  48477. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48478. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48479. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48480. import { Mesh } from "babylonjs/Meshes/mesh";
  48481. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48482. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48483. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48484. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48485. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  48486. import { Color3 } from "babylonjs/Maths/math.color";
  48487. import "babylonjs/Shaders/background.fragment";
  48488. import "babylonjs/Shaders/background.vertex";
  48489. /**
  48490. * Background material used to create an efficient environement around your scene.
  48491. */
  48492. export class BackgroundMaterial extends PushMaterial {
  48493. /**
  48494. * Standard reflectance value at parallel view angle.
  48495. */
  48496. static StandardReflectance0: number;
  48497. /**
  48498. * Standard reflectance value at grazing angle.
  48499. */
  48500. static StandardReflectance90: number;
  48501. protected _primaryColor: Color3;
  48502. /**
  48503. * Key light Color (multiply against the environement texture)
  48504. */
  48505. primaryColor: Color3;
  48506. protected __perceptualColor: Nullable<Color3>;
  48507. /**
  48508. * Experimental Internal Use Only.
  48509. *
  48510. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  48511. * This acts as a helper to set the primary color to a more "human friendly" value.
  48512. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  48513. * output color as close as possible from the chosen value.
  48514. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  48515. * part of lighting setup.)
  48516. */
  48517. _perceptualColor: Nullable<Color3>;
  48518. protected _primaryColorShadowLevel: float;
  48519. /**
  48520. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  48521. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  48522. */
  48523. primaryColorShadowLevel: float;
  48524. protected _primaryColorHighlightLevel: float;
  48525. /**
  48526. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  48527. * The primary color is used at the level chosen to define what the white area would look.
  48528. */
  48529. primaryColorHighlightLevel: float;
  48530. protected _reflectionTexture: Nullable<BaseTexture>;
  48531. /**
  48532. * Reflection Texture used in the material.
  48533. * Should be author in a specific way for the best result (refer to the documentation).
  48534. */
  48535. reflectionTexture: Nullable<BaseTexture>;
  48536. protected _reflectionBlur: float;
  48537. /**
  48538. * Reflection Texture level of blur.
  48539. *
  48540. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  48541. * texture twice.
  48542. */
  48543. reflectionBlur: float;
  48544. protected _diffuseTexture: Nullable<BaseTexture>;
  48545. /**
  48546. * Diffuse Texture used in the material.
  48547. * Should be author in a specific way for the best result (refer to the documentation).
  48548. */
  48549. diffuseTexture: Nullable<BaseTexture>;
  48550. protected _shadowLights: Nullable<IShadowLight[]>;
  48551. /**
  48552. * Specify the list of lights casting shadow on the material.
  48553. * All scene shadow lights will be included if null.
  48554. */
  48555. shadowLights: Nullable<IShadowLight[]>;
  48556. protected _shadowLevel: float;
  48557. /**
  48558. * Helps adjusting the shadow to a softer level if required.
  48559. * 0 means black shadows and 1 means no shadows.
  48560. */
  48561. shadowLevel: float;
  48562. protected _sceneCenter: Vector3;
  48563. /**
  48564. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  48565. * It is usually zero but might be interesting to modify according to your setup.
  48566. */
  48567. sceneCenter: Vector3;
  48568. protected _opacityFresnel: boolean;
  48569. /**
  48570. * This helps specifying that the material is falling off to the sky box at grazing angle.
  48571. * This helps ensuring a nice transition when the camera goes under the ground.
  48572. */
  48573. opacityFresnel: boolean;
  48574. protected _reflectionFresnel: boolean;
  48575. /**
  48576. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  48577. * This helps adding a mirror texture on the ground.
  48578. */
  48579. reflectionFresnel: boolean;
  48580. protected _reflectionFalloffDistance: number;
  48581. /**
  48582. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  48583. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  48584. */
  48585. reflectionFalloffDistance: number;
  48586. protected _reflectionAmount: number;
  48587. /**
  48588. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  48589. */
  48590. reflectionAmount: number;
  48591. protected _reflectionReflectance0: number;
  48592. /**
  48593. * This specifies the weight of the reflection at grazing angle.
  48594. */
  48595. reflectionReflectance0: number;
  48596. protected _reflectionReflectance90: number;
  48597. /**
  48598. * This specifies the weight of the reflection at a perpendicular point of view.
  48599. */
  48600. reflectionReflectance90: number;
  48601. /**
  48602. * Sets the reflection reflectance fresnel values according to the default standard
  48603. * empirically know to work well :-)
  48604. */
  48605. reflectionStandardFresnelWeight: number;
  48606. protected _useRGBColor: boolean;
  48607. /**
  48608. * Helps to directly use the maps channels instead of their level.
  48609. */
  48610. useRGBColor: boolean;
  48611. protected _enableNoise: boolean;
  48612. /**
  48613. * This helps reducing the banding effect that could occur on the background.
  48614. */
  48615. enableNoise: boolean;
  48616. /**
  48617. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48618. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  48619. * Recommended to be keep at 1.0 except for special cases.
  48620. */
  48621. fovMultiplier: number;
  48622. private _fovMultiplier;
  48623. /**
  48624. * Enable the FOV adjustment feature controlled by fovMultiplier.
  48625. */
  48626. useEquirectangularFOV: boolean;
  48627. private _maxSimultaneousLights;
  48628. /**
  48629. * Number of Simultaneous lights allowed on the material.
  48630. */
  48631. maxSimultaneousLights: int;
  48632. /**
  48633. * Default configuration related to image processing available in the Background Material.
  48634. */
  48635. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48636. /**
  48637. * Keep track of the image processing observer to allow dispose and replace.
  48638. */
  48639. private _imageProcessingObserver;
  48640. /**
  48641. * Attaches a new image processing configuration to the PBR Material.
  48642. * @param configuration (if null the scene configuration will be use)
  48643. */
  48644. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48645. /**
  48646. * Gets the image processing configuration used either in this material.
  48647. */
  48648. /**
  48649. * Sets the Default image processing configuration used either in the this material.
  48650. *
  48651. * If sets to null, the scene one is in use.
  48652. */
  48653. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  48654. /**
  48655. * Gets wether the color curves effect is enabled.
  48656. */
  48657. /**
  48658. * Sets wether the color curves effect is enabled.
  48659. */
  48660. cameraColorCurvesEnabled: boolean;
  48661. /**
  48662. * Gets wether the color grading effect is enabled.
  48663. */
  48664. /**
  48665. * Gets wether the color grading effect is enabled.
  48666. */
  48667. cameraColorGradingEnabled: boolean;
  48668. /**
  48669. * Gets wether tonemapping is enabled or not.
  48670. */
  48671. /**
  48672. * Sets wether tonemapping is enabled or not
  48673. */
  48674. cameraToneMappingEnabled: boolean;
  48675. /**
  48676. * The camera exposure used on this material.
  48677. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48678. * This corresponds to a photographic exposure.
  48679. */
  48680. /**
  48681. * The camera exposure used on this material.
  48682. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48683. * This corresponds to a photographic exposure.
  48684. */
  48685. cameraExposure: float;
  48686. /**
  48687. * Gets The camera contrast used on this material.
  48688. */
  48689. /**
  48690. * Sets The camera contrast used on this material.
  48691. */
  48692. cameraContrast: float;
  48693. /**
  48694. * Gets the Color Grading 2D Lookup Texture.
  48695. */
  48696. /**
  48697. * Sets the Color Grading 2D Lookup Texture.
  48698. */
  48699. cameraColorGradingTexture: Nullable<BaseTexture>;
  48700. /**
  48701. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48702. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48703. * 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;
  48704. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48705. */
  48706. /**
  48707. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48708. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48709. * 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;
  48710. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48711. */
  48712. cameraColorCurves: Nullable<ColorCurves>;
  48713. /**
  48714. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  48715. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  48716. */
  48717. switchToBGR: boolean;
  48718. private _renderTargets;
  48719. private _reflectionControls;
  48720. private _white;
  48721. private _primaryShadowColor;
  48722. private _primaryHighlightColor;
  48723. /**
  48724. * Instantiates a Background Material in the given scene
  48725. * @param name The friendly name of the material
  48726. * @param scene The scene to add the material to
  48727. */
  48728. constructor(name: string, scene: Scene);
  48729. /**
  48730. * Gets a boolean indicating that current material needs to register RTT
  48731. */
  48732. readonly hasRenderTargetTextures: boolean;
  48733. /**
  48734. * The entire material has been created in order to prevent overdraw.
  48735. * @returns false
  48736. */
  48737. needAlphaTesting(): boolean;
  48738. /**
  48739. * The entire material has been created in order to prevent overdraw.
  48740. * @returns true if blending is enable
  48741. */
  48742. needAlphaBlending(): boolean;
  48743. /**
  48744. * Checks wether the material is ready to be rendered for a given mesh.
  48745. * @param mesh The mesh to render
  48746. * @param subMesh The submesh to check against
  48747. * @param useInstances Specify wether or not the material is used with instances
  48748. * @returns true if all the dependencies are ready (Textures, Effects...)
  48749. */
  48750. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48751. /**
  48752. * Compute the primary color according to the chosen perceptual color.
  48753. */
  48754. private _computePrimaryColorFromPerceptualColor;
  48755. /**
  48756. * Compute the highlights and shadow colors according to their chosen levels.
  48757. */
  48758. private _computePrimaryColors;
  48759. /**
  48760. * Build the uniform buffer used in the material.
  48761. */
  48762. buildUniformLayout(): void;
  48763. /**
  48764. * Unbind the material.
  48765. */
  48766. unbind(): void;
  48767. /**
  48768. * Bind only the world matrix to the material.
  48769. * @param world The world matrix to bind.
  48770. */
  48771. bindOnlyWorldMatrix(world: Matrix): void;
  48772. /**
  48773. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  48774. * @param world The world matrix to bind.
  48775. * @param subMesh The submesh to bind for.
  48776. */
  48777. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48778. /**
  48779. * Checks to see if a texture is used in the material.
  48780. * @param texture - Base texture to use.
  48781. * @returns - Boolean specifying if a texture is used in the material.
  48782. */
  48783. hasTexture(texture: BaseTexture): boolean;
  48784. /**
  48785. * Dispose the material.
  48786. * @param forceDisposeEffect Force disposal of the associated effect.
  48787. * @param forceDisposeTextures Force disposal of the associated textures.
  48788. */
  48789. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48790. /**
  48791. * Clones the material.
  48792. * @param name The cloned name.
  48793. * @returns The cloned material.
  48794. */
  48795. clone(name: string): BackgroundMaterial;
  48796. /**
  48797. * Serializes the current material to its JSON representation.
  48798. * @returns The JSON representation.
  48799. */
  48800. serialize(): any;
  48801. /**
  48802. * Gets the class name of the material
  48803. * @returns "BackgroundMaterial"
  48804. */
  48805. getClassName(): string;
  48806. /**
  48807. * Parse a JSON input to create back a background material.
  48808. * @param source The JSON data to parse
  48809. * @param scene The scene to create the parsed material in
  48810. * @param rootUrl The root url of the assets the material depends upon
  48811. * @returns the instantiated BackgroundMaterial.
  48812. */
  48813. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  48814. }
  48815. }
  48816. declare module "babylonjs/Helpers/environmentHelper" {
  48817. import { Observable } from "babylonjs/Misc/observable";
  48818. import { Nullable } from "babylonjs/types";
  48819. import { Scene } from "babylonjs/scene";
  48820. import { Vector3 } from "babylonjs/Maths/math.vector";
  48821. import { Color3 } from "babylonjs/Maths/math.color";
  48822. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48823. import { Mesh } from "babylonjs/Meshes/mesh";
  48824. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48825. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  48826. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48827. import "babylonjs/Meshes/Builders/planeBuilder";
  48828. import "babylonjs/Meshes/Builders/boxBuilder";
  48829. /**
  48830. * Represents the different options available during the creation of
  48831. * a Environment helper.
  48832. *
  48833. * This can control the default ground, skybox and image processing setup of your scene.
  48834. */
  48835. export interface IEnvironmentHelperOptions {
  48836. /**
  48837. * Specifies wether or not to create a ground.
  48838. * True by default.
  48839. */
  48840. createGround: boolean;
  48841. /**
  48842. * Specifies the ground size.
  48843. * 15 by default.
  48844. */
  48845. groundSize: number;
  48846. /**
  48847. * The texture used on the ground for the main color.
  48848. * Comes from the BabylonJS CDN by default.
  48849. *
  48850. * Remarks: Can be either a texture or a url.
  48851. */
  48852. groundTexture: string | BaseTexture;
  48853. /**
  48854. * The color mixed in the ground texture by default.
  48855. * BabylonJS clearColor by default.
  48856. */
  48857. groundColor: Color3;
  48858. /**
  48859. * Specifies the ground opacity.
  48860. * 1 by default.
  48861. */
  48862. groundOpacity: number;
  48863. /**
  48864. * Enables the ground to receive shadows.
  48865. * True by default.
  48866. */
  48867. enableGroundShadow: boolean;
  48868. /**
  48869. * Helps preventing the shadow to be fully black on the ground.
  48870. * 0.5 by default.
  48871. */
  48872. groundShadowLevel: number;
  48873. /**
  48874. * Creates a mirror texture attach to the ground.
  48875. * false by default.
  48876. */
  48877. enableGroundMirror: boolean;
  48878. /**
  48879. * Specifies the ground mirror size ratio.
  48880. * 0.3 by default as the default kernel is 64.
  48881. */
  48882. groundMirrorSizeRatio: number;
  48883. /**
  48884. * Specifies the ground mirror blur kernel size.
  48885. * 64 by default.
  48886. */
  48887. groundMirrorBlurKernel: number;
  48888. /**
  48889. * Specifies the ground mirror visibility amount.
  48890. * 1 by default
  48891. */
  48892. groundMirrorAmount: number;
  48893. /**
  48894. * Specifies the ground mirror reflectance weight.
  48895. * This uses the standard weight of the background material to setup the fresnel effect
  48896. * of the mirror.
  48897. * 1 by default.
  48898. */
  48899. groundMirrorFresnelWeight: number;
  48900. /**
  48901. * Specifies the ground mirror Falloff distance.
  48902. * This can helps reducing the size of the reflection.
  48903. * 0 by Default.
  48904. */
  48905. groundMirrorFallOffDistance: number;
  48906. /**
  48907. * Specifies the ground mirror texture type.
  48908. * Unsigned Int by Default.
  48909. */
  48910. groundMirrorTextureType: number;
  48911. /**
  48912. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  48913. * the shown objects.
  48914. */
  48915. groundYBias: number;
  48916. /**
  48917. * Specifies wether or not to create a skybox.
  48918. * True by default.
  48919. */
  48920. createSkybox: boolean;
  48921. /**
  48922. * Specifies the skybox size.
  48923. * 20 by default.
  48924. */
  48925. skyboxSize: number;
  48926. /**
  48927. * The texture used on the skybox for the main color.
  48928. * Comes from the BabylonJS CDN by default.
  48929. *
  48930. * Remarks: Can be either a texture or a url.
  48931. */
  48932. skyboxTexture: string | BaseTexture;
  48933. /**
  48934. * The color mixed in the skybox texture by default.
  48935. * BabylonJS clearColor by default.
  48936. */
  48937. skyboxColor: Color3;
  48938. /**
  48939. * The background rotation around the Y axis of the scene.
  48940. * This helps aligning the key lights of your scene with the background.
  48941. * 0 by default.
  48942. */
  48943. backgroundYRotation: number;
  48944. /**
  48945. * Compute automatically the size of the elements to best fit with the scene.
  48946. */
  48947. sizeAuto: boolean;
  48948. /**
  48949. * Default position of the rootMesh if autoSize is not true.
  48950. */
  48951. rootPosition: Vector3;
  48952. /**
  48953. * Sets up the image processing in the scene.
  48954. * true by default.
  48955. */
  48956. setupImageProcessing: boolean;
  48957. /**
  48958. * The texture used as your environment texture in the scene.
  48959. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  48960. *
  48961. * Remarks: Can be either a texture or a url.
  48962. */
  48963. environmentTexture: string | BaseTexture;
  48964. /**
  48965. * The value of the exposure to apply to the scene.
  48966. * 0.6 by default if setupImageProcessing is true.
  48967. */
  48968. cameraExposure: number;
  48969. /**
  48970. * The value of the contrast to apply to the scene.
  48971. * 1.6 by default if setupImageProcessing is true.
  48972. */
  48973. cameraContrast: number;
  48974. /**
  48975. * Specifies wether or not tonemapping should be enabled in the scene.
  48976. * true by default if setupImageProcessing is true.
  48977. */
  48978. toneMappingEnabled: boolean;
  48979. }
  48980. /**
  48981. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  48982. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  48983. * It also helps with the default setup of your imageProcessing configuration.
  48984. */
  48985. export class EnvironmentHelper {
  48986. /**
  48987. * Default ground texture URL.
  48988. */
  48989. private static _groundTextureCDNUrl;
  48990. /**
  48991. * Default skybox texture URL.
  48992. */
  48993. private static _skyboxTextureCDNUrl;
  48994. /**
  48995. * Default environment texture URL.
  48996. */
  48997. private static _environmentTextureCDNUrl;
  48998. /**
  48999. * Creates the default options for the helper.
  49000. */
  49001. private static _getDefaultOptions;
  49002. private _rootMesh;
  49003. /**
  49004. * Gets the root mesh created by the helper.
  49005. */
  49006. readonly rootMesh: Mesh;
  49007. private _skybox;
  49008. /**
  49009. * Gets the skybox created by the helper.
  49010. */
  49011. readonly skybox: Nullable<Mesh>;
  49012. private _skyboxTexture;
  49013. /**
  49014. * Gets the skybox texture created by the helper.
  49015. */
  49016. readonly skyboxTexture: Nullable<BaseTexture>;
  49017. private _skyboxMaterial;
  49018. /**
  49019. * Gets the skybox material created by the helper.
  49020. */
  49021. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  49022. private _ground;
  49023. /**
  49024. * Gets the ground mesh created by the helper.
  49025. */
  49026. readonly ground: Nullable<Mesh>;
  49027. private _groundTexture;
  49028. /**
  49029. * Gets the ground texture created by the helper.
  49030. */
  49031. readonly groundTexture: Nullable<BaseTexture>;
  49032. private _groundMirror;
  49033. /**
  49034. * Gets the ground mirror created by the helper.
  49035. */
  49036. readonly groundMirror: Nullable<MirrorTexture>;
  49037. /**
  49038. * Gets the ground mirror render list to helps pushing the meshes
  49039. * you wish in the ground reflection.
  49040. */
  49041. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  49042. private _groundMaterial;
  49043. /**
  49044. * Gets the ground material created by the helper.
  49045. */
  49046. readonly groundMaterial: Nullable<BackgroundMaterial>;
  49047. /**
  49048. * Stores the creation options.
  49049. */
  49050. private readonly _scene;
  49051. private _options;
  49052. /**
  49053. * This observable will be notified with any error during the creation of the environment,
  49054. * mainly texture creation errors.
  49055. */
  49056. onErrorObservable: Observable<{
  49057. message?: string;
  49058. exception?: any;
  49059. }>;
  49060. /**
  49061. * constructor
  49062. * @param options Defines the options we want to customize the helper
  49063. * @param scene The scene to add the material to
  49064. */
  49065. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  49066. /**
  49067. * Updates the background according to the new options
  49068. * @param options
  49069. */
  49070. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  49071. /**
  49072. * Sets the primary color of all the available elements.
  49073. * @param color the main color to affect to the ground and the background
  49074. */
  49075. setMainColor(color: Color3): void;
  49076. /**
  49077. * Setup the image processing according to the specified options.
  49078. */
  49079. private _setupImageProcessing;
  49080. /**
  49081. * Setup the environment texture according to the specified options.
  49082. */
  49083. private _setupEnvironmentTexture;
  49084. /**
  49085. * Setup the background according to the specified options.
  49086. */
  49087. private _setupBackground;
  49088. /**
  49089. * Get the scene sizes according to the setup.
  49090. */
  49091. private _getSceneSize;
  49092. /**
  49093. * Setup the ground according to the specified options.
  49094. */
  49095. private _setupGround;
  49096. /**
  49097. * Setup the ground material according to the specified options.
  49098. */
  49099. private _setupGroundMaterial;
  49100. /**
  49101. * Setup the ground diffuse texture according to the specified options.
  49102. */
  49103. private _setupGroundDiffuseTexture;
  49104. /**
  49105. * Setup the ground mirror texture according to the specified options.
  49106. */
  49107. private _setupGroundMirrorTexture;
  49108. /**
  49109. * Setup the ground to receive the mirror texture.
  49110. */
  49111. private _setupMirrorInGroundMaterial;
  49112. /**
  49113. * Setup the skybox according to the specified options.
  49114. */
  49115. private _setupSkybox;
  49116. /**
  49117. * Setup the skybox material according to the specified options.
  49118. */
  49119. private _setupSkyboxMaterial;
  49120. /**
  49121. * Setup the skybox reflection texture according to the specified options.
  49122. */
  49123. private _setupSkyboxReflectionTexture;
  49124. private _errorHandler;
  49125. /**
  49126. * Dispose all the elements created by the Helper.
  49127. */
  49128. dispose(): void;
  49129. }
  49130. }
  49131. declare module "babylonjs/Helpers/photoDome" {
  49132. import { Observable } from "babylonjs/Misc/observable";
  49133. import { Nullable } from "babylonjs/types";
  49134. import { Scene } from "babylonjs/scene";
  49135. import { TransformNode } from "babylonjs/Meshes/transformNode";
  49136. import { Mesh } from "babylonjs/Meshes/mesh";
  49137. import { Texture } from "babylonjs/Materials/Textures/texture";
  49138. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  49139. import "babylonjs/Meshes/Builders/sphereBuilder";
  49140. /**
  49141. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  49142. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  49143. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  49144. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  49145. */
  49146. export class PhotoDome extends TransformNode {
  49147. /**
  49148. * Define the image as a Monoscopic panoramic 360 image.
  49149. */
  49150. static readonly MODE_MONOSCOPIC: number;
  49151. /**
  49152. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  49153. */
  49154. static readonly MODE_TOPBOTTOM: number;
  49155. /**
  49156. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  49157. */
  49158. static readonly MODE_SIDEBYSIDE: number;
  49159. private _useDirectMapping;
  49160. /**
  49161. * The texture being displayed on the sphere
  49162. */
  49163. protected _photoTexture: Texture;
  49164. /**
  49165. * Gets or sets the texture being displayed on the sphere
  49166. */
  49167. photoTexture: Texture;
  49168. /**
  49169. * Observable raised when an error occured while loading the 360 image
  49170. */
  49171. onLoadErrorObservable: Observable<string>;
  49172. /**
  49173. * The skybox material
  49174. */
  49175. protected _material: BackgroundMaterial;
  49176. /**
  49177. * The surface used for the skybox
  49178. */
  49179. protected _mesh: Mesh;
  49180. /**
  49181. * Gets the mesh used for the skybox.
  49182. */
  49183. readonly mesh: Mesh;
  49184. /**
  49185. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  49186. * Also see the options.resolution property.
  49187. */
  49188. fovMultiplier: number;
  49189. private _imageMode;
  49190. /**
  49191. * Gets or set the current video mode for the video. It can be:
  49192. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  49193. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  49194. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  49195. */
  49196. imageMode: number;
  49197. /**
  49198. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  49199. * @param name Element's name, child elements will append suffixes for their own names.
  49200. * @param urlsOfPhoto defines the url of the photo to display
  49201. * @param options defines an object containing optional or exposed sub element properties
  49202. * @param onError defines a callback called when an error occured while loading the texture
  49203. */
  49204. constructor(name: string, urlOfPhoto: string, options: {
  49205. resolution?: number;
  49206. size?: number;
  49207. useDirectMapping?: boolean;
  49208. faceForward?: boolean;
  49209. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  49210. private _onBeforeCameraRenderObserver;
  49211. private _changeImageMode;
  49212. /**
  49213. * Releases resources associated with this node.
  49214. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49215. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49216. */
  49217. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49218. }
  49219. }
  49220. declare module "babylonjs/Misc/rgbdTextureTools" {
  49221. import "babylonjs/Shaders/rgbdDecode.fragment";
  49222. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49223. import { Texture } from "babylonjs/Materials/Textures/texture";
  49224. /**
  49225. * Class used to host RGBD texture specific utilities
  49226. */
  49227. export class RGBDTextureTools {
  49228. /**
  49229. * Expand the RGBD Texture from RGBD to Half Float if possible.
  49230. * @param texture the texture to expand.
  49231. */
  49232. static ExpandRGBDTexture(texture: Texture): void;
  49233. }
  49234. }
  49235. declare module "babylonjs/Misc/brdfTextureTools" {
  49236. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49237. import { Scene } from "babylonjs/scene";
  49238. /**
  49239. * Class used to host texture specific utilities
  49240. */
  49241. export class BRDFTextureTools {
  49242. /**
  49243. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  49244. * @param scene defines the hosting scene
  49245. * @returns the environment BRDF texture
  49246. */
  49247. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  49248. private static _environmentBRDFBase64Texture;
  49249. }
  49250. }
  49251. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  49252. import { Nullable } from "babylonjs/types";
  49253. import { Color3 } from "babylonjs/Maths/math.color";
  49254. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49255. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49256. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49257. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49258. import { Engine } from "babylonjs/Engines/engine";
  49259. import { Scene } from "babylonjs/scene";
  49260. /**
  49261. * @hidden
  49262. */
  49263. export interface IMaterialClearCoatDefines {
  49264. CLEARCOAT: boolean;
  49265. CLEARCOAT_DEFAULTIOR: boolean;
  49266. CLEARCOAT_TEXTURE: boolean;
  49267. CLEARCOAT_TEXTUREDIRECTUV: number;
  49268. CLEARCOAT_BUMP: boolean;
  49269. CLEARCOAT_BUMPDIRECTUV: number;
  49270. CLEARCOAT_TINT: boolean;
  49271. CLEARCOAT_TINT_TEXTURE: boolean;
  49272. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49273. /** @hidden */
  49274. _areTexturesDirty: boolean;
  49275. }
  49276. /**
  49277. * Define the code related to the clear coat parameters of the pbr material.
  49278. */
  49279. export class PBRClearCoatConfiguration {
  49280. /**
  49281. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49282. * The default fits with a polyurethane material.
  49283. */
  49284. private static readonly _DefaultIndexOfRefraction;
  49285. private _isEnabled;
  49286. /**
  49287. * Defines if the clear coat is enabled in the material.
  49288. */
  49289. isEnabled: boolean;
  49290. /**
  49291. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  49292. */
  49293. intensity: number;
  49294. /**
  49295. * Defines the clear coat layer roughness.
  49296. */
  49297. roughness: number;
  49298. private _indexOfRefraction;
  49299. /**
  49300. * Defines the index of refraction of the clear coat.
  49301. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49302. * The default fits with a polyurethane material.
  49303. * Changing the default value is more performance intensive.
  49304. */
  49305. indexOfRefraction: number;
  49306. private _texture;
  49307. /**
  49308. * Stores the clear coat values in a texture.
  49309. */
  49310. texture: Nullable<BaseTexture>;
  49311. private _bumpTexture;
  49312. /**
  49313. * Define the clear coat specific bump texture.
  49314. */
  49315. bumpTexture: Nullable<BaseTexture>;
  49316. private _isTintEnabled;
  49317. /**
  49318. * Defines if the clear coat tint is enabled in the material.
  49319. */
  49320. isTintEnabled: boolean;
  49321. /**
  49322. * Defines the clear coat tint of the material.
  49323. * This is only use if tint is enabled
  49324. */
  49325. tintColor: Color3;
  49326. /**
  49327. * Defines the distance at which the tint color should be found in the
  49328. * clear coat media.
  49329. * This is only use if tint is enabled
  49330. */
  49331. tintColorAtDistance: number;
  49332. /**
  49333. * Defines the clear coat layer thickness.
  49334. * This is only use if tint is enabled
  49335. */
  49336. tintThickness: number;
  49337. private _tintTexture;
  49338. /**
  49339. * Stores the clear tint values in a texture.
  49340. * rgb is tint
  49341. * a is a thickness factor
  49342. */
  49343. tintTexture: Nullable<BaseTexture>;
  49344. /** @hidden */
  49345. private _internalMarkAllSubMeshesAsTexturesDirty;
  49346. /** @hidden */
  49347. _markAllSubMeshesAsTexturesDirty(): void;
  49348. /**
  49349. * Instantiate a new istance of clear coat configuration.
  49350. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49351. */
  49352. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49353. /**
  49354. * Gets wehter the submesh is ready to be used or not.
  49355. * @param defines the list of "defines" to update.
  49356. * @param scene defines the scene the material belongs to.
  49357. * @param engine defines the engine the material belongs to.
  49358. * @param disableBumpMap defines wether the material disables bump or not.
  49359. * @returns - boolean indicating that the submesh is ready or not.
  49360. */
  49361. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  49362. /**
  49363. * Checks to see if a texture is used in the material.
  49364. * @param defines the list of "defines" to update.
  49365. * @param scene defines the scene to the material belongs to.
  49366. */
  49367. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  49368. /**
  49369. * Binds the material data.
  49370. * @param uniformBuffer defines the Uniform buffer to fill in.
  49371. * @param scene defines the scene the material belongs to.
  49372. * @param engine defines the engine the material belongs to.
  49373. * @param disableBumpMap defines wether the material disables bump or not.
  49374. * @param isFrozen defines wether the material is frozen or not.
  49375. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49376. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49377. */
  49378. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  49379. /**
  49380. * Checks to see if a texture is used in the material.
  49381. * @param texture - Base texture to use.
  49382. * @returns - Boolean specifying if a texture is used in the material.
  49383. */
  49384. hasTexture(texture: BaseTexture): boolean;
  49385. /**
  49386. * Returns an array of the actively used textures.
  49387. * @param activeTextures Array of BaseTextures
  49388. */
  49389. getActiveTextures(activeTextures: BaseTexture[]): void;
  49390. /**
  49391. * Returns the animatable textures.
  49392. * @param animatables Array of animatable textures.
  49393. */
  49394. getAnimatables(animatables: IAnimatable[]): void;
  49395. /**
  49396. * Disposes the resources of the material.
  49397. * @param forceDisposeTextures - Forces the disposal of all textures.
  49398. */
  49399. dispose(forceDisposeTextures?: boolean): void;
  49400. /**
  49401. * Get the current class name of the texture useful for serialization or dynamic coding.
  49402. * @returns "PBRClearCoatConfiguration"
  49403. */
  49404. getClassName(): string;
  49405. /**
  49406. * Add fallbacks to the effect fallbacks list.
  49407. * @param defines defines the Base texture to use.
  49408. * @param fallbacks defines the current fallback list.
  49409. * @param currentRank defines the current fallback rank.
  49410. * @returns the new fallback rank.
  49411. */
  49412. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49413. /**
  49414. * Add the required uniforms to the current list.
  49415. * @param uniforms defines the current uniform list.
  49416. */
  49417. static AddUniforms(uniforms: string[]): void;
  49418. /**
  49419. * Add the required samplers to the current list.
  49420. * @param samplers defines the current sampler list.
  49421. */
  49422. static AddSamplers(samplers: string[]): void;
  49423. /**
  49424. * Add the required uniforms to the current buffer.
  49425. * @param uniformBuffer defines the current uniform buffer.
  49426. */
  49427. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49428. /**
  49429. * Makes a duplicate of the current configuration into another one.
  49430. * @param clearCoatConfiguration define the config where to copy the info
  49431. */
  49432. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  49433. /**
  49434. * Serializes this clear coat configuration.
  49435. * @returns - An object with the serialized config.
  49436. */
  49437. serialize(): any;
  49438. /**
  49439. * Parses a anisotropy Configuration from a serialized object.
  49440. * @param source - Serialized object.
  49441. * @param scene Defines the scene we are parsing for
  49442. * @param rootUrl Defines the rootUrl to load from
  49443. */
  49444. parse(source: any, scene: Scene, rootUrl: string): void;
  49445. }
  49446. }
  49447. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  49448. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49449. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49450. import { Vector2 } from "babylonjs/Maths/math.vector";
  49451. import { Scene } from "babylonjs/scene";
  49452. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49453. import { Nullable } from "babylonjs/types";
  49454. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49455. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49456. /**
  49457. * @hidden
  49458. */
  49459. export interface IMaterialAnisotropicDefines {
  49460. ANISOTROPIC: boolean;
  49461. ANISOTROPIC_TEXTURE: boolean;
  49462. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49463. MAINUV1: boolean;
  49464. _areTexturesDirty: boolean;
  49465. _needUVs: boolean;
  49466. }
  49467. /**
  49468. * Define the code related to the anisotropic parameters of the pbr material.
  49469. */
  49470. export class PBRAnisotropicConfiguration {
  49471. private _isEnabled;
  49472. /**
  49473. * Defines if the anisotropy is enabled in the material.
  49474. */
  49475. isEnabled: boolean;
  49476. /**
  49477. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  49478. */
  49479. intensity: number;
  49480. /**
  49481. * Defines if the effect is along the tangents, bitangents or in between.
  49482. * By default, the effect is "strectching" the highlights along the tangents.
  49483. */
  49484. direction: Vector2;
  49485. private _texture;
  49486. /**
  49487. * Stores the anisotropy values in a texture.
  49488. * rg is direction (like normal from -1 to 1)
  49489. * b is a intensity
  49490. */
  49491. texture: Nullable<BaseTexture>;
  49492. /** @hidden */
  49493. private _internalMarkAllSubMeshesAsTexturesDirty;
  49494. /** @hidden */
  49495. _markAllSubMeshesAsTexturesDirty(): void;
  49496. /**
  49497. * Instantiate a new istance of anisotropy configuration.
  49498. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49499. */
  49500. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49501. /**
  49502. * Specifies that the submesh is ready to be used.
  49503. * @param defines the list of "defines" to update.
  49504. * @param scene defines the scene the material belongs to.
  49505. * @returns - boolean indicating that the submesh is ready or not.
  49506. */
  49507. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  49508. /**
  49509. * Checks to see if a texture is used in the material.
  49510. * @param defines the list of "defines" to update.
  49511. * @param mesh the mesh we are preparing the defines for.
  49512. * @param scene defines the scene the material belongs to.
  49513. */
  49514. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  49515. /**
  49516. * Binds the material data.
  49517. * @param uniformBuffer defines the Uniform buffer to fill in.
  49518. * @param scene defines the scene the material belongs to.
  49519. * @param isFrozen defines wether the material is frozen or not.
  49520. */
  49521. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49522. /**
  49523. * Checks to see if a texture is used in the material.
  49524. * @param texture - Base texture to use.
  49525. * @returns - Boolean specifying if a texture is used in the material.
  49526. */
  49527. hasTexture(texture: BaseTexture): boolean;
  49528. /**
  49529. * Returns an array of the actively used textures.
  49530. * @param activeTextures Array of BaseTextures
  49531. */
  49532. getActiveTextures(activeTextures: BaseTexture[]): void;
  49533. /**
  49534. * Returns the animatable textures.
  49535. * @param animatables Array of animatable textures.
  49536. */
  49537. getAnimatables(animatables: IAnimatable[]): void;
  49538. /**
  49539. * Disposes the resources of the material.
  49540. * @param forceDisposeTextures - Forces the disposal of all textures.
  49541. */
  49542. dispose(forceDisposeTextures?: boolean): void;
  49543. /**
  49544. * Get the current class name of the texture useful for serialization or dynamic coding.
  49545. * @returns "PBRAnisotropicConfiguration"
  49546. */
  49547. getClassName(): string;
  49548. /**
  49549. * Add fallbacks to the effect fallbacks list.
  49550. * @param defines defines the Base texture to use.
  49551. * @param fallbacks defines the current fallback list.
  49552. * @param currentRank defines the current fallback rank.
  49553. * @returns the new fallback rank.
  49554. */
  49555. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49556. /**
  49557. * Add the required uniforms to the current list.
  49558. * @param uniforms defines the current uniform list.
  49559. */
  49560. static AddUniforms(uniforms: string[]): void;
  49561. /**
  49562. * Add the required uniforms to the current buffer.
  49563. * @param uniformBuffer defines the current uniform buffer.
  49564. */
  49565. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49566. /**
  49567. * Add the required samplers to the current list.
  49568. * @param samplers defines the current sampler list.
  49569. */
  49570. static AddSamplers(samplers: string[]): void;
  49571. /**
  49572. * Makes a duplicate of the current configuration into another one.
  49573. * @param anisotropicConfiguration define the config where to copy the info
  49574. */
  49575. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  49576. /**
  49577. * Serializes this anisotropy configuration.
  49578. * @returns - An object with the serialized config.
  49579. */
  49580. serialize(): any;
  49581. /**
  49582. * Parses a anisotropy Configuration from a serialized object.
  49583. * @param source - Serialized object.
  49584. * @param scene Defines the scene we are parsing for
  49585. * @param rootUrl Defines the rootUrl to load from
  49586. */
  49587. parse(source: any, scene: Scene, rootUrl: string): void;
  49588. }
  49589. }
  49590. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  49591. import { Scene } from "babylonjs/scene";
  49592. /**
  49593. * @hidden
  49594. */
  49595. export interface IMaterialBRDFDefines {
  49596. BRDF_V_HEIGHT_CORRELATED: boolean;
  49597. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49598. SPHERICAL_HARMONICS: boolean;
  49599. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49600. /** @hidden */
  49601. _areMiscDirty: boolean;
  49602. }
  49603. /**
  49604. * Define the code related to the BRDF parameters of the pbr material.
  49605. */
  49606. export class PBRBRDFConfiguration {
  49607. /**
  49608. * Default value used for the energy conservation.
  49609. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49610. */
  49611. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  49612. /**
  49613. * Default value used for the Smith Visibility Height Correlated mode.
  49614. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49615. */
  49616. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  49617. /**
  49618. * Default value used for the IBL diffuse part.
  49619. * This can help switching back to the polynomials mode globally which is a tiny bit
  49620. * less GPU intensive at the drawback of a lower quality.
  49621. */
  49622. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  49623. /**
  49624. * Default value used for activating energy conservation for the specular workflow.
  49625. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49626. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49627. */
  49628. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  49629. private _useEnergyConservation;
  49630. /**
  49631. * Defines if the material uses energy conservation.
  49632. */
  49633. useEnergyConservation: boolean;
  49634. private _useSmithVisibilityHeightCorrelated;
  49635. /**
  49636. * LEGACY Mode set to false
  49637. * Defines if the material uses height smith correlated visibility term.
  49638. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  49639. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  49640. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  49641. * Not relying on height correlated will also disable energy conservation.
  49642. */
  49643. useSmithVisibilityHeightCorrelated: boolean;
  49644. private _useSphericalHarmonics;
  49645. /**
  49646. * LEGACY Mode set to false
  49647. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  49648. * diffuse part of the IBL.
  49649. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  49650. * to the ground truth.
  49651. */
  49652. useSphericalHarmonics: boolean;
  49653. private _useSpecularGlossinessInputEnergyConservation;
  49654. /**
  49655. * Defines if the material uses energy conservation, when the specular workflow is active.
  49656. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49657. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49658. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  49659. */
  49660. useSpecularGlossinessInputEnergyConservation: boolean;
  49661. /** @hidden */
  49662. private _internalMarkAllSubMeshesAsMiscDirty;
  49663. /** @hidden */
  49664. _markAllSubMeshesAsMiscDirty(): void;
  49665. /**
  49666. * Instantiate a new istance of clear coat configuration.
  49667. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  49668. */
  49669. constructor(markAllSubMeshesAsMiscDirty: () => void);
  49670. /**
  49671. * Checks to see if a texture is used in the material.
  49672. * @param defines the list of "defines" to update.
  49673. */
  49674. prepareDefines(defines: IMaterialBRDFDefines): void;
  49675. /**
  49676. * Get the current class name of the texture useful for serialization or dynamic coding.
  49677. * @returns "PBRClearCoatConfiguration"
  49678. */
  49679. getClassName(): string;
  49680. /**
  49681. * Makes a duplicate of the current configuration into another one.
  49682. * @param brdfConfiguration define the config where to copy the info
  49683. */
  49684. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  49685. /**
  49686. * Serializes this BRDF configuration.
  49687. * @returns - An object with the serialized config.
  49688. */
  49689. serialize(): any;
  49690. /**
  49691. * Parses a anisotropy Configuration from a serialized object.
  49692. * @param source - Serialized object.
  49693. * @param scene Defines the scene we are parsing for
  49694. * @param rootUrl Defines the rootUrl to load from
  49695. */
  49696. parse(source: any, scene: Scene, rootUrl: string): void;
  49697. }
  49698. }
  49699. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  49700. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49701. import { Color3 } from "babylonjs/Maths/math.color";
  49702. import { Scene } from "babylonjs/scene";
  49703. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49704. import { Nullable } from "babylonjs/types";
  49705. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49706. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49707. /**
  49708. * @hidden
  49709. */
  49710. export interface IMaterialSheenDefines {
  49711. SHEEN: boolean;
  49712. SHEEN_TEXTURE: boolean;
  49713. SHEEN_TEXTUREDIRECTUV: number;
  49714. SHEEN_LINKWITHALBEDO: boolean;
  49715. /** @hidden */
  49716. _areTexturesDirty: boolean;
  49717. }
  49718. /**
  49719. * Define the code related to the Sheen parameters of the pbr material.
  49720. */
  49721. export class PBRSheenConfiguration {
  49722. private _isEnabled;
  49723. /**
  49724. * Defines if the material uses sheen.
  49725. */
  49726. isEnabled: boolean;
  49727. private _linkSheenWithAlbedo;
  49728. /**
  49729. * Defines if the sheen is linked to the sheen color.
  49730. */
  49731. linkSheenWithAlbedo: boolean;
  49732. /**
  49733. * Defines the sheen intensity.
  49734. */
  49735. intensity: number;
  49736. /**
  49737. * Defines the sheen color.
  49738. */
  49739. color: Color3;
  49740. private _texture;
  49741. /**
  49742. * Stores the sheen tint values in a texture.
  49743. * rgb is tint
  49744. * a is a intensity
  49745. */
  49746. texture: Nullable<BaseTexture>;
  49747. /** @hidden */
  49748. private _internalMarkAllSubMeshesAsTexturesDirty;
  49749. /** @hidden */
  49750. _markAllSubMeshesAsTexturesDirty(): void;
  49751. /**
  49752. * Instantiate a new istance of clear coat configuration.
  49753. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49754. */
  49755. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49756. /**
  49757. * Specifies that the submesh is ready to be used.
  49758. * @param defines the list of "defines" to update.
  49759. * @param scene defines the scene the material belongs to.
  49760. * @returns - boolean indicating that the submesh is ready or not.
  49761. */
  49762. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  49763. /**
  49764. * Checks to see if a texture is used in the material.
  49765. * @param defines the list of "defines" to update.
  49766. * @param scene defines the scene the material belongs to.
  49767. */
  49768. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  49769. /**
  49770. * Binds the material data.
  49771. * @param uniformBuffer defines the Uniform buffer to fill in.
  49772. * @param scene defines the scene the material belongs to.
  49773. * @param isFrozen defines wether the material is frozen or not.
  49774. */
  49775. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49776. /**
  49777. * Checks to see if a texture is used in the material.
  49778. * @param texture - Base texture to use.
  49779. * @returns - Boolean specifying if a texture is used in the material.
  49780. */
  49781. hasTexture(texture: BaseTexture): boolean;
  49782. /**
  49783. * Returns an array of the actively used textures.
  49784. * @param activeTextures Array of BaseTextures
  49785. */
  49786. getActiveTextures(activeTextures: BaseTexture[]): void;
  49787. /**
  49788. * Returns the animatable textures.
  49789. * @param animatables Array of animatable textures.
  49790. */
  49791. getAnimatables(animatables: IAnimatable[]): void;
  49792. /**
  49793. * Disposes the resources of the material.
  49794. * @param forceDisposeTextures - Forces the disposal of all textures.
  49795. */
  49796. dispose(forceDisposeTextures?: boolean): void;
  49797. /**
  49798. * Get the current class name of the texture useful for serialization or dynamic coding.
  49799. * @returns "PBRSheenConfiguration"
  49800. */
  49801. getClassName(): string;
  49802. /**
  49803. * Add fallbacks to the effect fallbacks list.
  49804. * @param defines defines the Base texture to use.
  49805. * @param fallbacks defines the current fallback list.
  49806. * @param currentRank defines the current fallback rank.
  49807. * @returns the new fallback rank.
  49808. */
  49809. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49810. /**
  49811. * Add the required uniforms to the current list.
  49812. * @param uniforms defines the current uniform list.
  49813. */
  49814. static AddUniforms(uniforms: string[]): void;
  49815. /**
  49816. * Add the required uniforms to the current buffer.
  49817. * @param uniformBuffer defines the current uniform buffer.
  49818. */
  49819. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49820. /**
  49821. * Add the required samplers to the current list.
  49822. * @param samplers defines the current sampler list.
  49823. */
  49824. static AddSamplers(samplers: string[]): void;
  49825. /**
  49826. * Makes a duplicate of the current configuration into another one.
  49827. * @param sheenConfiguration define the config where to copy the info
  49828. */
  49829. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  49830. /**
  49831. * Serializes this BRDF configuration.
  49832. * @returns - An object with the serialized config.
  49833. */
  49834. serialize(): any;
  49835. /**
  49836. * Parses a anisotropy Configuration from a serialized object.
  49837. * @param source - Serialized object.
  49838. * @param scene Defines the scene we are parsing for
  49839. * @param rootUrl Defines the rootUrl to load from
  49840. */
  49841. parse(source: any, scene: Scene, rootUrl: string): void;
  49842. }
  49843. }
  49844. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  49845. import { Nullable } from "babylonjs/types";
  49846. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49847. import { Color3 } from "babylonjs/Maths/math.color";
  49848. import { SmartArray } from "babylonjs/Misc/smartArray";
  49849. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49850. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49851. import { Effect } from "babylonjs/Materials/effect";
  49852. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49853. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49854. import { Engine } from "babylonjs/Engines/engine";
  49855. import { Scene } from "babylonjs/scene";
  49856. /**
  49857. * @hidden
  49858. */
  49859. export interface IMaterialSubSurfaceDefines {
  49860. SUBSURFACE: boolean;
  49861. SS_REFRACTION: boolean;
  49862. SS_TRANSLUCENCY: boolean;
  49863. SS_SCATERRING: boolean;
  49864. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49865. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49866. SS_REFRACTIONMAP_3D: boolean;
  49867. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49868. SS_LODINREFRACTIONALPHA: boolean;
  49869. SS_GAMMAREFRACTION: boolean;
  49870. SS_RGBDREFRACTION: boolean;
  49871. SS_LINEARSPECULARREFRACTION: boolean;
  49872. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49873. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49874. /** @hidden */
  49875. _areTexturesDirty: boolean;
  49876. }
  49877. /**
  49878. * Define the code related to the sub surface parameters of the pbr material.
  49879. */
  49880. export class PBRSubSurfaceConfiguration {
  49881. private _isRefractionEnabled;
  49882. /**
  49883. * Defines if the refraction is enabled in the material.
  49884. */
  49885. isRefractionEnabled: boolean;
  49886. private _isTranslucencyEnabled;
  49887. /**
  49888. * Defines if the translucency is enabled in the material.
  49889. */
  49890. isTranslucencyEnabled: boolean;
  49891. private _isScatteringEnabled;
  49892. /**
  49893. * Defines the refraction intensity of the material.
  49894. * The refraction when enabled replaces the Diffuse part of the material.
  49895. * The intensity helps transitionning between diffuse and refraction.
  49896. */
  49897. refractionIntensity: number;
  49898. /**
  49899. * Defines the translucency intensity of the material.
  49900. * When translucency has been enabled, this defines how much of the "translucency"
  49901. * is addded to the diffuse part of the material.
  49902. */
  49903. translucencyIntensity: number;
  49904. /**
  49905. * Defines the scattering intensity of the material.
  49906. * When scattering has been enabled, this defines how much of the "scattered light"
  49907. * is addded to the diffuse part of the material.
  49908. */
  49909. scatteringIntensity: number;
  49910. private _thicknessTexture;
  49911. /**
  49912. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  49913. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  49914. * 0 would mean minimumThickness
  49915. * 1 would mean maximumThickness
  49916. * The other channels might be use as a mask to vary the different effects intensity.
  49917. */
  49918. thicknessTexture: Nullable<BaseTexture>;
  49919. private _refractionTexture;
  49920. /**
  49921. * Defines the texture to use for refraction.
  49922. */
  49923. refractionTexture: Nullable<BaseTexture>;
  49924. private _indexOfRefraction;
  49925. /**
  49926. * Defines the index of refraction used in the material.
  49927. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  49928. */
  49929. indexOfRefraction: number;
  49930. private _invertRefractionY;
  49931. /**
  49932. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49933. */
  49934. invertRefractionY: boolean;
  49935. private _linkRefractionWithTransparency;
  49936. /**
  49937. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49938. * Materials half opaque for instance using refraction could benefit from this control.
  49939. */
  49940. linkRefractionWithTransparency: boolean;
  49941. /**
  49942. * Defines the minimum thickness stored in the thickness map.
  49943. * If no thickness map is defined, this value will be used to simulate thickness.
  49944. */
  49945. minimumThickness: number;
  49946. /**
  49947. * Defines the maximum thickness stored in the thickness map.
  49948. */
  49949. maximumThickness: number;
  49950. /**
  49951. * Defines the volume tint of the material.
  49952. * This is used for both translucency and scattering.
  49953. */
  49954. tintColor: Color3;
  49955. /**
  49956. * Defines the distance at which the tint color should be found in the media.
  49957. * This is used for refraction only.
  49958. */
  49959. tintColorAtDistance: number;
  49960. /**
  49961. * Defines how far each channel transmit through the media.
  49962. * It is defined as a color to simplify it selection.
  49963. */
  49964. diffusionDistance: Color3;
  49965. private _useMaskFromThicknessTexture;
  49966. /**
  49967. * Stores the intensity of the different subsurface effects in the thickness texture.
  49968. * * the green channel is the translucency intensity.
  49969. * * the blue channel is the scattering intensity.
  49970. * * the alpha channel is the refraction intensity.
  49971. */
  49972. useMaskFromThicknessTexture: boolean;
  49973. /** @hidden */
  49974. private _internalMarkAllSubMeshesAsTexturesDirty;
  49975. /** @hidden */
  49976. _markAllSubMeshesAsTexturesDirty(): void;
  49977. /**
  49978. * Instantiate a new istance of sub surface configuration.
  49979. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49980. */
  49981. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49982. /**
  49983. * Gets wehter the submesh is ready to be used or not.
  49984. * @param defines the list of "defines" to update.
  49985. * @param scene defines the scene the material belongs to.
  49986. * @returns - boolean indicating that the submesh is ready or not.
  49987. */
  49988. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  49989. /**
  49990. * Checks to see if a texture is used in the material.
  49991. * @param defines the list of "defines" to update.
  49992. * @param scene defines the scene to the material belongs to.
  49993. */
  49994. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  49995. /**
  49996. * Binds the material data.
  49997. * @param uniformBuffer defines the Uniform buffer to fill in.
  49998. * @param scene defines the scene the material belongs to.
  49999. * @param engine defines the engine the material belongs to.
  50000. * @param isFrozen defines wether the material is frozen or not.
  50001. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  50002. */
  50003. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  50004. /**
  50005. * Unbinds the material from the mesh.
  50006. * @param activeEffect defines the effect that should be unbound from.
  50007. * @returns true if unbound, otherwise false
  50008. */
  50009. unbind(activeEffect: Effect): boolean;
  50010. /**
  50011. * Returns the texture used for refraction or null if none is used.
  50012. * @param scene defines the scene the material belongs to.
  50013. * @returns - Refraction texture if present. If no refraction texture and refraction
  50014. * is linked with transparency, returns environment texture. Otherwise, returns null.
  50015. */
  50016. private _getRefractionTexture;
  50017. /**
  50018. * Returns true if alpha blending should be disabled.
  50019. */
  50020. readonly disableAlphaBlending: boolean;
  50021. /**
  50022. * Fills the list of render target textures.
  50023. * @param renderTargets the list of render targets to update
  50024. */
  50025. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  50026. /**
  50027. * Checks to see if a texture is used in the material.
  50028. * @param texture - Base texture to use.
  50029. * @returns - Boolean specifying if a texture is used in the material.
  50030. */
  50031. hasTexture(texture: BaseTexture): boolean;
  50032. /**
  50033. * Gets a boolean indicating that current material needs to register RTT
  50034. * @returns true if this uses a render target otherwise false.
  50035. */
  50036. hasRenderTargetTextures(): boolean;
  50037. /**
  50038. * Returns an array of the actively used textures.
  50039. * @param activeTextures Array of BaseTextures
  50040. */
  50041. getActiveTextures(activeTextures: BaseTexture[]): void;
  50042. /**
  50043. * Returns the animatable textures.
  50044. * @param animatables Array of animatable textures.
  50045. */
  50046. getAnimatables(animatables: IAnimatable[]): void;
  50047. /**
  50048. * Disposes the resources of the material.
  50049. * @param forceDisposeTextures - Forces the disposal of all textures.
  50050. */
  50051. dispose(forceDisposeTextures?: boolean): void;
  50052. /**
  50053. * Get the current class name of the texture useful for serialization or dynamic coding.
  50054. * @returns "PBRSubSurfaceConfiguration"
  50055. */
  50056. getClassName(): string;
  50057. /**
  50058. * Add fallbacks to the effect fallbacks list.
  50059. * @param defines defines the Base texture to use.
  50060. * @param fallbacks defines the current fallback list.
  50061. * @param currentRank defines the current fallback rank.
  50062. * @returns the new fallback rank.
  50063. */
  50064. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  50065. /**
  50066. * Add the required uniforms to the current list.
  50067. * @param uniforms defines the current uniform list.
  50068. */
  50069. static AddUniforms(uniforms: string[]): void;
  50070. /**
  50071. * Add the required samplers to the current list.
  50072. * @param samplers defines the current sampler list.
  50073. */
  50074. static AddSamplers(samplers: string[]): void;
  50075. /**
  50076. * Add the required uniforms to the current buffer.
  50077. * @param uniformBuffer defines the current uniform buffer.
  50078. */
  50079. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  50080. /**
  50081. * Makes a duplicate of the current configuration into another one.
  50082. * @param configuration define the config where to copy the info
  50083. */
  50084. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  50085. /**
  50086. * Serializes this Sub Surface configuration.
  50087. * @returns - An object with the serialized config.
  50088. */
  50089. serialize(): any;
  50090. /**
  50091. * Parses a anisotropy Configuration from a serialized object.
  50092. * @param source - Serialized object.
  50093. * @param scene Defines the scene we are parsing for
  50094. * @param rootUrl Defines the rootUrl to load from
  50095. */
  50096. parse(source: any, scene: Scene, rootUrl: string): void;
  50097. }
  50098. }
  50099. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  50100. /** @hidden */
  50101. export var pbrFragmentDeclaration: {
  50102. name: string;
  50103. shader: string;
  50104. };
  50105. }
  50106. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  50107. /** @hidden */
  50108. export var pbrUboDeclaration: {
  50109. name: string;
  50110. shader: string;
  50111. };
  50112. }
  50113. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  50114. /** @hidden */
  50115. export var pbrFragmentExtraDeclaration: {
  50116. name: string;
  50117. shader: string;
  50118. };
  50119. }
  50120. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  50121. /** @hidden */
  50122. export var pbrFragmentSamplersDeclaration: {
  50123. name: string;
  50124. shader: string;
  50125. };
  50126. }
  50127. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  50128. /** @hidden */
  50129. export var pbrHelperFunctions: {
  50130. name: string;
  50131. shader: string;
  50132. };
  50133. }
  50134. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  50135. /** @hidden */
  50136. export var harmonicsFunctions: {
  50137. name: string;
  50138. shader: string;
  50139. };
  50140. }
  50141. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  50142. /** @hidden */
  50143. export var pbrDirectLightingSetupFunctions: {
  50144. name: string;
  50145. shader: string;
  50146. };
  50147. }
  50148. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  50149. /** @hidden */
  50150. export var pbrDirectLightingFalloffFunctions: {
  50151. name: string;
  50152. shader: string;
  50153. };
  50154. }
  50155. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  50156. /** @hidden */
  50157. export var pbrBRDFFunctions: {
  50158. name: string;
  50159. shader: string;
  50160. };
  50161. }
  50162. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  50163. /** @hidden */
  50164. export var pbrDirectLightingFunctions: {
  50165. name: string;
  50166. shader: string;
  50167. };
  50168. }
  50169. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  50170. /** @hidden */
  50171. export var pbrIBLFunctions: {
  50172. name: string;
  50173. shader: string;
  50174. };
  50175. }
  50176. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  50177. /** @hidden */
  50178. export var pbrDebug: {
  50179. name: string;
  50180. shader: string;
  50181. };
  50182. }
  50183. declare module "babylonjs/Shaders/pbr.fragment" {
  50184. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  50185. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50186. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  50187. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50188. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50189. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  50190. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  50191. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  50192. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50193. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  50194. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50195. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  50196. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  50197. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  50198. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50199. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  50200. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  50201. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  50202. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  50203. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  50204. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  50205. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  50206. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  50207. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  50208. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  50209. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  50210. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  50211. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  50212. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  50213. /** @hidden */
  50214. export var pbrPixelShader: {
  50215. name: string;
  50216. shader: string;
  50217. };
  50218. }
  50219. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  50220. /** @hidden */
  50221. export var pbrVertexDeclaration: {
  50222. name: string;
  50223. shader: string;
  50224. };
  50225. }
  50226. declare module "babylonjs/Shaders/pbr.vertex" {
  50227. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  50228. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50229. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50230. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50231. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50232. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50233. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  50234. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  50235. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  50236. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50237. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50238. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50239. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50240. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50241. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50242. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50243. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50244. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  50245. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  50246. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  50247. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  50248. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  50249. /** @hidden */
  50250. export var pbrVertexShader: {
  50251. name: string;
  50252. shader: string;
  50253. };
  50254. }
  50255. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  50256. import { Nullable } from "babylonjs/types";
  50257. import { Scene } from "babylonjs/scene";
  50258. import { Matrix } from "babylonjs/Maths/math.vector";
  50259. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50260. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50261. import { Mesh } from "babylonjs/Meshes/mesh";
  50262. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  50263. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  50264. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  50265. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  50266. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  50267. import { Color3 } from "babylonjs/Maths/math.color";
  50268. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  50269. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  50270. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  50271. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  50272. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50273. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  50274. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  50275. import "babylonjs/Shaders/pbr.fragment";
  50276. import "babylonjs/Shaders/pbr.vertex";
  50277. /**
  50278. * Manages the defines for the PBR Material.
  50279. * @hidden
  50280. */
  50281. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  50282. PBR: boolean;
  50283. MAINUV1: boolean;
  50284. MAINUV2: boolean;
  50285. UV1: boolean;
  50286. UV2: boolean;
  50287. ALBEDO: boolean;
  50288. ALBEDODIRECTUV: number;
  50289. VERTEXCOLOR: boolean;
  50290. AMBIENT: boolean;
  50291. AMBIENTDIRECTUV: number;
  50292. AMBIENTINGRAYSCALE: boolean;
  50293. OPACITY: boolean;
  50294. VERTEXALPHA: boolean;
  50295. OPACITYDIRECTUV: number;
  50296. OPACITYRGB: boolean;
  50297. ALPHATEST: boolean;
  50298. DEPTHPREPASS: boolean;
  50299. ALPHABLEND: boolean;
  50300. ALPHAFROMALBEDO: boolean;
  50301. ALPHATESTVALUE: string;
  50302. SPECULAROVERALPHA: boolean;
  50303. RADIANCEOVERALPHA: boolean;
  50304. ALPHAFRESNEL: boolean;
  50305. LINEARALPHAFRESNEL: boolean;
  50306. PREMULTIPLYALPHA: boolean;
  50307. EMISSIVE: boolean;
  50308. EMISSIVEDIRECTUV: number;
  50309. REFLECTIVITY: boolean;
  50310. REFLECTIVITYDIRECTUV: number;
  50311. SPECULARTERM: boolean;
  50312. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  50313. MICROSURFACEAUTOMATIC: boolean;
  50314. LODBASEDMICROSFURACE: boolean;
  50315. MICROSURFACEMAP: boolean;
  50316. MICROSURFACEMAPDIRECTUV: number;
  50317. METALLICWORKFLOW: boolean;
  50318. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  50319. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  50320. METALLNESSSTOREINMETALMAPBLUE: boolean;
  50321. AOSTOREINMETALMAPRED: boolean;
  50322. METALLICF0FACTORFROMMETALLICMAP: boolean;
  50323. ENVIRONMENTBRDF: boolean;
  50324. ENVIRONMENTBRDF_RGBD: boolean;
  50325. NORMAL: boolean;
  50326. TANGENT: boolean;
  50327. BUMP: boolean;
  50328. BUMPDIRECTUV: number;
  50329. OBJECTSPACE_NORMALMAP: boolean;
  50330. PARALLAX: boolean;
  50331. PARALLAXOCCLUSION: boolean;
  50332. NORMALXYSCALE: boolean;
  50333. LIGHTMAP: boolean;
  50334. LIGHTMAPDIRECTUV: number;
  50335. USELIGHTMAPASSHADOWMAP: boolean;
  50336. GAMMALIGHTMAP: boolean;
  50337. RGBDLIGHTMAP: boolean;
  50338. REFLECTION: boolean;
  50339. REFLECTIONMAP_3D: boolean;
  50340. REFLECTIONMAP_SPHERICAL: boolean;
  50341. REFLECTIONMAP_PLANAR: boolean;
  50342. REFLECTIONMAP_CUBIC: boolean;
  50343. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  50344. REFLECTIONMAP_PROJECTION: boolean;
  50345. REFLECTIONMAP_SKYBOX: boolean;
  50346. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  50347. REFLECTIONMAP_EXPLICIT: boolean;
  50348. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  50349. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  50350. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  50351. INVERTCUBICMAP: boolean;
  50352. USESPHERICALFROMREFLECTIONMAP: boolean;
  50353. USEIRRADIANCEMAP: boolean;
  50354. SPHERICAL_HARMONICS: boolean;
  50355. USESPHERICALINVERTEX: boolean;
  50356. REFLECTIONMAP_OPPOSITEZ: boolean;
  50357. LODINREFLECTIONALPHA: boolean;
  50358. GAMMAREFLECTION: boolean;
  50359. RGBDREFLECTION: boolean;
  50360. LINEARSPECULARREFLECTION: boolean;
  50361. RADIANCEOCCLUSION: boolean;
  50362. HORIZONOCCLUSION: boolean;
  50363. INSTANCES: boolean;
  50364. NUM_BONE_INFLUENCERS: number;
  50365. BonesPerMesh: number;
  50366. BONETEXTURE: boolean;
  50367. NONUNIFORMSCALING: boolean;
  50368. MORPHTARGETS: boolean;
  50369. MORPHTARGETS_NORMAL: boolean;
  50370. MORPHTARGETS_TANGENT: boolean;
  50371. MORPHTARGETS_UV: boolean;
  50372. NUM_MORPH_INFLUENCERS: number;
  50373. IMAGEPROCESSING: boolean;
  50374. VIGNETTE: boolean;
  50375. VIGNETTEBLENDMODEMULTIPLY: boolean;
  50376. VIGNETTEBLENDMODEOPAQUE: boolean;
  50377. TONEMAPPING: boolean;
  50378. TONEMAPPING_ACES: boolean;
  50379. CONTRAST: boolean;
  50380. COLORCURVES: boolean;
  50381. COLORGRADING: boolean;
  50382. COLORGRADING3D: boolean;
  50383. SAMPLER3DGREENDEPTH: boolean;
  50384. SAMPLER3DBGRMAP: boolean;
  50385. IMAGEPROCESSINGPOSTPROCESS: boolean;
  50386. EXPOSURE: boolean;
  50387. MULTIVIEW: boolean;
  50388. USEPHYSICALLIGHTFALLOFF: boolean;
  50389. USEGLTFLIGHTFALLOFF: boolean;
  50390. TWOSIDEDLIGHTING: boolean;
  50391. SHADOWFLOAT: boolean;
  50392. CLIPPLANE: boolean;
  50393. CLIPPLANE2: boolean;
  50394. CLIPPLANE3: boolean;
  50395. CLIPPLANE4: boolean;
  50396. POINTSIZE: boolean;
  50397. FOG: boolean;
  50398. LOGARITHMICDEPTH: boolean;
  50399. FORCENORMALFORWARD: boolean;
  50400. SPECULARAA: boolean;
  50401. CLEARCOAT: boolean;
  50402. CLEARCOAT_DEFAULTIOR: boolean;
  50403. CLEARCOAT_TEXTURE: boolean;
  50404. CLEARCOAT_TEXTUREDIRECTUV: number;
  50405. CLEARCOAT_BUMP: boolean;
  50406. CLEARCOAT_BUMPDIRECTUV: number;
  50407. CLEARCOAT_TINT: boolean;
  50408. CLEARCOAT_TINT_TEXTURE: boolean;
  50409. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  50410. ANISOTROPIC: boolean;
  50411. ANISOTROPIC_TEXTURE: boolean;
  50412. ANISOTROPIC_TEXTUREDIRECTUV: number;
  50413. BRDF_V_HEIGHT_CORRELATED: boolean;
  50414. MS_BRDF_ENERGY_CONSERVATION: boolean;
  50415. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  50416. SHEEN: boolean;
  50417. SHEEN_TEXTURE: boolean;
  50418. SHEEN_TEXTUREDIRECTUV: number;
  50419. SHEEN_LINKWITHALBEDO: boolean;
  50420. SUBSURFACE: boolean;
  50421. SS_REFRACTION: boolean;
  50422. SS_TRANSLUCENCY: boolean;
  50423. SS_SCATERRING: boolean;
  50424. SS_THICKNESSANDMASK_TEXTURE: boolean;
  50425. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  50426. SS_REFRACTIONMAP_3D: boolean;
  50427. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  50428. SS_LODINREFRACTIONALPHA: boolean;
  50429. SS_GAMMAREFRACTION: boolean;
  50430. SS_RGBDREFRACTION: boolean;
  50431. SS_LINEARSPECULARREFRACTION: boolean;
  50432. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  50433. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  50434. UNLIT: boolean;
  50435. DEBUGMODE: number;
  50436. /**
  50437. * Initializes the PBR Material defines.
  50438. */
  50439. constructor();
  50440. /**
  50441. * Resets the PBR Material defines.
  50442. */
  50443. reset(): void;
  50444. }
  50445. /**
  50446. * The Physically based material base class of BJS.
  50447. *
  50448. * This offers the main features of a standard PBR material.
  50449. * For more information, please refer to the documentation :
  50450. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50451. */
  50452. export abstract class PBRBaseMaterial extends PushMaterial {
  50453. /**
  50454. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50455. */
  50456. static readonly PBRMATERIAL_OPAQUE: number;
  50457. /**
  50458. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50459. */
  50460. static readonly PBRMATERIAL_ALPHATEST: number;
  50461. /**
  50462. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50463. */
  50464. static readonly PBRMATERIAL_ALPHABLEND: number;
  50465. /**
  50466. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50467. * They are also discarded below the alpha cutoff threshold to improve performances.
  50468. */
  50469. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50470. /**
  50471. * Defines the default value of how much AO map is occluding the analytical lights
  50472. * (point spot...).
  50473. */
  50474. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50475. /**
  50476. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  50477. */
  50478. static readonly LIGHTFALLOFF_PHYSICAL: number;
  50479. /**
  50480. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  50481. * to enhance interoperability with other engines.
  50482. */
  50483. static readonly LIGHTFALLOFF_GLTF: number;
  50484. /**
  50485. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  50486. * to enhance interoperability with other materials.
  50487. */
  50488. static readonly LIGHTFALLOFF_STANDARD: number;
  50489. /**
  50490. * Intensity of the direct lights e.g. the four lights available in your scene.
  50491. * This impacts both the direct diffuse and specular highlights.
  50492. */
  50493. protected _directIntensity: number;
  50494. /**
  50495. * Intensity of the emissive part of the material.
  50496. * This helps controlling the emissive effect without modifying the emissive color.
  50497. */
  50498. protected _emissiveIntensity: number;
  50499. /**
  50500. * Intensity of the environment e.g. how much the environment will light the object
  50501. * either through harmonics for rough material or through the refelction for shiny ones.
  50502. */
  50503. protected _environmentIntensity: number;
  50504. /**
  50505. * This is a special control allowing the reduction of the specular highlights coming from the
  50506. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50507. */
  50508. protected _specularIntensity: number;
  50509. /**
  50510. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  50511. */
  50512. private _lightingInfos;
  50513. /**
  50514. * Debug Control allowing disabling the bump map on this material.
  50515. */
  50516. protected _disableBumpMap: boolean;
  50517. /**
  50518. * AKA Diffuse Texture in standard nomenclature.
  50519. */
  50520. protected _albedoTexture: Nullable<BaseTexture>;
  50521. /**
  50522. * AKA Occlusion Texture in other nomenclature.
  50523. */
  50524. protected _ambientTexture: Nullable<BaseTexture>;
  50525. /**
  50526. * AKA Occlusion Texture Intensity in other nomenclature.
  50527. */
  50528. protected _ambientTextureStrength: number;
  50529. /**
  50530. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50531. * 1 means it completely occludes it
  50532. * 0 mean it has no impact
  50533. */
  50534. protected _ambientTextureImpactOnAnalyticalLights: number;
  50535. /**
  50536. * Stores the alpha values in a texture.
  50537. */
  50538. protected _opacityTexture: Nullable<BaseTexture>;
  50539. /**
  50540. * Stores the reflection values in a texture.
  50541. */
  50542. protected _reflectionTexture: Nullable<BaseTexture>;
  50543. /**
  50544. * Stores the emissive values in a texture.
  50545. */
  50546. protected _emissiveTexture: Nullable<BaseTexture>;
  50547. /**
  50548. * AKA Specular texture in other nomenclature.
  50549. */
  50550. protected _reflectivityTexture: Nullable<BaseTexture>;
  50551. /**
  50552. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50553. */
  50554. protected _metallicTexture: Nullable<BaseTexture>;
  50555. /**
  50556. * Specifies the metallic scalar of the metallic/roughness workflow.
  50557. * Can also be used to scale the metalness values of the metallic texture.
  50558. */
  50559. protected _metallic: Nullable<number>;
  50560. /**
  50561. * Specifies the roughness scalar of the metallic/roughness workflow.
  50562. * Can also be used to scale the roughness values of the metallic texture.
  50563. */
  50564. protected _roughness: Nullable<number>;
  50565. /**
  50566. * Specifies the an F0 factor to help configuring the material F0.
  50567. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  50568. * to 0.5 the previously hard coded value stays the same.
  50569. * Can also be used to scale the F0 values of the metallic texture.
  50570. */
  50571. protected _metallicF0Factor: number;
  50572. /**
  50573. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  50574. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  50575. * your expectation as it multiplies with the texture data.
  50576. */
  50577. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  50578. /**
  50579. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50580. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50581. */
  50582. protected _microSurfaceTexture: Nullable<BaseTexture>;
  50583. /**
  50584. * Stores surface normal data used to displace a mesh in a texture.
  50585. */
  50586. protected _bumpTexture: Nullable<BaseTexture>;
  50587. /**
  50588. * Stores the pre-calculated light information of a mesh in a texture.
  50589. */
  50590. protected _lightmapTexture: Nullable<BaseTexture>;
  50591. /**
  50592. * The color of a material in ambient lighting.
  50593. */
  50594. protected _ambientColor: Color3;
  50595. /**
  50596. * AKA Diffuse Color in other nomenclature.
  50597. */
  50598. protected _albedoColor: Color3;
  50599. /**
  50600. * AKA Specular Color in other nomenclature.
  50601. */
  50602. protected _reflectivityColor: Color3;
  50603. /**
  50604. * The color applied when light is reflected from a material.
  50605. */
  50606. protected _reflectionColor: Color3;
  50607. /**
  50608. * The color applied when light is emitted from a material.
  50609. */
  50610. protected _emissiveColor: Color3;
  50611. /**
  50612. * AKA Glossiness in other nomenclature.
  50613. */
  50614. protected _microSurface: number;
  50615. /**
  50616. * Specifies that the material will use the light map as a show map.
  50617. */
  50618. protected _useLightmapAsShadowmap: boolean;
  50619. /**
  50620. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50621. * makes the reflect vector face the model (under horizon).
  50622. */
  50623. protected _useHorizonOcclusion: boolean;
  50624. /**
  50625. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50626. * too much the area relying on ambient texture to define their ambient occlusion.
  50627. */
  50628. protected _useRadianceOcclusion: boolean;
  50629. /**
  50630. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50631. */
  50632. protected _useAlphaFromAlbedoTexture: boolean;
  50633. /**
  50634. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  50635. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50636. */
  50637. protected _useSpecularOverAlpha: boolean;
  50638. /**
  50639. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50640. */
  50641. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50642. /**
  50643. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50644. */
  50645. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  50646. /**
  50647. * Specifies if the metallic texture contains the roughness information in its green channel.
  50648. */
  50649. protected _useRoughnessFromMetallicTextureGreen: boolean;
  50650. /**
  50651. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50652. */
  50653. protected _useMetallnessFromMetallicTextureBlue: boolean;
  50654. /**
  50655. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50656. */
  50657. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  50658. /**
  50659. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50660. */
  50661. protected _useAmbientInGrayScale: boolean;
  50662. /**
  50663. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50664. * The material will try to infer what glossiness each pixel should be.
  50665. */
  50666. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  50667. /**
  50668. * Defines the falloff type used in this material.
  50669. * It by default is Physical.
  50670. */
  50671. protected _lightFalloff: number;
  50672. /**
  50673. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50674. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50675. */
  50676. protected _useRadianceOverAlpha: boolean;
  50677. /**
  50678. * Allows using an object space normal map (instead of tangent space).
  50679. */
  50680. protected _useObjectSpaceNormalMap: boolean;
  50681. /**
  50682. * Allows using the bump map in parallax mode.
  50683. */
  50684. protected _useParallax: boolean;
  50685. /**
  50686. * Allows using the bump map in parallax occlusion mode.
  50687. */
  50688. protected _useParallaxOcclusion: boolean;
  50689. /**
  50690. * Controls the scale bias of the parallax mode.
  50691. */
  50692. protected _parallaxScaleBias: number;
  50693. /**
  50694. * If sets to true, disables all the lights affecting the material.
  50695. */
  50696. protected _disableLighting: boolean;
  50697. /**
  50698. * Number of Simultaneous lights allowed on the material.
  50699. */
  50700. protected _maxSimultaneousLights: number;
  50701. /**
  50702. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  50703. */
  50704. protected _invertNormalMapX: boolean;
  50705. /**
  50706. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  50707. */
  50708. protected _invertNormalMapY: boolean;
  50709. /**
  50710. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50711. */
  50712. protected _twoSidedLighting: boolean;
  50713. /**
  50714. * Defines the alpha limits in alpha test mode.
  50715. */
  50716. protected _alphaCutOff: number;
  50717. /**
  50718. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50719. */
  50720. protected _forceAlphaTest: boolean;
  50721. /**
  50722. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50723. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50724. */
  50725. protected _useAlphaFresnel: boolean;
  50726. /**
  50727. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50728. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50729. */
  50730. protected _useLinearAlphaFresnel: boolean;
  50731. /**
  50732. * The transparency mode of the material.
  50733. */
  50734. protected _transparencyMode: Nullable<number>;
  50735. /**
  50736. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  50737. * from cos thetav and roughness:
  50738. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  50739. */
  50740. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  50741. /**
  50742. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50743. */
  50744. protected _forceIrradianceInFragment: boolean;
  50745. /**
  50746. * Force normal to face away from face.
  50747. */
  50748. protected _forceNormalForward: boolean;
  50749. /**
  50750. * Enables specular anti aliasing in the PBR shader.
  50751. * It will both interacts on the Geometry for analytical and IBL lighting.
  50752. * It also prefilter the roughness map based on the bump values.
  50753. */
  50754. protected _enableSpecularAntiAliasing: boolean;
  50755. /**
  50756. * Default configuration related to image processing available in the PBR Material.
  50757. */
  50758. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  50759. /**
  50760. * Keep track of the image processing observer to allow dispose and replace.
  50761. */
  50762. private _imageProcessingObserver;
  50763. /**
  50764. * Attaches a new image processing configuration to the PBR Material.
  50765. * @param configuration
  50766. */
  50767. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  50768. /**
  50769. * Stores the available render targets.
  50770. */
  50771. private _renderTargets;
  50772. /**
  50773. * Sets the global ambient color for the material used in lighting calculations.
  50774. */
  50775. private _globalAmbientColor;
  50776. /**
  50777. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  50778. */
  50779. private _useLogarithmicDepth;
  50780. /**
  50781. * If set to true, no lighting calculations will be applied.
  50782. */
  50783. private _unlit;
  50784. private _debugMode;
  50785. /**
  50786. * @hidden
  50787. * This is reserved for the inspector.
  50788. * Defines the material debug mode.
  50789. * It helps seeing only some components of the material while troubleshooting.
  50790. */
  50791. debugMode: number;
  50792. /**
  50793. * @hidden
  50794. * This is reserved for the inspector.
  50795. * Specify from where on screen the debug mode should start.
  50796. * The value goes from -1 (full screen) to 1 (not visible)
  50797. * It helps with side by side comparison against the final render
  50798. * This defaults to -1
  50799. */
  50800. private debugLimit;
  50801. /**
  50802. * @hidden
  50803. * This is reserved for the inspector.
  50804. * As the default viewing range might not be enough (if the ambient is really small for instance)
  50805. * You can use the factor to better multiply the final value.
  50806. */
  50807. private debugFactor;
  50808. /**
  50809. * Defines the clear coat layer parameters for the material.
  50810. */
  50811. readonly clearCoat: PBRClearCoatConfiguration;
  50812. /**
  50813. * Defines the anisotropic parameters for the material.
  50814. */
  50815. readonly anisotropy: PBRAnisotropicConfiguration;
  50816. /**
  50817. * Defines the BRDF parameters for the material.
  50818. */
  50819. readonly brdf: PBRBRDFConfiguration;
  50820. /**
  50821. * Defines the Sheen parameters for the material.
  50822. */
  50823. readonly sheen: PBRSheenConfiguration;
  50824. /**
  50825. * Defines the SubSurface parameters for the material.
  50826. */
  50827. readonly subSurface: PBRSubSurfaceConfiguration;
  50828. /**
  50829. * Custom callback helping to override the default shader used in the material.
  50830. */
  50831. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  50832. protected _rebuildInParallel: boolean;
  50833. /**
  50834. * Instantiates a new PBRMaterial instance.
  50835. *
  50836. * @param name The material name
  50837. * @param scene The scene the material will be use in.
  50838. */
  50839. constructor(name: string, scene: Scene);
  50840. /**
  50841. * Gets a boolean indicating that current material needs to register RTT
  50842. */
  50843. readonly hasRenderTargetTextures: boolean;
  50844. /**
  50845. * Gets the name of the material class.
  50846. */
  50847. getClassName(): string;
  50848. /**
  50849. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50850. */
  50851. /**
  50852. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50853. */
  50854. useLogarithmicDepth: boolean;
  50855. /**
  50856. * Gets the current transparency mode.
  50857. */
  50858. /**
  50859. * Sets the transparency mode of the material.
  50860. *
  50861. * | Value | Type | Description |
  50862. * | ----- | ----------------------------------- | ----------- |
  50863. * | 0 | OPAQUE | |
  50864. * | 1 | ALPHATEST | |
  50865. * | 2 | ALPHABLEND | |
  50866. * | 3 | ALPHATESTANDBLEND | |
  50867. *
  50868. */
  50869. transparencyMode: Nullable<number>;
  50870. /**
  50871. * Returns true if alpha blending should be disabled.
  50872. */
  50873. private readonly _disableAlphaBlending;
  50874. /**
  50875. * Specifies whether or not this material should be rendered in alpha blend mode.
  50876. */
  50877. needAlphaBlending(): boolean;
  50878. /**
  50879. * Specifies if the mesh will require alpha blending.
  50880. * @param mesh - BJS mesh.
  50881. */
  50882. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  50883. /**
  50884. * Specifies whether or not this material should be rendered in alpha test mode.
  50885. */
  50886. needAlphaTesting(): boolean;
  50887. /**
  50888. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  50889. */
  50890. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  50891. /**
  50892. * Gets the texture used for the alpha test.
  50893. */
  50894. getAlphaTestTexture(): Nullable<BaseTexture>;
  50895. /**
  50896. * Specifies that the submesh is ready to be used.
  50897. * @param mesh - BJS mesh.
  50898. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  50899. * @param useInstances - Specifies that instances should be used.
  50900. * @returns - boolean indicating that the submesh is ready or not.
  50901. */
  50902. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  50903. /**
  50904. * Specifies if the material uses metallic roughness workflow.
  50905. * @returns boolean specifiying if the material uses metallic roughness workflow.
  50906. */
  50907. isMetallicWorkflow(): boolean;
  50908. private _prepareEffect;
  50909. private _prepareDefines;
  50910. /**
  50911. * Force shader compilation
  50912. */
  50913. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  50914. /**
  50915. * Initializes the uniform buffer layout for the shader.
  50916. */
  50917. buildUniformLayout(): void;
  50918. /**
  50919. * Unbinds the material from the mesh
  50920. */
  50921. unbind(): void;
  50922. /**
  50923. * Binds the submesh data.
  50924. * @param world - The world matrix.
  50925. * @param mesh - The BJS mesh.
  50926. * @param subMesh - A submesh of the BJS mesh.
  50927. */
  50928. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  50929. /**
  50930. * Returns the animatable textures.
  50931. * @returns - Array of animatable textures.
  50932. */
  50933. getAnimatables(): IAnimatable[];
  50934. /**
  50935. * Returns the texture used for reflections.
  50936. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  50937. */
  50938. private _getReflectionTexture;
  50939. /**
  50940. * Returns an array of the actively used textures.
  50941. * @returns - Array of BaseTextures
  50942. */
  50943. getActiveTextures(): BaseTexture[];
  50944. /**
  50945. * Checks to see if a texture is used in the material.
  50946. * @param texture - Base texture to use.
  50947. * @returns - Boolean specifying if a texture is used in the material.
  50948. */
  50949. hasTexture(texture: BaseTexture): boolean;
  50950. /**
  50951. * Disposes the resources of the material.
  50952. * @param forceDisposeEffect - Forces the disposal of effects.
  50953. * @param forceDisposeTextures - Forces the disposal of all textures.
  50954. */
  50955. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  50956. }
  50957. }
  50958. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  50959. import { Nullable } from "babylonjs/types";
  50960. import { Scene } from "babylonjs/scene";
  50961. import { Color3 } from "babylonjs/Maths/math.color";
  50962. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  50963. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  50964. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50965. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  50966. /**
  50967. * The Physically based material of BJS.
  50968. *
  50969. * This offers the main features of a standard PBR material.
  50970. * For more information, please refer to the documentation :
  50971. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50972. */
  50973. export class PBRMaterial extends PBRBaseMaterial {
  50974. /**
  50975. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50976. */
  50977. static readonly PBRMATERIAL_OPAQUE: number;
  50978. /**
  50979. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50980. */
  50981. static readonly PBRMATERIAL_ALPHATEST: number;
  50982. /**
  50983. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50984. */
  50985. static readonly PBRMATERIAL_ALPHABLEND: number;
  50986. /**
  50987. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50988. * They are also discarded below the alpha cutoff threshold to improve performances.
  50989. */
  50990. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50991. /**
  50992. * Defines the default value of how much AO map is occluding the analytical lights
  50993. * (point spot...).
  50994. */
  50995. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50996. /**
  50997. * Intensity of the direct lights e.g. the four lights available in your scene.
  50998. * This impacts both the direct diffuse and specular highlights.
  50999. */
  51000. directIntensity: number;
  51001. /**
  51002. * Intensity of the emissive part of the material.
  51003. * This helps controlling the emissive effect without modifying the emissive color.
  51004. */
  51005. emissiveIntensity: number;
  51006. /**
  51007. * Intensity of the environment e.g. how much the environment will light the object
  51008. * either through harmonics for rough material or through the refelction for shiny ones.
  51009. */
  51010. environmentIntensity: number;
  51011. /**
  51012. * This is a special control allowing the reduction of the specular highlights coming from the
  51013. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  51014. */
  51015. specularIntensity: number;
  51016. /**
  51017. * Debug Control allowing disabling the bump map on this material.
  51018. */
  51019. disableBumpMap: boolean;
  51020. /**
  51021. * AKA Diffuse Texture in standard nomenclature.
  51022. */
  51023. albedoTexture: BaseTexture;
  51024. /**
  51025. * AKA Occlusion Texture in other nomenclature.
  51026. */
  51027. ambientTexture: BaseTexture;
  51028. /**
  51029. * AKA Occlusion Texture Intensity in other nomenclature.
  51030. */
  51031. ambientTextureStrength: number;
  51032. /**
  51033. * Defines how much the AO map is occluding the analytical lights (point spot...).
  51034. * 1 means it completely occludes it
  51035. * 0 mean it has no impact
  51036. */
  51037. ambientTextureImpactOnAnalyticalLights: number;
  51038. /**
  51039. * Stores the alpha values in a texture.
  51040. */
  51041. opacityTexture: BaseTexture;
  51042. /**
  51043. * Stores the reflection values in a texture.
  51044. */
  51045. reflectionTexture: Nullable<BaseTexture>;
  51046. /**
  51047. * Stores the emissive values in a texture.
  51048. */
  51049. emissiveTexture: BaseTexture;
  51050. /**
  51051. * AKA Specular texture in other nomenclature.
  51052. */
  51053. reflectivityTexture: BaseTexture;
  51054. /**
  51055. * Used to switch from specular/glossiness to metallic/roughness workflow.
  51056. */
  51057. metallicTexture: BaseTexture;
  51058. /**
  51059. * Specifies the metallic scalar of the metallic/roughness workflow.
  51060. * Can also be used to scale the metalness values of the metallic texture.
  51061. */
  51062. metallic: Nullable<number>;
  51063. /**
  51064. * Specifies the roughness scalar of the metallic/roughness workflow.
  51065. * Can also be used to scale the roughness values of the metallic texture.
  51066. */
  51067. roughness: Nullable<number>;
  51068. /**
  51069. * Specifies the an F0 factor to help configuring the material F0.
  51070. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  51071. * to 0.5 the previously hard coded value stays the same.
  51072. * Can also be used to scale the F0 values of the metallic texture.
  51073. */
  51074. metallicF0Factor: number;
  51075. /**
  51076. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  51077. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  51078. * your expectation as it multiplies with the texture data.
  51079. */
  51080. useMetallicF0FactorFromMetallicTexture: boolean;
  51081. /**
  51082. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  51083. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  51084. */
  51085. microSurfaceTexture: BaseTexture;
  51086. /**
  51087. * Stores surface normal data used to displace a mesh in a texture.
  51088. */
  51089. bumpTexture: BaseTexture;
  51090. /**
  51091. * Stores the pre-calculated light information of a mesh in a texture.
  51092. */
  51093. lightmapTexture: BaseTexture;
  51094. /**
  51095. * Stores the refracted light information in a texture.
  51096. */
  51097. refractionTexture: Nullable<BaseTexture>;
  51098. /**
  51099. * The color of a material in ambient lighting.
  51100. */
  51101. ambientColor: Color3;
  51102. /**
  51103. * AKA Diffuse Color in other nomenclature.
  51104. */
  51105. albedoColor: Color3;
  51106. /**
  51107. * AKA Specular Color in other nomenclature.
  51108. */
  51109. reflectivityColor: Color3;
  51110. /**
  51111. * The color reflected from the material.
  51112. */
  51113. reflectionColor: Color3;
  51114. /**
  51115. * The color emitted from the material.
  51116. */
  51117. emissiveColor: Color3;
  51118. /**
  51119. * AKA Glossiness in other nomenclature.
  51120. */
  51121. microSurface: number;
  51122. /**
  51123. * source material index of refraction (IOR)' / 'destination material IOR.
  51124. */
  51125. indexOfRefraction: number;
  51126. /**
  51127. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  51128. */
  51129. invertRefractionY: boolean;
  51130. /**
  51131. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  51132. * Materials half opaque for instance using refraction could benefit from this control.
  51133. */
  51134. linkRefractionWithTransparency: boolean;
  51135. /**
  51136. * If true, the light map contains occlusion information instead of lighting info.
  51137. */
  51138. useLightmapAsShadowmap: boolean;
  51139. /**
  51140. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  51141. */
  51142. useAlphaFromAlbedoTexture: boolean;
  51143. /**
  51144. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  51145. */
  51146. forceAlphaTest: boolean;
  51147. /**
  51148. * Defines the alpha limits in alpha test mode.
  51149. */
  51150. alphaCutOff: number;
  51151. /**
  51152. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  51153. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  51154. */
  51155. useSpecularOverAlpha: boolean;
  51156. /**
  51157. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  51158. */
  51159. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  51160. /**
  51161. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  51162. */
  51163. useRoughnessFromMetallicTextureAlpha: boolean;
  51164. /**
  51165. * Specifies if the metallic texture contains the roughness information in its green channel.
  51166. */
  51167. useRoughnessFromMetallicTextureGreen: boolean;
  51168. /**
  51169. * Specifies if the metallic texture contains the metallness information in its blue channel.
  51170. */
  51171. useMetallnessFromMetallicTextureBlue: boolean;
  51172. /**
  51173. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  51174. */
  51175. useAmbientOcclusionFromMetallicTextureRed: boolean;
  51176. /**
  51177. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  51178. */
  51179. useAmbientInGrayScale: boolean;
  51180. /**
  51181. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  51182. * The material will try to infer what glossiness each pixel should be.
  51183. */
  51184. useAutoMicroSurfaceFromReflectivityMap: boolean;
  51185. /**
  51186. * BJS is using an harcoded light falloff based on a manually sets up range.
  51187. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  51188. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  51189. */
  51190. /**
  51191. * BJS is using an harcoded light falloff based on a manually sets up range.
  51192. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  51193. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  51194. */
  51195. usePhysicalLightFalloff: boolean;
  51196. /**
  51197. * In order to support the falloff compatibility with gltf, a special mode has been added
  51198. * to reproduce the gltf light falloff.
  51199. */
  51200. /**
  51201. * In order to support the falloff compatibility with gltf, a special mode has been added
  51202. * to reproduce the gltf light falloff.
  51203. */
  51204. useGLTFLightFalloff: boolean;
  51205. /**
  51206. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  51207. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  51208. */
  51209. useRadianceOverAlpha: boolean;
  51210. /**
  51211. * Allows using an object space normal map (instead of tangent space).
  51212. */
  51213. useObjectSpaceNormalMap: boolean;
  51214. /**
  51215. * Allows using the bump map in parallax mode.
  51216. */
  51217. useParallax: boolean;
  51218. /**
  51219. * Allows using the bump map in parallax occlusion mode.
  51220. */
  51221. useParallaxOcclusion: boolean;
  51222. /**
  51223. * Controls the scale bias of the parallax mode.
  51224. */
  51225. parallaxScaleBias: number;
  51226. /**
  51227. * If sets to true, disables all the lights affecting the material.
  51228. */
  51229. disableLighting: boolean;
  51230. /**
  51231. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  51232. */
  51233. forceIrradianceInFragment: boolean;
  51234. /**
  51235. * Number of Simultaneous lights allowed on the material.
  51236. */
  51237. maxSimultaneousLights: number;
  51238. /**
  51239. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  51240. */
  51241. invertNormalMapX: boolean;
  51242. /**
  51243. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  51244. */
  51245. invertNormalMapY: boolean;
  51246. /**
  51247. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  51248. */
  51249. twoSidedLighting: boolean;
  51250. /**
  51251. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51252. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  51253. */
  51254. useAlphaFresnel: boolean;
  51255. /**
  51256. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51257. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  51258. */
  51259. useLinearAlphaFresnel: boolean;
  51260. /**
  51261. * Let user defines the brdf lookup texture used for IBL.
  51262. * A default 8bit version is embedded but you could point at :
  51263. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  51264. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  51265. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  51266. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  51267. */
  51268. environmentBRDFTexture: Nullable<BaseTexture>;
  51269. /**
  51270. * Force normal to face away from face.
  51271. */
  51272. forceNormalForward: boolean;
  51273. /**
  51274. * Enables specular anti aliasing in the PBR shader.
  51275. * It will both interacts on the Geometry for analytical and IBL lighting.
  51276. * It also prefilter the roughness map based on the bump values.
  51277. */
  51278. enableSpecularAntiAliasing: boolean;
  51279. /**
  51280. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  51281. * makes the reflect vector face the model (under horizon).
  51282. */
  51283. useHorizonOcclusion: boolean;
  51284. /**
  51285. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  51286. * too much the area relying on ambient texture to define their ambient occlusion.
  51287. */
  51288. useRadianceOcclusion: boolean;
  51289. /**
  51290. * If set to true, no lighting calculations will be applied.
  51291. */
  51292. unlit: boolean;
  51293. /**
  51294. * Gets the image processing configuration used either in this material.
  51295. */
  51296. /**
  51297. * Sets the Default image processing configuration used either in the this material.
  51298. *
  51299. * If sets to null, the scene one is in use.
  51300. */
  51301. imageProcessingConfiguration: ImageProcessingConfiguration;
  51302. /**
  51303. * Gets wether the color curves effect is enabled.
  51304. */
  51305. /**
  51306. * Sets wether the color curves effect is enabled.
  51307. */
  51308. cameraColorCurvesEnabled: boolean;
  51309. /**
  51310. * Gets wether the color grading effect is enabled.
  51311. */
  51312. /**
  51313. * Gets wether the color grading effect is enabled.
  51314. */
  51315. cameraColorGradingEnabled: boolean;
  51316. /**
  51317. * Gets wether tonemapping is enabled or not.
  51318. */
  51319. /**
  51320. * Sets wether tonemapping is enabled or not
  51321. */
  51322. cameraToneMappingEnabled: boolean;
  51323. /**
  51324. * The camera exposure used on this material.
  51325. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51326. * This corresponds to a photographic exposure.
  51327. */
  51328. /**
  51329. * The camera exposure used on this material.
  51330. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51331. * This corresponds to a photographic exposure.
  51332. */
  51333. cameraExposure: number;
  51334. /**
  51335. * Gets The camera contrast used on this material.
  51336. */
  51337. /**
  51338. * Sets The camera contrast used on this material.
  51339. */
  51340. cameraContrast: number;
  51341. /**
  51342. * Gets the Color Grading 2D Lookup Texture.
  51343. */
  51344. /**
  51345. * Sets the Color Grading 2D Lookup Texture.
  51346. */
  51347. cameraColorGradingTexture: Nullable<BaseTexture>;
  51348. /**
  51349. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51350. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51351. * 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;
  51352. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51353. */
  51354. /**
  51355. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51356. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51357. * 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;
  51358. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51359. */
  51360. cameraColorCurves: Nullable<ColorCurves>;
  51361. /**
  51362. * Instantiates a new PBRMaterial instance.
  51363. *
  51364. * @param name The material name
  51365. * @param scene The scene the material will be use in.
  51366. */
  51367. constructor(name: string, scene: Scene);
  51368. /**
  51369. * Returns the name of this material class.
  51370. */
  51371. getClassName(): string;
  51372. /**
  51373. * Makes a duplicate of the current material.
  51374. * @param name - name to use for the new material.
  51375. */
  51376. clone(name: string): PBRMaterial;
  51377. /**
  51378. * Serializes this PBR Material.
  51379. * @returns - An object with the serialized material.
  51380. */
  51381. serialize(): any;
  51382. /**
  51383. * Parses a PBR Material from a serialized object.
  51384. * @param source - Serialized object.
  51385. * @param scene - BJS scene instance.
  51386. * @param rootUrl - url for the scene object
  51387. * @returns - PBRMaterial
  51388. */
  51389. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  51390. }
  51391. }
  51392. declare module "babylonjs/Misc/dds" {
  51393. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  51394. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51395. import { Nullable } from "babylonjs/types";
  51396. import { Scene } from "babylonjs/scene";
  51397. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  51398. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  51399. /**
  51400. * Direct draw surface info
  51401. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  51402. */
  51403. export interface DDSInfo {
  51404. /**
  51405. * Width of the texture
  51406. */
  51407. width: number;
  51408. /**
  51409. * Width of the texture
  51410. */
  51411. height: number;
  51412. /**
  51413. * Number of Mipmaps for the texture
  51414. * @see https://en.wikipedia.org/wiki/Mipmap
  51415. */
  51416. mipmapCount: number;
  51417. /**
  51418. * If the textures format is a known fourCC format
  51419. * @see https://www.fourcc.org/
  51420. */
  51421. isFourCC: boolean;
  51422. /**
  51423. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  51424. */
  51425. isRGB: boolean;
  51426. /**
  51427. * If the texture is a lumincance format
  51428. */
  51429. isLuminance: boolean;
  51430. /**
  51431. * If this is a cube texture
  51432. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  51433. */
  51434. isCube: boolean;
  51435. /**
  51436. * If the texture is a compressed format eg. FOURCC_DXT1
  51437. */
  51438. isCompressed: boolean;
  51439. /**
  51440. * The dxgiFormat of the texture
  51441. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  51442. */
  51443. dxgiFormat: number;
  51444. /**
  51445. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  51446. */
  51447. textureType: number;
  51448. /**
  51449. * Sphericle polynomial created for the dds texture
  51450. */
  51451. sphericalPolynomial?: SphericalPolynomial;
  51452. }
  51453. /**
  51454. * Class used to provide DDS decompression tools
  51455. */
  51456. export class DDSTools {
  51457. /**
  51458. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  51459. */
  51460. static StoreLODInAlphaChannel: boolean;
  51461. /**
  51462. * Gets DDS information from an array buffer
  51463. * @param arrayBuffer defines the array buffer to read data from
  51464. * @returns the DDS information
  51465. */
  51466. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  51467. private static _FloatView;
  51468. private static _Int32View;
  51469. private static _ToHalfFloat;
  51470. private static _FromHalfFloat;
  51471. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  51472. private static _GetHalfFloatRGBAArrayBuffer;
  51473. private static _GetFloatRGBAArrayBuffer;
  51474. private static _GetFloatAsUIntRGBAArrayBuffer;
  51475. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  51476. private static _GetRGBAArrayBuffer;
  51477. private static _ExtractLongWordOrder;
  51478. private static _GetRGBArrayBuffer;
  51479. private static _GetLuminanceArrayBuffer;
  51480. /**
  51481. * Uploads DDS Levels to a Babylon Texture
  51482. * @hidden
  51483. */
  51484. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  51485. }
  51486. module "babylonjs/Engines/thinEngine" {
  51487. interface ThinEngine {
  51488. /**
  51489. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  51490. * @param rootUrl defines the url where the file to load is located
  51491. * @param scene defines the current scene
  51492. * @param lodScale defines scale to apply to the mip map selection
  51493. * @param lodOffset defines offset to apply to the mip map selection
  51494. * @param onLoad defines an optional callback raised when the texture is loaded
  51495. * @param onError defines an optional callback raised if there is an issue to load the texture
  51496. * @param format defines the format of the data
  51497. * @param forcedExtension defines the extension to use to pick the right loader
  51498. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  51499. * @returns the cube texture as an InternalTexture
  51500. */
  51501. 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;
  51502. }
  51503. }
  51504. }
  51505. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  51506. import { Nullable } from "babylonjs/types";
  51507. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51508. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51509. /**
  51510. * Implementation of the DDS Texture Loader.
  51511. * @hidden
  51512. */
  51513. export class _DDSTextureLoader implements IInternalTextureLoader {
  51514. /**
  51515. * Defines wether the loader supports cascade loading the different faces.
  51516. */
  51517. readonly supportCascades: boolean;
  51518. /**
  51519. * This returns if the loader support the current file information.
  51520. * @param extension defines the file extension of the file being loaded
  51521. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51522. * @param fallback defines the fallback internal texture if any
  51523. * @param isBase64 defines whether the texture is encoded as a base64
  51524. * @param isBuffer defines whether the texture data are stored as a buffer
  51525. * @returns true if the loader can load the specified file
  51526. */
  51527. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51528. /**
  51529. * Transform the url before loading if required.
  51530. * @param rootUrl the url of the texture
  51531. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51532. * @returns the transformed texture
  51533. */
  51534. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51535. /**
  51536. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51537. * @param rootUrl the url of the texture
  51538. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51539. * @returns the fallback texture
  51540. */
  51541. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51542. /**
  51543. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51544. * @param data contains the texture data
  51545. * @param texture defines the BabylonJS internal texture
  51546. * @param createPolynomials will be true if polynomials have been requested
  51547. * @param onLoad defines the callback to trigger once the texture is ready
  51548. * @param onError defines the callback to trigger in case of error
  51549. */
  51550. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51551. /**
  51552. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51553. * @param data contains the texture data
  51554. * @param texture defines the BabylonJS internal texture
  51555. * @param callback defines the method to call once ready to upload
  51556. */
  51557. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51558. }
  51559. }
  51560. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  51561. import { Nullable } from "babylonjs/types";
  51562. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51563. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51564. /**
  51565. * Implementation of the ENV Texture Loader.
  51566. * @hidden
  51567. */
  51568. export class _ENVTextureLoader implements IInternalTextureLoader {
  51569. /**
  51570. * Defines wether the loader supports cascade loading the different faces.
  51571. */
  51572. readonly supportCascades: boolean;
  51573. /**
  51574. * This returns if the loader support the current file information.
  51575. * @param extension defines the file extension of the file being loaded
  51576. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51577. * @param fallback defines the fallback internal texture if any
  51578. * @param isBase64 defines whether the texture is encoded as a base64
  51579. * @param isBuffer defines whether the texture data are stored as a buffer
  51580. * @returns true if the loader can load the specified file
  51581. */
  51582. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51583. /**
  51584. * Transform the url before loading if required.
  51585. * @param rootUrl the url of the texture
  51586. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51587. * @returns the transformed texture
  51588. */
  51589. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51590. /**
  51591. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51592. * @param rootUrl the url of the texture
  51593. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51594. * @returns the fallback texture
  51595. */
  51596. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51597. /**
  51598. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51599. * @param data contains the texture data
  51600. * @param texture defines the BabylonJS internal texture
  51601. * @param createPolynomials will be true if polynomials have been requested
  51602. * @param onLoad defines the callback to trigger once the texture is ready
  51603. * @param onError defines the callback to trigger in case of error
  51604. */
  51605. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51606. /**
  51607. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51608. * @param data contains the texture data
  51609. * @param texture defines the BabylonJS internal texture
  51610. * @param callback defines the method to call once ready to upload
  51611. */
  51612. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51613. }
  51614. }
  51615. declare module "babylonjs/Misc/khronosTextureContainer" {
  51616. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51617. /**
  51618. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  51619. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  51620. */
  51621. export class KhronosTextureContainer {
  51622. /** contents of the KTX container file */
  51623. arrayBuffer: any;
  51624. private static HEADER_LEN;
  51625. private static COMPRESSED_2D;
  51626. private static COMPRESSED_3D;
  51627. private static TEX_2D;
  51628. private static TEX_3D;
  51629. /**
  51630. * Gets the openGL type
  51631. */
  51632. glType: number;
  51633. /**
  51634. * Gets the openGL type size
  51635. */
  51636. glTypeSize: number;
  51637. /**
  51638. * Gets the openGL format
  51639. */
  51640. glFormat: number;
  51641. /**
  51642. * Gets the openGL internal format
  51643. */
  51644. glInternalFormat: number;
  51645. /**
  51646. * Gets the base internal format
  51647. */
  51648. glBaseInternalFormat: number;
  51649. /**
  51650. * Gets image width in pixel
  51651. */
  51652. pixelWidth: number;
  51653. /**
  51654. * Gets image height in pixel
  51655. */
  51656. pixelHeight: number;
  51657. /**
  51658. * Gets image depth in pixels
  51659. */
  51660. pixelDepth: number;
  51661. /**
  51662. * Gets the number of array elements
  51663. */
  51664. numberOfArrayElements: number;
  51665. /**
  51666. * Gets the number of faces
  51667. */
  51668. numberOfFaces: number;
  51669. /**
  51670. * Gets the number of mipmap levels
  51671. */
  51672. numberOfMipmapLevels: number;
  51673. /**
  51674. * Gets the bytes of key value data
  51675. */
  51676. bytesOfKeyValueData: number;
  51677. /**
  51678. * Gets the load type
  51679. */
  51680. loadType: number;
  51681. /**
  51682. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  51683. */
  51684. isInvalid: boolean;
  51685. /**
  51686. * Creates a new KhronosTextureContainer
  51687. * @param arrayBuffer contents of the KTX container file
  51688. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  51689. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  51690. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  51691. */
  51692. constructor(
  51693. /** contents of the KTX container file */
  51694. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  51695. /**
  51696. * Uploads KTX content to a Babylon Texture.
  51697. * It is assumed that the texture has already been created & is currently bound
  51698. * @hidden
  51699. */
  51700. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  51701. private _upload2DCompressedLevels;
  51702. }
  51703. }
  51704. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  51705. import { Nullable } from "babylonjs/types";
  51706. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51707. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51708. /**
  51709. * Implementation of the KTX Texture Loader.
  51710. * @hidden
  51711. */
  51712. export class _KTXTextureLoader implements IInternalTextureLoader {
  51713. /**
  51714. * Defines wether the loader supports cascade loading the different faces.
  51715. */
  51716. readonly supportCascades: boolean;
  51717. /**
  51718. * This returns if the loader support the current file information.
  51719. * @param extension defines the file extension of the file being loaded
  51720. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51721. * @param fallback defines the fallback internal texture if any
  51722. * @param isBase64 defines whether the texture is encoded as a base64
  51723. * @param isBuffer defines whether the texture data are stored as a buffer
  51724. * @returns true if the loader can load the specified file
  51725. */
  51726. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51727. /**
  51728. * Transform the url before loading if required.
  51729. * @param rootUrl the url of the texture
  51730. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51731. * @returns the transformed texture
  51732. */
  51733. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51734. /**
  51735. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51736. * @param rootUrl the url of the texture
  51737. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51738. * @returns the fallback texture
  51739. */
  51740. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51741. /**
  51742. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51743. * @param data contains the texture data
  51744. * @param texture defines the BabylonJS internal texture
  51745. * @param createPolynomials will be true if polynomials have been requested
  51746. * @param onLoad defines the callback to trigger once the texture is ready
  51747. * @param onError defines the callback to trigger in case of error
  51748. */
  51749. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51750. /**
  51751. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51752. * @param data contains the texture data
  51753. * @param texture defines the BabylonJS internal texture
  51754. * @param callback defines the method to call once ready to upload
  51755. */
  51756. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  51757. }
  51758. }
  51759. declare module "babylonjs/Helpers/sceneHelpers" {
  51760. import { Nullable } from "babylonjs/types";
  51761. import { Mesh } from "babylonjs/Meshes/mesh";
  51762. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51763. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  51764. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  51765. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  51766. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  51767. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  51768. import "babylonjs/Meshes/Builders/boxBuilder";
  51769. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  51770. /** @hidden */
  51771. export var _forceSceneHelpersToBundle: boolean;
  51772. module "babylonjs/scene" {
  51773. interface Scene {
  51774. /**
  51775. * Creates a default light for the scene.
  51776. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  51777. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  51778. */
  51779. createDefaultLight(replace?: boolean): void;
  51780. /**
  51781. * Creates a default camera for the scene.
  51782. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  51783. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51784. * @param replace has default false, when true replaces the active camera in the scene
  51785. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  51786. */
  51787. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51788. /**
  51789. * Creates a default camera and a default light.
  51790. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  51791. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51792. * @param replace has the default false, when true replaces the active camera/light in the scene
  51793. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  51794. */
  51795. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51796. /**
  51797. * Creates a new sky box
  51798. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  51799. * @param environmentTexture defines the texture to use as environment texture
  51800. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  51801. * @param scale defines the overall scale of the skybox
  51802. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  51803. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  51804. * @returns a new mesh holding the sky box
  51805. */
  51806. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  51807. /**
  51808. * Creates a new environment
  51809. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  51810. * @param options defines the options you can use to configure the environment
  51811. * @returns the new EnvironmentHelper
  51812. */
  51813. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  51814. /**
  51815. * Creates a new VREXperienceHelper
  51816. * @see http://doc.babylonjs.com/how_to/webvr_helper
  51817. * @param webVROptions defines the options used to create the new VREXperienceHelper
  51818. * @returns a new VREXperienceHelper
  51819. */
  51820. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  51821. /**
  51822. * Creates a new WebXRDefaultExperience
  51823. * @see http://doc.babylonjs.com/how_to/webxr
  51824. * @param options experience options
  51825. * @returns a promise for a new WebXRDefaultExperience
  51826. */
  51827. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51828. }
  51829. }
  51830. }
  51831. declare module "babylonjs/Helpers/videoDome" {
  51832. import { Scene } from "babylonjs/scene";
  51833. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51834. import { Mesh } from "babylonjs/Meshes/mesh";
  51835. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  51836. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51837. import "babylonjs/Meshes/Builders/sphereBuilder";
  51838. /**
  51839. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  51840. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  51841. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  51842. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51843. */
  51844. export class VideoDome extends TransformNode {
  51845. /**
  51846. * Define the video source as a Monoscopic panoramic 360 video.
  51847. */
  51848. static readonly MODE_MONOSCOPIC: number;
  51849. /**
  51850. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51851. */
  51852. static readonly MODE_TOPBOTTOM: number;
  51853. /**
  51854. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51855. */
  51856. static readonly MODE_SIDEBYSIDE: number;
  51857. private _halfDome;
  51858. private _useDirectMapping;
  51859. /**
  51860. * The video texture being displayed on the sphere
  51861. */
  51862. protected _videoTexture: VideoTexture;
  51863. /**
  51864. * Gets the video texture being displayed on the sphere
  51865. */
  51866. readonly videoTexture: VideoTexture;
  51867. /**
  51868. * The skybox material
  51869. */
  51870. protected _material: BackgroundMaterial;
  51871. /**
  51872. * The surface used for the skybox
  51873. */
  51874. protected _mesh: Mesh;
  51875. /**
  51876. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  51877. */
  51878. private _halfDomeMask;
  51879. /**
  51880. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51881. * Also see the options.resolution property.
  51882. */
  51883. fovMultiplier: number;
  51884. private _videoMode;
  51885. /**
  51886. * Gets or set the current video mode for the video. It can be:
  51887. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  51888. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51889. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51890. */
  51891. videoMode: number;
  51892. /**
  51893. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  51894. *
  51895. */
  51896. /**
  51897. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  51898. */
  51899. halfDome: boolean;
  51900. /**
  51901. * Oberserver used in Stereoscopic VR Mode.
  51902. */
  51903. private _onBeforeCameraRenderObserver;
  51904. /**
  51905. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  51906. * @param name Element's name, child elements will append suffixes for their own names.
  51907. * @param urlsOrVideo defines the url(s) or the video element to use
  51908. * @param options An object containing optional or exposed sub element properties
  51909. */
  51910. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  51911. resolution?: number;
  51912. clickToPlay?: boolean;
  51913. autoPlay?: boolean;
  51914. loop?: boolean;
  51915. size?: number;
  51916. poster?: string;
  51917. faceForward?: boolean;
  51918. useDirectMapping?: boolean;
  51919. halfDomeMode?: boolean;
  51920. }, scene: Scene);
  51921. private _changeVideoMode;
  51922. /**
  51923. * Releases resources associated with this node.
  51924. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  51925. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  51926. */
  51927. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  51928. }
  51929. }
  51930. declare module "babylonjs/Helpers/index" {
  51931. export * from "babylonjs/Helpers/environmentHelper";
  51932. export * from "babylonjs/Helpers/photoDome";
  51933. export * from "babylonjs/Helpers/sceneHelpers";
  51934. export * from "babylonjs/Helpers/videoDome";
  51935. }
  51936. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  51937. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51938. import { IDisposable } from "babylonjs/scene";
  51939. import { Engine } from "babylonjs/Engines/engine";
  51940. /**
  51941. * This class can be used to get instrumentation data from a Babylon engine
  51942. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51943. */
  51944. export class EngineInstrumentation implements IDisposable {
  51945. /**
  51946. * Define the instrumented engine.
  51947. */
  51948. engine: Engine;
  51949. private _captureGPUFrameTime;
  51950. private _gpuFrameTimeToken;
  51951. private _gpuFrameTime;
  51952. private _captureShaderCompilationTime;
  51953. private _shaderCompilationTime;
  51954. private _onBeginFrameObserver;
  51955. private _onEndFrameObserver;
  51956. private _onBeforeShaderCompilationObserver;
  51957. private _onAfterShaderCompilationObserver;
  51958. /**
  51959. * Gets the perf counter used for GPU frame time
  51960. */
  51961. readonly gpuFrameTimeCounter: PerfCounter;
  51962. /**
  51963. * Gets the GPU frame time capture status
  51964. */
  51965. /**
  51966. * Enable or disable the GPU frame time capture
  51967. */
  51968. captureGPUFrameTime: boolean;
  51969. /**
  51970. * Gets the perf counter used for shader compilation time
  51971. */
  51972. readonly shaderCompilationTimeCounter: PerfCounter;
  51973. /**
  51974. * Gets the shader compilation time capture status
  51975. */
  51976. /**
  51977. * Enable or disable the shader compilation time capture
  51978. */
  51979. captureShaderCompilationTime: boolean;
  51980. /**
  51981. * Instantiates a new engine instrumentation.
  51982. * This class can be used to get instrumentation data from a Babylon engine
  51983. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51984. * @param engine Defines the engine to instrument
  51985. */
  51986. constructor(
  51987. /**
  51988. * Define the instrumented engine.
  51989. */
  51990. engine: Engine);
  51991. /**
  51992. * Dispose and release associated resources.
  51993. */
  51994. dispose(): void;
  51995. }
  51996. }
  51997. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  51998. import { Scene, IDisposable } from "babylonjs/scene";
  51999. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  52000. /**
  52001. * This class can be used to get instrumentation data from a Babylon engine
  52002. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  52003. */
  52004. export class SceneInstrumentation implements IDisposable {
  52005. /**
  52006. * Defines the scene to instrument
  52007. */
  52008. scene: Scene;
  52009. private _captureActiveMeshesEvaluationTime;
  52010. private _activeMeshesEvaluationTime;
  52011. private _captureRenderTargetsRenderTime;
  52012. private _renderTargetsRenderTime;
  52013. private _captureFrameTime;
  52014. private _frameTime;
  52015. private _captureRenderTime;
  52016. private _renderTime;
  52017. private _captureInterFrameTime;
  52018. private _interFrameTime;
  52019. private _captureParticlesRenderTime;
  52020. private _particlesRenderTime;
  52021. private _captureSpritesRenderTime;
  52022. private _spritesRenderTime;
  52023. private _capturePhysicsTime;
  52024. private _physicsTime;
  52025. private _captureAnimationsTime;
  52026. private _animationsTime;
  52027. private _captureCameraRenderTime;
  52028. private _cameraRenderTime;
  52029. private _onBeforeActiveMeshesEvaluationObserver;
  52030. private _onAfterActiveMeshesEvaluationObserver;
  52031. private _onBeforeRenderTargetsRenderObserver;
  52032. private _onAfterRenderTargetsRenderObserver;
  52033. private _onAfterRenderObserver;
  52034. private _onBeforeDrawPhaseObserver;
  52035. private _onAfterDrawPhaseObserver;
  52036. private _onBeforeAnimationsObserver;
  52037. private _onBeforeParticlesRenderingObserver;
  52038. private _onAfterParticlesRenderingObserver;
  52039. private _onBeforeSpritesRenderingObserver;
  52040. private _onAfterSpritesRenderingObserver;
  52041. private _onBeforePhysicsObserver;
  52042. private _onAfterPhysicsObserver;
  52043. private _onAfterAnimationsObserver;
  52044. private _onBeforeCameraRenderObserver;
  52045. private _onAfterCameraRenderObserver;
  52046. /**
  52047. * Gets the perf counter used for active meshes evaluation time
  52048. */
  52049. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  52050. /**
  52051. * Gets the active meshes evaluation time capture status
  52052. */
  52053. /**
  52054. * Enable or disable the active meshes evaluation time capture
  52055. */
  52056. captureActiveMeshesEvaluationTime: boolean;
  52057. /**
  52058. * Gets the perf counter used for render targets render time
  52059. */
  52060. readonly renderTargetsRenderTimeCounter: PerfCounter;
  52061. /**
  52062. * Gets the render targets render time capture status
  52063. */
  52064. /**
  52065. * Enable or disable the render targets render time capture
  52066. */
  52067. captureRenderTargetsRenderTime: boolean;
  52068. /**
  52069. * Gets the perf counter used for particles render time
  52070. */
  52071. readonly particlesRenderTimeCounter: PerfCounter;
  52072. /**
  52073. * Gets the particles render time capture status
  52074. */
  52075. /**
  52076. * Enable or disable the particles render time capture
  52077. */
  52078. captureParticlesRenderTime: boolean;
  52079. /**
  52080. * Gets the perf counter used for sprites render time
  52081. */
  52082. readonly spritesRenderTimeCounter: PerfCounter;
  52083. /**
  52084. * Gets the sprites render time capture status
  52085. */
  52086. /**
  52087. * Enable or disable the sprites render time capture
  52088. */
  52089. captureSpritesRenderTime: boolean;
  52090. /**
  52091. * Gets the perf counter used for physics time
  52092. */
  52093. readonly physicsTimeCounter: PerfCounter;
  52094. /**
  52095. * Gets the physics time capture status
  52096. */
  52097. /**
  52098. * Enable or disable the physics time capture
  52099. */
  52100. capturePhysicsTime: boolean;
  52101. /**
  52102. * Gets the perf counter used for animations time
  52103. */
  52104. readonly animationsTimeCounter: PerfCounter;
  52105. /**
  52106. * Gets the animations time capture status
  52107. */
  52108. /**
  52109. * Enable or disable the animations time capture
  52110. */
  52111. captureAnimationsTime: boolean;
  52112. /**
  52113. * Gets the perf counter used for frame time capture
  52114. */
  52115. readonly frameTimeCounter: PerfCounter;
  52116. /**
  52117. * Gets the frame time capture status
  52118. */
  52119. /**
  52120. * Enable or disable the frame time capture
  52121. */
  52122. captureFrameTime: boolean;
  52123. /**
  52124. * Gets the perf counter used for inter-frames time capture
  52125. */
  52126. readonly interFrameTimeCounter: PerfCounter;
  52127. /**
  52128. * Gets the inter-frames time capture status
  52129. */
  52130. /**
  52131. * Enable or disable the inter-frames time capture
  52132. */
  52133. captureInterFrameTime: boolean;
  52134. /**
  52135. * Gets the perf counter used for render time capture
  52136. */
  52137. readonly renderTimeCounter: PerfCounter;
  52138. /**
  52139. * Gets the render time capture status
  52140. */
  52141. /**
  52142. * Enable or disable the render time capture
  52143. */
  52144. captureRenderTime: boolean;
  52145. /**
  52146. * Gets the perf counter used for camera render time capture
  52147. */
  52148. readonly cameraRenderTimeCounter: PerfCounter;
  52149. /**
  52150. * Gets the camera render time capture status
  52151. */
  52152. /**
  52153. * Enable or disable the camera render time capture
  52154. */
  52155. captureCameraRenderTime: boolean;
  52156. /**
  52157. * Gets the perf counter used for draw calls
  52158. */
  52159. readonly drawCallsCounter: PerfCounter;
  52160. /**
  52161. * Instantiates a new scene instrumentation.
  52162. * This class can be used to get instrumentation data from a Babylon engine
  52163. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  52164. * @param scene Defines the scene to instrument
  52165. */
  52166. constructor(
  52167. /**
  52168. * Defines the scene to instrument
  52169. */
  52170. scene: Scene);
  52171. /**
  52172. * Dispose and release associated resources.
  52173. */
  52174. dispose(): void;
  52175. }
  52176. }
  52177. declare module "babylonjs/Instrumentation/index" {
  52178. export * from "babylonjs/Instrumentation/engineInstrumentation";
  52179. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  52180. export * from "babylonjs/Instrumentation/timeToken";
  52181. }
  52182. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  52183. /** @hidden */
  52184. export var glowMapGenerationPixelShader: {
  52185. name: string;
  52186. shader: string;
  52187. };
  52188. }
  52189. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  52190. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  52191. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  52192. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  52193. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  52194. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  52195. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  52196. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  52197. /** @hidden */
  52198. export var glowMapGenerationVertexShader: {
  52199. name: string;
  52200. shader: string;
  52201. };
  52202. }
  52203. declare module "babylonjs/Layers/effectLayer" {
  52204. import { Observable } from "babylonjs/Misc/observable";
  52205. import { Nullable } from "babylonjs/types";
  52206. import { Camera } from "babylonjs/Cameras/camera";
  52207. import { Scene } from "babylonjs/scene";
  52208. import { ISize } from "babylonjs/Maths/math.size";
  52209. import { Color4 } from "babylonjs/Maths/math.color";
  52210. import { Engine } from "babylonjs/Engines/engine";
  52211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52213. import { Mesh } from "babylonjs/Meshes/mesh";
  52214. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  52215. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52216. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52217. import { Effect } from "babylonjs/Materials/effect";
  52218. import { Material } from "babylonjs/Materials/material";
  52219. import "babylonjs/Shaders/glowMapGeneration.fragment";
  52220. import "babylonjs/Shaders/glowMapGeneration.vertex";
  52221. /**
  52222. * Effect layer options. This helps customizing the behaviour
  52223. * of the effect layer.
  52224. */
  52225. export interface IEffectLayerOptions {
  52226. /**
  52227. * Multiplication factor apply to the canvas size to compute the render target size
  52228. * used to generated the objects (the smaller the faster).
  52229. */
  52230. mainTextureRatio: number;
  52231. /**
  52232. * Enforces a fixed size texture to ensure effect stability across devices.
  52233. */
  52234. mainTextureFixedSize?: number;
  52235. /**
  52236. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  52237. */
  52238. alphaBlendingMode: number;
  52239. /**
  52240. * The camera attached to the layer.
  52241. */
  52242. camera: Nullable<Camera>;
  52243. /**
  52244. * The rendering group to draw the layer in.
  52245. */
  52246. renderingGroupId: number;
  52247. }
  52248. /**
  52249. * The effect layer Helps adding post process effect blended with the main pass.
  52250. *
  52251. * This can be for instance use to generate glow or higlight effects on the scene.
  52252. *
  52253. * The effect layer class can not be used directly and is intented to inherited from to be
  52254. * customized per effects.
  52255. */
  52256. export abstract class EffectLayer {
  52257. private _vertexBuffers;
  52258. private _indexBuffer;
  52259. private _cachedDefines;
  52260. private _effectLayerMapGenerationEffect;
  52261. private _effectLayerOptions;
  52262. private _mergeEffect;
  52263. protected _scene: Scene;
  52264. protected _engine: Engine;
  52265. protected _maxSize: number;
  52266. protected _mainTextureDesiredSize: ISize;
  52267. protected _mainTexture: RenderTargetTexture;
  52268. protected _shouldRender: boolean;
  52269. protected _postProcesses: PostProcess[];
  52270. protected _textures: BaseTexture[];
  52271. protected _emissiveTextureAndColor: {
  52272. texture: Nullable<BaseTexture>;
  52273. color: Color4;
  52274. };
  52275. /**
  52276. * The name of the layer
  52277. */
  52278. name: string;
  52279. /**
  52280. * The clear color of the texture used to generate the glow map.
  52281. */
  52282. neutralColor: Color4;
  52283. /**
  52284. * Specifies wether the highlight layer is enabled or not.
  52285. */
  52286. isEnabled: boolean;
  52287. /**
  52288. * Gets the camera attached to the layer.
  52289. */
  52290. readonly camera: Nullable<Camera>;
  52291. /**
  52292. * Gets the rendering group id the layer should render in.
  52293. */
  52294. renderingGroupId: number;
  52295. /**
  52296. * An event triggered when the effect layer has been disposed.
  52297. */
  52298. onDisposeObservable: Observable<EffectLayer>;
  52299. /**
  52300. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  52301. */
  52302. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  52303. /**
  52304. * An event triggered when the generated texture is being merged in the scene.
  52305. */
  52306. onBeforeComposeObservable: Observable<EffectLayer>;
  52307. /**
  52308. * An event triggered when the mesh is rendered into the effect render target.
  52309. */
  52310. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  52311. /**
  52312. * An event triggered after the mesh has been rendered into the effect render target.
  52313. */
  52314. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  52315. /**
  52316. * An event triggered when the generated texture has been merged in the scene.
  52317. */
  52318. onAfterComposeObservable: Observable<EffectLayer>;
  52319. /**
  52320. * An event triggered when the efffect layer changes its size.
  52321. */
  52322. onSizeChangedObservable: Observable<EffectLayer>;
  52323. /** @hidden */
  52324. static _SceneComponentInitialization: (scene: Scene) => void;
  52325. /**
  52326. * Instantiates a new effect Layer and references it in the scene.
  52327. * @param name The name of the layer
  52328. * @param scene The scene to use the layer in
  52329. */
  52330. constructor(
  52331. /** The Friendly of the effect in the scene */
  52332. name: string, scene: Scene);
  52333. /**
  52334. * Get the effect name of the layer.
  52335. * @return The effect name
  52336. */
  52337. abstract getEffectName(): string;
  52338. /**
  52339. * Checks for the readiness of the element composing the layer.
  52340. * @param subMesh the mesh to check for
  52341. * @param useInstances specify wether or not to use instances to render the mesh
  52342. * @return true if ready otherwise, false
  52343. */
  52344. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52345. /**
  52346. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52347. * @returns true if the effect requires stencil during the main canvas render pass.
  52348. */
  52349. abstract needStencil(): boolean;
  52350. /**
  52351. * Create the merge effect. This is the shader use to blit the information back
  52352. * to the main canvas at the end of the scene rendering.
  52353. * @returns The effect containing the shader used to merge the effect on the main canvas
  52354. */
  52355. protected abstract _createMergeEffect(): Effect;
  52356. /**
  52357. * Creates the render target textures and post processes used in the effect layer.
  52358. */
  52359. protected abstract _createTextureAndPostProcesses(): void;
  52360. /**
  52361. * Implementation specific of rendering the generating effect on the main canvas.
  52362. * @param effect The effect used to render through
  52363. */
  52364. protected abstract _internalRender(effect: Effect): void;
  52365. /**
  52366. * Sets the required values for both the emissive texture and and the main color.
  52367. */
  52368. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52369. /**
  52370. * Free any resources and references associated to a mesh.
  52371. * Internal use
  52372. * @param mesh The mesh to free.
  52373. */
  52374. abstract _disposeMesh(mesh: Mesh): void;
  52375. /**
  52376. * Serializes this layer (Glow or Highlight for example)
  52377. * @returns a serialized layer object
  52378. */
  52379. abstract serialize?(): any;
  52380. /**
  52381. * Initializes the effect layer with the required options.
  52382. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  52383. */
  52384. protected _init(options: Partial<IEffectLayerOptions>): void;
  52385. /**
  52386. * Generates the index buffer of the full screen quad blending to the main canvas.
  52387. */
  52388. private _generateIndexBuffer;
  52389. /**
  52390. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  52391. */
  52392. private _generateVertexBuffer;
  52393. /**
  52394. * Sets the main texture desired size which is the closest power of two
  52395. * of the engine canvas size.
  52396. */
  52397. private _setMainTextureSize;
  52398. /**
  52399. * Creates the main texture for the effect layer.
  52400. */
  52401. protected _createMainTexture(): void;
  52402. /**
  52403. * Adds specific effects defines.
  52404. * @param defines The defines to add specifics to.
  52405. */
  52406. protected _addCustomEffectDefines(defines: string[]): void;
  52407. /**
  52408. * Checks for the readiness of the element composing the layer.
  52409. * @param subMesh the mesh to check for
  52410. * @param useInstances specify wether or not to use instances to render the mesh
  52411. * @param emissiveTexture the associated emissive texture used to generate the glow
  52412. * @return true if ready otherwise, false
  52413. */
  52414. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  52415. /**
  52416. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  52417. */
  52418. render(): void;
  52419. /**
  52420. * Determine if a given mesh will be used in the current effect.
  52421. * @param mesh mesh to test
  52422. * @returns true if the mesh will be used
  52423. */
  52424. hasMesh(mesh: AbstractMesh): boolean;
  52425. /**
  52426. * Returns true if the layer contains information to display, otherwise false.
  52427. * @returns true if the glow layer should be rendered
  52428. */
  52429. shouldRender(): boolean;
  52430. /**
  52431. * Returns true if the mesh should render, otherwise false.
  52432. * @param mesh The mesh to render
  52433. * @returns true if it should render otherwise false
  52434. */
  52435. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  52436. /**
  52437. * Returns true if the mesh can be rendered, otherwise false.
  52438. * @param mesh The mesh to render
  52439. * @param material The material used on the mesh
  52440. * @returns true if it can be rendered otherwise false
  52441. */
  52442. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52443. /**
  52444. * Returns true if the mesh should render, otherwise false.
  52445. * @param mesh The mesh to render
  52446. * @returns true if it should render otherwise false
  52447. */
  52448. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  52449. /**
  52450. * Renders the submesh passed in parameter to the generation map.
  52451. */
  52452. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  52453. /**
  52454. * Defines wether the current material of the mesh should be use to render the effect.
  52455. * @param mesh defines the current mesh to render
  52456. */
  52457. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52458. /**
  52459. * Rebuild the required buffers.
  52460. * @hidden Internal use only.
  52461. */
  52462. _rebuild(): void;
  52463. /**
  52464. * Dispose only the render target textures and post process.
  52465. */
  52466. private _disposeTextureAndPostProcesses;
  52467. /**
  52468. * Dispose the highlight layer and free resources.
  52469. */
  52470. dispose(): void;
  52471. /**
  52472. * Gets the class name of the effect layer
  52473. * @returns the string with the class name of the effect layer
  52474. */
  52475. getClassName(): string;
  52476. /**
  52477. * Creates an effect layer from parsed effect layer data
  52478. * @param parsedEffectLayer defines effect layer data
  52479. * @param scene defines the current scene
  52480. * @param rootUrl defines the root URL containing the effect layer information
  52481. * @returns a parsed effect Layer
  52482. */
  52483. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  52484. }
  52485. }
  52486. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  52487. import { Scene } from "babylonjs/scene";
  52488. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52489. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52490. import { AbstractScene } from "babylonjs/abstractScene";
  52491. module "babylonjs/abstractScene" {
  52492. interface AbstractScene {
  52493. /**
  52494. * The list of effect layers (highlights/glow) added to the scene
  52495. * @see http://doc.babylonjs.com/how_to/highlight_layer
  52496. * @see http://doc.babylonjs.com/how_to/glow_layer
  52497. */
  52498. effectLayers: Array<EffectLayer>;
  52499. /**
  52500. * Removes the given effect layer from this scene.
  52501. * @param toRemove defines the effect layer to remove
  52502. * @returns the index of the removed effect layer
  52503. */
  52504. removeEffectLayer(toRemove: EffectLayer): number;
  52505. /**
  52506. * Adds the given effect layer to this scene
  52507. * @param newEffectLayer defines the effect layer to add
  52508. */
  52509. addEffectLayer(newEffectLayer: EffectLayer): void;
  52510. }
  52511. }
  52512. /**
  52513. * Defines the layer scene component responsible to manage any effect layers
  52514. * in a given scene.
  52515. */
  52516. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  52517. /**
  52518. * The component name helpfull to identify the component in the list of scene components.
  52519. */
  52520. readonly name: string;
  52521. /**
  52522. * The scene the component belongs to.
  52523. */
  52524. scene: Scene;
  52525. private _engine;
  52526. private _renderEffects;
  52527. private _needStencil;
  52528. private _previousStencilState;
  52529. /**
  52530. * Creates a new instance of the component for the given scene
  52531. * @param scene Defines the scene to register the component in
  52532. */
  52533. constructor(scene: Scene);
  52534. /**
  52535. * Registers the component in a given scene
  52536. */
  52537. register(): void;
  52538. /**
  52539. * Rebuilds the elements related to this component in case of
  52540. * context lost for instance.
  52541. */
  52542. rebuild(): void;
  52543. /**
  52544. * Serializes the component data to the specified json object
  52545. * @param serializationObject The object to serialize to
  52546. */
  52547. serialize(serializationObject: any): void;
  52548. /**
  52549. * Adds all the elements from the container to the scene
  52550. * @param container the container holding the elements
  52551. */
  52552. addFromContainer(container: AbstractScene): void;
  52553. /**
  52554. * Removes all the elements in the container from the scene
  52555. * @param container contains the elements to remove
  52556. * @param dispose if the removed element should be disposed (default: false)
  52557. */
  52558. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52559. /**
  52560. * Disposes the component and the associated ressources.
  52561. */
  52562. dispose(): void;
  52563. private _isReadyForMesh;
  52564. private _renderMainTexture;
  52565. private _setStencil;
  52566. private _setStencilBack;
  52567. private _draw;
  52568. private _drawCamera;
  52569. private _drawRenderingGroup;
  52570. }
  52571. }
  52572. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  52573. /** @hidden */
  52574. export var glowMapMergePixelShader: {
  52575. name: string;
  52576. shader: string;
  52577. };
  52578. }
  52579. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  52580. /** @hidden */
  52581. export var glowMapMergeVertexShader: {
  52582. name: string;
  52583. shader: string;
  52584. };
  52585. }
  52586. declare module "babylonjs/Layers/glowLayer" {
  52587. import { Nullable } from "babylonjs/types";
  52588. import { Camera } from "babylonjs/Cameras/camera";
  52589. import { Scene } from "babylonjs/scene";
  52590. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52591. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52592. import { Mesh } from "babylonjs/Meshes/mesh";
  52593. import { Texture } from "babylonjs/Materials/Textures/texture";
  52594. import { Effect } from "babylonjs/Materials/effect";
  52595. import { Material } from "babylonjs/Materials/material";
  52596. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52597. import { Color4 } from "babylonjs/Maths/math.color";
  52598. import "babylonjs/Shaders/glowMapMerge.fragment";
  52599. import "babylonjs/Shaders/glowMapMerge.vertex";
  52600. import "babylonjs/Layers/effectLayerSceneComponent";
  52601. module "babylonjs/abstractScene" {
  52602. interface AbstractScene {
  52603. /**
  52604. * Return a the first highlight layer of the scene with a given name.
  52605. * @param name The name of the highlight layer to look for.
  52606. * @return The highlight layer if found otherwise null.
  52607. */
  52608. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  52609. }
  52610. }
  52611. /**
  52612. * Glow layer options. This helps customizing the behaviour
  52613. * of the glow layer.
  52614. */
  52615. export interface IGlowLayerOptions {
  52616. /**
  52617. * Multiplication factor apply to the canvas size to compute the render target size
  52618. * used to generated the glowing objects (the smaller the faster).
  52619. */
  52620. mainTextureRatio: number;
  52621. /**
  52622. * Enforces a fixed size texture to ensure resize independant blur.
  52623. */
  52624. mainTextureFixedSize?: number;
  52625. /**
  52626. * How big is the kernel of the blur texture.
  52627. */
  52628. blurKernelSize: number;
  52629. /**
  52630. * The camera attached to the layer.
  52631. */
  52632. camera: Nullable<Camera>;
  52633. /**
  52634. * Enable MSAA by chosing the number of samples.
  52635. */
  52636. mainTextureSamples?: number;
  52637. /**
  52638. * The rendering group to draw the layer in.
  52639. */
  52640. renderingGroupId: number;
  52641. }
  52642. /**
  52643. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  52644. *
  52645. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  52646. *
  52647. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  52648. */
  52649. export class GlowLayer extends EffectLayer {
  52650. /**
  52651. * Effect Name of the layer.
  52652. */
  52653. static readonly EffectName: string;
  52654. /**
  52655. * The default blur kernel size used for the glow.
  52656. */
  52657. static DefaultBlurKernelSize: number;
  52658. /**
  52659. * The default texture size ratio used for the glow.
  52660. */
  52661. static DefaultTextureRatio: number;
  52662. /**
  52663. * Sets the kernel size of the blur.
  52664. */
  52665. /**
  52666. * Gets the kernel size of the blur.
  52667. */
  52668. blurKernelSize: number;
  52669. /**
  52670. * Sets the glow intensity.
  52671. */
  52672. /**
  52673. * Gets the glow intensity.
  52674. */
  52675. intensity: number;
  52676. private _options;
  52677. private _intensity;
  52678. private _horizontalBlurPostprocess1;
  52679. private _verticalBlurPostprocess1;
  52680. private _horizontalBlurPostprocess2;
  52681. private _verticalBlurPostprocess2;
  52682. private _blurTexture1;
  52683. private _blurTexture2;
  52684. private _postProcesses1;
  52685. private _postProcesses2;
  52686. private _includedOnlyMeshes;
  52687. private _excludedMeshes;
  52688. private _meshesUsingTheirOwnMaterials;
  52689. /**
  52690. * Callback used to let the user override the color selection on a per mesh basis
  52691. */
  52692. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  52693. /**
  52694. * Callback used to let the user override the texture selection on a per mesh basis
  52695. */
  52696. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  52697. /**
  52698. * Instantiates a new glow Layer and references it to the scene.
  52699. * @param name The name of the layer
  52700. * @param scene The scene to use the layer in
  52701. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  52702. */
  52703. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  52704. /**
  52705. * Get the effect name of the layer.
  52706. * @return The effect name
  52707. */
  52708. getEffectName(): string;
  52709. /**
  52710. * Create the merge effect. This is the shader use to blit the information back
  52711. * to the main canvas at the end of the scene rendering.
  52712. */
  52713. protected _createMergeEffect(): Effect;
  52714. /**
  52715. * Creates the render target textures and post processes used in the glow layer.
  52716. */
  52717. protected _createTextureAndPostProcesses(): void;
  52718. /**
  52719. * Checks for the readiness of the element composing the layer.
  52720. * @param subMesh the mesh to check for
  52721. * @param useInstances specify wether or not to use instances to render the mesh
  52722. * @param emissiveTexture the associated emissive texture used to generate the glow
  52723. * @return true if ready otherwise, false
  52724. */
  52725. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52726. /**
  52727. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52728. */
  52729. needStencil(): boolean;
  52730. /**
  52731. * Returns true if the mesh can be rendered, otherwise false.
  52732. * @param mesh The mesh to render
  52733. * @param material The material used on the mesh
  52734. * @returns true if it can be rendered otherwise false
  52735. */
  52736. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52737. /**
  52738. * Implementation specific of rendering the generating effect on the main canvas.
  52739. * @param effect The effect used to render through
  52740. */
  52741. protected _internalRender(effect: Effect): void;
  52742. /**
  52743. * Sets the required values for both the emissive texture and and the main color.
  52744. */
  52745. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52746. /**
  52747. * Returns true if the mesh should render, otherwise false.
  52748. * @param mesh The mesh to render
  52749. * @returns true if it should render otherwise false
  52750. */
  52751. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52752. /**
  52753. * Adds specific effects defines.
  52754. * @param defines The defines to add specifics to.
  52755. */
  52756. protected _addCustomEffectDefines(defines: string[]): void;
  52757. /**
  52758. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  52759. * @param mesh The mesh to exclude from the glow layer
  52760. */
  52761. addExcludedMesh(mesh: Mesh): void;
  52762. /**
  52763. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  52764. * @param mesh The mesh to remove
  52765. */
  52766. removeExcludedMesh(mesh: Mesh): void;
  52767. /**
  52768. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  52769. * @param mesh The mesh to include in the glow layer
  52770. */
  52771. addIncludedOnlyMesh(mesh: Mesh): void;
  52772. /**
  52773. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  52774. * @param mesh The mesh to remove
  52775. */
  52776. removeIncludedOnlyMesh(mesh: Mesh): void;
  52777. /**
  52778. * Determine if a given mesh will be used in the glow layer
  52779. * @param mesh The mesh to test
  52780. * @returns true if the mesh will be highlighted by the current glow layer
  52781. */
  52782. hasMesh(mesh: AbstractMesh): boolean;
  52783. /**
  52784. * Defines wether the current material of the mesh should be use to render the effect.
  52785. * @param mesh defines the current mesh to render
  52786. */
  52787. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52788. /**
  52789. * Add a mesh to be rendered through its own material and not with emissive only.
  52790. * @param mesh The mesh for which we need to use its material
  52791. */
  52792. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  52793. /**
  52794. * Remove a mesh from being rendered through its own material and not with emissive only.
  52795. * @param mesh The mesh for which we need to not use its material
  52796. */
  52797. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  52798. /**
  52799. * Free any resources and references associated to a mesh.
  52800. * Internal use
  52801. * @param mesh The mesh to free.
  52802. * @hidden
  52803. */
  52804. _disposeMesh(mesh: Mesh): void;
  52805. /**
  52806. * Gets the class name of the effect layer
  52807. * @returns the string with the class name of the effect layer
  52808. */
  52809. getClassName(): string;
  52810. /**
  52811. * Serializes this glow layer
  52812. * @returns a serialized glow layer object
  52813. */
  52814. serialize(): any;
  52815. /**
  52816. * Creates a Glow Layer from parsed glow layer data
  52817. * @param parsedGlowLayer defines glow layer data
  52818. * @param scene defines the current scene
  52819. * @param rootUrl defines the root URL containing the glow layer information
  52820. * @returns a parsed Glow Layer
  52821. */
  52822. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  52823. }
  52824. }
  52825. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  52826. /** @hidden */
  52827. export var glowBlurPostProcessPixelShader: {
  52828. name: string;
  52829. shader: string;
  52830. };
  52831. }
  52832. declare module "babylonjs/Layers/highlightLayer" {
  52833. import { Observable } from "babylonjs/Misc/observable";
  52834. import { Nullable } from "babylonjs/types";
  52835. import { Camera } from "babylonjs/Cameras/camera";
  52836. import { Scene } from "babylonjs/scene";
  52837. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52838. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52839. import { Mesh } from "babylonjs/Meshes/mesh";
  52840. import { Effect } from "babylonjs/Materials/effect";
  52841. import { Material } from "babylonjs/Materials/material";
  52842. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52843. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  52844. import "babylonjs/Shaders/glowMapMerge.fragment";
  52845. import "babylonjs/Shaders/glowMapMerge.vertex";
  52846. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  52847. module "babylonjs/abstractScene" {
  52848. interface AbstractScene {
  52849. /**
  52850. * Return a the first highlight layer of the scene with a given name.
  52851. * @param name The name of the highlight layer to look for.
  52852. * @return The highlight layer if found otherwise null.
  52853. */
  52854. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  52855. }
  52856. }
  52857. /**
  52858. * Highlight layer options. This helps customizing the behaviour
  52859. * of the highlight layer.
  52860. */
  52861. export interface IHighlightLayerOptions {
  52862. /**
  52863. * Multiplication factor apply to the canvas size to compute the render target size
  52864. * used to generated the glowing objects (the smaller the faster).
  52865. */
  52866. mainTextureRatio: number;
  52867. /**
  52868. * Enforces a fixed size texture to ensure resize independant blur.
  52869. */
  52870. mainTextureFixedSize?: number;
  52871. /**
  52872. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  52873. * of the picture to blur (the smaller the faster).
  52874. */
  52875. blurTextureSizeRatio: number;
  52876. /**
  52877. * How big in texel of the blur texture is the vertical blur.
  52878. */
  52879. blurVerticalSize: number;
  52880. /**
  52881. * How big in texel of the blur texture is the horizontal blur.
  52882. */
  52883. blurHorizontalSize: number;
  52884. /**
  52885. * Alpha blending mode used to apply the blur. Default is combine.
  52886. */
  52887. alphaBlendingMode: number;
  52888. /**
  52889. * The camera attached to the layer.
  52890. */
  52891. camera: Nullable<Camera>;
  52892. /**
  52893. * Should we display highlight as a solid stroke?
  52894. */
  52895. isStroke?: boolean;
  52896. /**
  52897. * The rendering group to draw the layer in.
  52898. */
  52899. renderingGroupId: number;
  52900. }
  52901. /**
  52902. * The highlight layer Helps adding a glow effect around a mesh.
  52903. *
  52904. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  52905. * glowy meshes to your scene.
  52906. *
  52907. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  52908. */
  52909. export class HighlightLayer extends EffectLayer {
  52910. name: string;
  52911. /**
  52912. * Effect Name of the highlight layer.
  52913. */
  52914. static readonly EffectName: string;
  52915. /**
  52916. * The neutral color used during the preparation of the glow effect.
  52917. * This is black by default as the blend operation is a blend operation.
  52918. */
  52919. static NeutralColor: Color4;
  52920. /**
  52921. * Stencil value used for glowing meshes.
  52922. */
  52923. static GlowingMeshStencilReference: number;
  52924. /**
  52925. * Stencil value used for the other meshes in the scene.
  52926. */
  52927. static NormalMeshStencilReference: number;
  52928. /**
  52929. * Specifies whether or not the inner glow is ACTIVE in the layer.
  52930. */
  52931. innerGlow: boolean;
  52932. /**
  52933. * Specifies whether or not the outer glow is ACTIVE in the layer.
  52934. */
  52935. outerGlow: boolean;
  52936. /**
  52937. * Specifies the horizontal size of the blur.
  52938. */
  52939. /**
  52940. * Gets the horizontal size of the blur.
  52941. */
  52942. blurHorizontalSize: number;
  52943. /**
  52944. * Specifies the vertical size of the blur.
  52945. */
  52946. /**
  52947. * Gets the vertical size of the blur.
  52948. */
  52949. blurVerticalSize: number;
  52950. /**
  52951. * An event triggered when the highlight layer is being blurred.
  52952. */
  52953. onBeforeBlurObservable: Observable<HighlightLayer>;
  52954. /**
  52955. * An event triggered when the highlight layer has been blurred.
  52956. */
  52957. onAfterBlurObservable: Observable<HighlightLayer>;
  52958. private _instanceGlowingMeshStencilReference;
  52959. private _options;
  52960. private _downSamplePostprocess;
  52961. private _horizontalBlurPostprocess;
  52962. private _verticalBlurPostprocess;
  52963. private _blurTexture;
  52964. private _meshes;
  52965. private _excludedMeshes;
  52966. /**
  52967. * Instantiates a new highlight Layer and references it to the scene..
  52968. * @param name The name of the layer
  52969. * @param scene The scene to use the layer in
  52970. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  52971. */
  52972. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  52973. /**
  52974. * Get the effect name of the layer.
  52975. * @return The effect name
  52976. */
  52977. getEffectName(): string;
  52978. /**
  52979. * Create the merge effect. This is the shader use to blit the information back
  52980. * to the main canvas at the end of the scene rendering.
  52981. */
  52982. protected _createMergeEffect(): Effect;
  52983. /**
  52984. * Creates the render target textures and post processes used in the highlight layer.
  52985. */
  52986. protected _createTextureAndPostProcesses(): void;
  52987. /**
  52988. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52989. */
  52990. needStencil(): boolean;
  52991. /**
  52992. * Checks for the readiness of the element composing the layer.
  52993. * @param subMesh the mesh to check for
  52994. * @param useInstances specify wether or not to use instances to render the mesh
  52995. * @param emissiveTexture the associated emissive texture used to generate the glow
  52996. * @return true if ready otherwise, false
  52997. */
  52998. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52999. /**
  53000. * Implementation specific of rendering the generating effect on the main canvas.
  53001. * @param effect The effect used to render through
  53002. */
  53003. protected _internalRender(effect: Effect): void;
  53004. /**
  53005. * Returns true if the layer contains information to display, otherwise false.
  53006. */
  53007. shouldRender(): boolean;
  53008. /**
  53009. * Returns true if the mesh should render, otherwise false.
  53010. * @param mesh The mesh to render
  53011. * @returns true if it should render otherwise false
  53012. */
  53013. protected _shouldRenderMesh(mesh: Mesh): boolean;
  53014. /**
  53015. * Sets the required values for both the emissive texture and and the main color.
  53016. */
  53017. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  53018. /**
  53019. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  53020. * @param mesh The mesh to exclude from the highlight layer
  53021. */
  53022. addExcludedMesh(mesh: Mesh): void;
  53023. /**
  53024. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  53025. * @param mesh The mesh to highlight
  53026. */
  53027. removeExcludedMesh(mesh: Mesh): void;
  53028. /**
  53029. * Determine if a given mesh will be highlighted by the current HighlightLayer
  53030. * @param mesh mesh to test
  53031. * @returns true if the mesh will be highlighted by the current HighlightLayer
  53032. */
  53033. hasMesh(mesh: AbstractMesh): boolean;
  53034. /**
  53035. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  53036. * @param mesh The mesh to highlight
  53037. * @param color The color of the highlight
  53038. * @param glowEmissiveOnly Extract the glow from the emissive texture
  53039. */
  53040. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  53041. /**
  53042. * Remove a mesh from the highlight layer in order to make it stop glowing.
  53043. * @param mesh The mesh to highlight
  53044. */
  53045. removeMesh(mesh: Mesh): void;
  53046. /**
  53047. * Force the stencil to the normal expected value for none glowing parts
  53048. */
  53049. private _defaultStencilReference;
  53050. /**
  53051. * Free any resources and references associated to a mesh.
  53052. * Internal use
  53053. * @param mesh The mesh to free.
  53054. * @hidden
  53055. */
  53056. _disposeMesh(mesh: Mesh): void;
  53057. /**
  53058. * Dispose the highlight layer and free resources.
  53059. */
  53060. dispose(): void;
  53061. /**
  53062. * Gets the class name of the effect layer
  53063. * @returns the string with the class name of the effect layer
  53064. */
  53065. getClassName(): string;
  53066. /**
  53067. * Serializes this Highlight layer
  53068. * @returns a serialized Highlight layer object
  53069. */
  53070. serialize(): any;
  53071. /**
  53072. * Creates a Highlight layer from parsed Highlight layer data
  53073. * @param parsedHightlightLayer defines the Highlight layer data
  53074. * @param scene defines the current scene
  53075. * @param rootUrl defines the root URL containing the Highlight layer information
  53076. * @returns a parsed Highlight layer
  53077. */
  53078. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  53079. }
  53080. }
  53081. declare module "babylonjs/Layers/layerSceneComponent" {
  53082. import { Scene } from "babylonjs/scene";
  53083. import { ISceneComponent } from "babylonjs/sceneComponent";
  53084. import { Layer } from "babylonjs/Layers/layer";
  53085. import { AbstractScene } from "babylonjs/abstractScene";
  53086. module "babylonjs/abstractScene" {
  53087. interface AbstractScene {
  53088. /**
  53089. * The list of layers (background and foreground) of the scene
  53090. */
  53091. layers: Array<Layer>;
  53092. }
  53093. }
  53094. /**
  53095. * Defines the layer scene component responsible to manage any layers
  53096. * in a given scene.
  53097. */
  53098. export class LayerSceneComponent implements ISceneComponent {
  53099. /**
  53100. * The component name helpfull to identify the component in the list of scene components.
  53101. */
  53102. readonly name: string;
  53103. /**
  53104. * The scene the component belongs to.
  53105. */
  53106. scene: Scene;
  53107. private _engine;
  53108. /**
  53109. * Creates a new instance of the component for the given scene
  53110. * @param scene Defines the scene to register the component in
  53111. */
  53112. constructor(scene: Scene);
  53113. /**
  53114. * Registers the component in a given scene
  53115. */
  53116. register(): void;
  53117. /**
  53118. * Rebuilds the elements related to this component in case of
  53119. * context lost for instance.
  53120. */
  53121. rebuild(): void;
  53122. /**
  53123. * Disposes the component and the associated ressources.
  53124. */
  53125. dispose(): void;
  53126. private _draw;
  53127. private _drawCameraPredicate;
  53128. private _drawCameraBackground;
  53129. private _drawCameraForeground;
  53130. private _drawRenderTargetPredicate;
  53131. private _drawRenderTargetBackground;
  53132. private _drawRenderTargetForeground;
  53133. /**
  53134. * Adds all the elements from the container to the scene
  53135. * @param container the container holding the elements
  53136. */
  53137. addFromContainer(container: AbstractScene): void;
  53138. /**
  53139. * Removes all the elements in the container from the scene
  53140. * @param container contains the elements to remove
  53141. * @param dispose if the removed element should be disposed (default: false)
  53142. */
  53143. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53144. }
  53145. }
  53146. declare module "babylonjs/Shaders/layer.fragment" {
  53147. /** @hidden */
  53148. export var layerPixelShader: {
  53149. name: string;
  53150. shader: string;
  53151. };
  53152. }
  53153. declare module "babylonjs/Shaders/layer.vertex" {
  53154. /** @hidden */
  53155. export var layerVertexShader: {
  53156. name: string;
  53157. shader: string;
  53158. };
  53159. }
  53160. declare module "babylonjs/Layers/layer" {
  53161. import { Observable } from "babylonjs/Misc/observable";
  53162. import { Nullable } from "babylonjs/types";
  53163. import { Scene } from "babylonjs/scene";
  53164. import { Vector2 } from "babylonjs/Maths/math.vector";
  53165. import { Color4 } from "babylonjs/Maths/math.color";
  53166. import { Texture } from "babylonjs/Materials/Textures/texture";
  53167. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53168. import "babylonjs/Shaders/layer.fragment";
  53169. import "babylonjs/Shaders/layer.vertex";
  53170. /**
  53171. * This represents a full screen 2d layer.
  53172. * This can be useful to display a picture in the background of your scene for instance.
  53173. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53174. */
  53175. export class Layer {
  53176. /**
  53177. * Define the name of the layer.
  53178. */
  53179. name: string;
  53180. /**
  53181. * Define the texture the layer should display.
  53182. */
  53183. texture: Nullable<Texture>;
  53184. /**
  53185. * Is the layer in background or foreground.
  53186. */
  53187. isBackground: boolean;
  53188. /**
  53189. * Define the color of the layer (instead of texture).
  53190. */
  53191. color: Color4;
  53192. /**
  53193. * Define the scale of the layer in order to zoom in out of the texture.
  53194. */
  53195. scale: Vector2;
  53196. /**
  53197. * Define an offset for the layer in order to shift the texture.
  53198. */
  53199. offset: Vector2;
  53200. /**
  53201. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  53202. */
  53203. alphaBlendingMode: number;
  53204. /**
  53205. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  53206. * Alpha test will not mix with the background color in case of transparency.
  53207. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  53208. */
  53209. alphaTest: boolean;
  53210. /**
  53211. * Define a mask to restrict the layer to only some of the scene cameras.
  53212. */
  53213. layerMask: number;
  53214. /**
  53215. * Define the list of render target the layer is visible into.
  53216. */
  53217. renderTargetTextures: RenderTargetTexture[];
  53218. /**
  53219. * Define if the layer is only used in renderTarget or if it also
  53220. * renders in the main frame buffer of the canvas.
  53221. */
  53222. renderOnlyInRenderTargetTextures: boolean;
  53223. private _scene;
  53224. private _vertexBuffers;
  53225. private _indexBuffer;
  53226. private _effect;
  53227. private _alphaTestEffect;
  53228. /**
  53229. * An event triggered when the layer is disposed.
  53230. */
  53231. onDisposeObservable: Observable<Layer>;
  53232. private _onDisposeObserver;
  53233. /**
  53234. * Back compatibility with callback before the onDisposeObservable existed.
  53235. * The set callback will be triggered when the layer has been disposed.
  53236. */
  53237. onDispose: () => void;
  53238. /**
  53239. * An event triggered before rendering the scene
  53240. */
  53241. onBeforeRenderObservable: Observable<Layer>;
  53242. private _onBeforeRenderObserver;
  53243. /**
  53244. * Back compatibility with callback before the onBeforeRenderObservable existed.
  53245. * The set callback will be triggered just before rendering the layer.
  53246. */
  53247. onBeforeRender: () => void;
  53248. /**
  53249. * An event triggered after rendering the scene
  53250. */
  53251. onAfterRenderObservable: Observable<Layer>;
  53252. private _onAfterRenderObserver;
  53253. /**
  53254. * Back compatibility with callback before the onAfterRenderObservable existed.
  53255. * The set callback will be triggered just after rendering the layer.
  53256. */
  53257. onAfterRender: () => void;
  53258. /**
  53259. * Instantiates a new layer.
  53260. * This represents a full screen 2d layer.
  53261. * This can be useful to display a picture in the background of your scene for instance.
  53262. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53263. * @param name Define the name of the layer in the scene
  53264. * @param imgUrl Define the url of the texture to display in the layer
  53265. * @param scene Define the scene the layer belongs to
  53266. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  53267. * @param color Defines a color for the layer
  53268. */
  53269. constructor(
  53270. /**
  53271. * Define the name of the layer.
  53272. */
  53273. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  53274. private _createIndexBuffer;
  53275. /** @hidden */
  53276. _rebuild(): void;
  53277. /**
  53278. * Renders the layer in the scene.
  53279. */
  53280. render(): void;
  53281. /**
  53282. * Disposes and releases the associated ressources.
  53283. */
  53284. dispose(): void;
  53285. }
  53286. }
  53287. declare module "babylonjs/Layers/index" {
  53288. export * from "babylonjs/Layers/effectLayer";
  53289. export * from "babylonjs/Layers/effectLayerSceneComponent";
  53290. export * from "babylonjs/Layers/glowLayer";
  53291. export * from "babylonjs/Layers/highlightLayer";
  53292. export * from "babylonjs/Layers/layer";
  53293. export * from "babylonjs/Layers/layerSceneComponent";
  53294. }
  53295. declare module "babylonjs/Shaders/lensFlare.fragment" {
  53296. /** @hidden */
  53297. export var lensFlarePixelShader: {
  53298. name: string;
  53299. shader: string;
  53300. };
  53301. }
  53302. declare module "babylonjs/Shaders/lensFlare.vertex" {
  53303. /** @hidden */
  53304. export var lensFlareVertexShader: {
  53305. name: string;
  53306. shader: string;
  53307. };
  53308. }
  53309. declare module "babylonjs/LensFlares/lensFlareSystem" {
  53310. import { Scene } from "babylonjs/scene";
  53311. import { Vector3 } from "babylonjs/Maths/math.vector";
  53312. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53313. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  53314. import "babylonjs/Shaders/lensFlare.fragment";
  53315. import "babylonjs/Shaders/lensFlare.vertex";
  53316. import { Viewport } from "babylonjs/Maths/math.viewport";
  53317. /**
  53318. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53319. * It is usually composed of several `lensFlare`.
  53320. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53321. */
  53322. export class LensFlareSystem {
  53323. /**
  53324. * Define the name of the lens flare system
  53325. */
  53326. name: string;
  53327. /**
  53328. * List of lens flares used in this system.
  53329. */
  53330. lensFlares: LensFlare[];
  53331. /**
  53332. * Define a limit from the border the lens flare can be visible.
  53333. */
  53334. borderLimit: number;
  53335. /**
  53336. * Define a viewport border we do not want to see the lens flare in.
  53337. */
  53338. viewportBorder: number;
  53339. /**
  53340. * Define a predicate which could limit the list of meshes able to occlude the effect.
  53341. */
  53342. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  53343. /**
  53344. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  53345. */
  53346. layerMask: number;
  53347. /**
  53348. * Define the id of the lens flare system in the scene.
  53349. * (equal to name by default)
  53350. */
  53351. id: string;
  53352. private _scene;
  53353. private _emitter;
  53354. private _vertexBuffers;
  53355. private _indexBuffer;
  53356. private _effect;
  53357. private _positionX;
  53358. private _positionY;
  53359. private _isEnabled;
  53360. /** @hidden */
  53361. static _SceneComponentInitialization: (scene: Scene) => void;
  53362. /**
  53363. * Instantiates a lens flare system.
  53364. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53365. * It is usually composed of several `lensFlare`.
  53366. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53367. * @param name Define the name of the lens flare system in the scene
  53368. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  53369. * @param scene Define the scene the lens flare system belongs to
  53370. */
  53371. constructor(
  53372. /**
  53373. * Define the name of the lens flare system
  53374. */
  53375. name: string, emitter: any, scene: Scene);
  53376. /**
  53377. * Define if the lens flare system is enabled.
  53378. */
  53379. isEnabled: boolean;
  53380. /**
  53381. * Get the scene the effects belongs to.
  53382. * @returns the scene holding the lens flare system
  53383. */
  53384. getScene(): Scene;
  53385. /**
  53386. * Get the emitter of the lens flare system.
  53387. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53388. * @returns the emitter of the lens flare system
  53389. */
  53390. getEmitter(): any;
  53391. /**
  53392. * Set the emitter of the lens flare system.
  53393. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53394. * @param newEmitter Define the new emitter of the system
  53395. */
  53396. setEmitter(newEmitter: any): void;
  53397. /**
  53398. * Get the lens flare system emitter position.
  53399. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  53400. * @returns the position
  53401. */
  53402. getEmitterPosition(): Vector3;
  53403. /**
  53404. * @hidden
  53405. */
  53406. computeEffectivePosition(globalViewport: Viewport): boolean;
  53407. /** @hidden */
  53408. _isVisible(): boolean;
  53409. /**
  53410. * @hidden
  53411. */
  53412. render(): boolean;
  53413. /**
  53414. * Dispose and release the lens flare with its associated resources.
  53415. */
  53416. dispose(): void;
  53417. /**
  53418. * Parse a lens flare system from a JSON repressentation
  53419. * @param parsedLensFlareSystem Define the JSON to parse
  53420. * @param scene Define the scene the parsed system should be instantiated in
  53421. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  53422. * @returns the parsed system
  53423. */
  53424. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  53425. /**
  53426. * Serialize the current Lens Flare System into a JSON representation.
  53427. * @returns the serialized JSON
  53428. */
  53429. serialize(): any;
  53430. }
  53431. }
  53432. declare module "babylonjs/LensFlares/lensFlare" {
  53433. import { Nullable } from "babylonjs/types";
  53434. import { Color3 } from "babylonjs/Maths/math.color";
  53435. import { Texture } from "babylonjs/Materials/Textures/texture";
  53436. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53437. /**
  53438. * This represents one of the lens effect in a `lensFlareSystem`.
  53439. * It controls one of the indiviual texture used in the effect.
  53440. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53441. */
  53442. export class LensFlare {
  53443. /**
  53444. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53445. */
  53446. size: number;
  53447. /**
  53448. * 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.
  53449. */
  53450. position: number;
  53451. /**
  53452. * Define the lens color.
  53453. */
  53454. color: Color3;
  53455. /**
  53456. * Define the lens texture.
  53457. */
  53458. texture: Nullable<Texture>;
  53459. /**
  53460. * Define the alpha mode to render this particular lens.
  53461. */
  53462. alphaMode: number;
  53463. private _system;
  53464. /**
  53465. * Creates a new Lens Flare.
  53466. * This represents one of the lens effect in a `lensFlareSystem`.
  53467. * It controls one of the indiviual texture used in the effect.
  53468. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53469. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  53470. * @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.
  53471. * @param color Define the lens color
  53472. * @param imgUrl Define the lens texture url
  53473. * @param system Define the `lensFlareSystem` this flare is part of
  53474. * @returns The newly created Lens Flare
  53475. */
  53476. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  53477. /**
  53478. * Instantiates a new Lens Flare.
  53479. * This represents one of the lens effect in a `lensFlareSystem`.
  53480. * It controls one of the indiviual texture used in the effect.
  53481. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53482. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  53483. * @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.
  53484. * @param color Define the lens color
  53485. * @param imgUrl Define the lens texture url
  53486. * @param system Define the `lensFlareSystem` this flare is part of
  53487. */
  53488. constructor(
  53489. /**
  53490. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53491. */
  53492. size: number,
  53493. /**
  53494. * 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.
  53495. */
  53496. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  53497. /**
  53498. * Dispose and release the lens flare with its associated resources.
  53499. */
  53500. dispose(): void;
  53501. }
  53502. }
  53503. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  53504. import { Nullable } from "babylonjs/types";
  53505. import { Scene } from "babylonjs/scene";
  53506. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53507. import { AbstractScene } from "babylonjs/abstractScene";
  53508. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53509. module "babylonjs/abstractScene" {
  53510. interface AbstractScene {
  53511. /**
  53512. * The list of lens flare system added to the scene
  53513. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53514. */
  53515. lensFlareSystems: Array<LensFlareSystem>;
  53516. /**
  53517. * Removes the given lens flare system from this scene.
  53518. * @param toRemove The lens flare system to remove
  53519. * @returns The index of the removed lens flare system
  53520. */
  53521. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  53522. /**
  53523. * Adds the given lens flare system to this scene
  53524. * @param newLensFlareSystem The lens flare system to add
  53525. */
  53526. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  53527. /**
  53528. * Gets a lens flare system using its name
  53529. * @param name defines the name to look for
  53530. * @returns the lens flare system or null if not found
  53531. */
  53532. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  53533. /**
  53534. * Gets a lens flare system using its id
  53535. * @param id defines the id to look for
  53536. * @returns the lens flare system or null if not found
  53537. */
  53538. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  53539. }
  53540. }
  53541. /**
  53542. * Defines the lens flare scene component responsible to manage any lens flares
  53543. * in a given scene.
  53544. */
  53545. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  53546. /**
  53547. * The component name helpfull to identify the component in the list of scene components.
  53548. */
  53549. readonly name: string;
  53550. /**
  53551. * The scene the component belongs to.
  53552. */
  53553. scene: Scene;
  53554. /**
  53555. * Creates a new instance of the component for the given scene
  53556. * @param scene Defines the scene to register the component in
  53557. */
  53558. constructor(scene: Scene);
  53559. /**
  53560. * Registers the component in a given scene
  53561. */
  53562. register(): void;
  53563. /**
  53564. * Rebuilds the elements related to this component in case of
  53565. * context lost for instance.
  53566. */
  53567. rebuild(): void;
  53568. /**
  53569. * Adds all the elements from the container to the scene
  53570. * @param container the container holding the elements
  53571. */
  53572. addFromContainer(container: AbstractScene): void;
  53573. /**
  53574. * Removes all the elements in the container from the scene
  53575. * @param container contains the elements to remove
  53576. * @param dispose if the removed element should be disposed (default: false)
  53577. */
  53578. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53579. /**
  53580. * Serializes the component data to the specified json object
  53581. * @param serializationObject The object to serialize to
  53582. */
  53583. serialize(serializationObject: any): void;
  53584. /**
  53585. * Disposes the component and the associated ressources.
  53586. */
  53587. dispose(): void;
  53588. private _draw;
  53589. }
  53590. }
  53591. declare module "babylonjs/LensFlares/index" {
  53592. export * from "babylonjs/LensFlares/lensFlare";
  53593. export * from "babylonjs/LensFlares/lensFlareSystem";
  53594. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  53595. }
  53596. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  53597. import { Scene } from "babylonjs/scene";
  53598. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53599. import { AbstractScene } from "babylonjs/abstractScene";
  53600. /**
  53601. * Defines the shadow generator component responsible to manage any shadow generators
  53602. * in a given scene.
  53603. */
  53604. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  53605. /**
  53606. * The component name helpfull to identify the component in the list of scene components.
  53607. */
  53608. readonly name: string;
  53609. /**
  53610. * The scene the component belongs to.
  53611. */
  53612. scene: Scene;
  53613. /**
  53614. * Creates a new instance of the component for the given scene
  53615. * @param scene Defines the scene to register the component in
  53616. */
  53617. constructor(scene: Scene);
  53618. /**
  53619. * Registers the component in a given scene
  53620. */
  53621. register(): void;
  53622. /**
  53623. * Rebuilds the elements related to this component in case of
  53624. * context lost for instance.
  53625. */
  53626. rebuild(): void;
  53627. /**
  53628. * Serializes the component data to the specified json object
  53629. * @param serializationObject The object to serialize to
  53630. */
  53631. serialize(serializationObject: any): void;
  53632. /**
  53633. * Adds all the elements from the container to the scene
  53634. * @param container the container holding the elements
  53635. */
  53636. addFromContainer(container: AbstractScene): void;
  53637. /**
  53638. * Removes all the elements in the container from the scene
  53639. * @param container contains the elements to remove
  53640. * @param dispose if the removed element should be disposed (default: false)
  53641. */
  53642. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53643. /**
  53644. * Rebuilds the elements related to this component in case of
  53645. * context lost for instance.
  53646. */
  53647. dispose(): void;
  53648. private _gatherRenderTargets;
  53649. }
  53650. }
  53651. declare module "babylonjs/Lights/Shadows/index" {
  53652. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  53653. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  53654. }
  53655. declare module "babylonjs/Lights/pointLight" {
  53656. import { Scene } from "babylonjs/scene";
  53657. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53658. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53659. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  53660. import { Effect } from "babylonjs/Materials/effect";
  53661. /**
  53662. * A point light is a light defined by an unique point in world space.
  53663. * The light is emitted in every direction from this point.
  53664. * A good example of a point light is a standard light bulb.
  53665. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53666. */
  53667. export class PointLight extends ShadowLight {
  53668. private _shadowAngle;
  53669. /**
  53670. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53671. * This specifies what angle the shadow will use to be created.
  53672. *
  53673. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53674. */
  53675. /**
  53676. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53677. * This specifies what angle the shadow will use to be created.
  53678. *
  53679. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53680. */
  53681. shadowAngle: number;
  53682. /**
  53683. * Gets the direction if it has been set.
  53684. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53685. */
  53686. /**
  53687. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53688. */
  53689. direction: Vector3;
  53690. /**
  53691. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53692. * A PointLight emits the light in every direction.
  53693. * It can cast shadows.
  53694. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53695. * ```javascript
  53696. * var pointLight = new PointLight("pl", camera.position, scene);
  53697. * ```
  53698. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53699. * @param name The light friendly name
  53700. * @param position The position of the point light in the scene
  53701. * @param scene The scene the lights belongs to
  53702. */
  53703. constructor(name: string, position: Vector3, scene: Scene);
  53704. /**
  53705. * Returns the string "PointLight"
  53706. * @returns the class name
  53707. */
  53708. getClassName(): string;
  53709. /**
  53710. * Returns the integer 0.
  53711. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53712. */
  53713. getTypeID(): number;
  53714. /**
  53715. * Specifies wether or not the shadowmap should be a cube texture.
  53716. * @returns true if the shadowmap needs to be a cube texture.
  53717. */
  53718. needCube(): boolean;
  53719. /**
  53720. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53721. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53722. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53723. */
  53724. getShadowDirection(faceIndex?: number): Vector3;
  53725. /**
  53726. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53727. * - fov = PI / 2
  53728. * - aspect ratio : 1.0
  53729. * - z-near and far equal to the active camera minZ and maxZ.
  53730. * Returns the PointLight.
  53731. */
  53732. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  53733. protected _buildUniformLayout(): void;
  53734. /**
  53735. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53736. * @param effect The effect to update
  53737. * @param lightIndex The index of the light in the effect to update
  53738. * @returns The point light
  53739. */
  53740. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  53741. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  53742. /**
  53743. * Prepares the list of defines specific to the light type.
  53744. * @param defines the list of defines
  53745. * @param lightIndex defines the index of the light for the effect
  53746. */
  53747. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  53748. }
  53749. }
  53750. declare module "babylonjs/Lights/index" {
  53751. export * from "babylonjs/Lights/light";
  53752. export * from "babylonjs/Lights/shadowLight";
  53753. export * from "babylonjs/Lights/Shadows/index";
  53754. export * from "babylonjs/Lights/directionalLight";
  53755. export * from "babylonjs/Lights/hemisphericLight";
  53756. export * from "babylonjs/Lights/pointLight";
  53757. export * from "babylonjs/Lights/spotLight";
  53758. }
  53759. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  53760. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  53761. /**
  53762. * Header information of HDR texture files.
  53763. */
  53764. export interface HDRInfo {
  53765. /**
  53766. * The height of the texture in pixels.
  53767. */
  53768. height: number;
  53769. /**
  53770. * The width of the texture in pixels.
  53771. */
  53772. width: number;
  53773. /**
  53774. * The index of the beginning of the data in the binary file.
  53775. */
  53776. dataPosition: number;
  53777. }
  53778. /**
  53779. * This groups tools to convert HDR texture to native colors array.
  53780. */
  53781. export class HDRTools {
  53782. private static Ldexp;
  53783. private static Rgbe2float;
  53784. private static readStringLine;
  53785. /**
  53786. * Reads header information from an RGBE texture stored in a native array.
  53787. * More information on this format are available here:
  53788. * https://en.wikipedia.org/wiki/RGBE_image_format
  53789. *
  53790. * @param uint8array The binary file stored in native array.
  53791. * @return The header information.
  53792. */
  53793. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  53794. /**
  53795. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  53796. * This RGBE texture needs to store the information as a panorama.
  53797. *
  53798. * More information on this format are available here:
  53799. * https://en.wikipedia.org/wiki/RGBE_image_format
  53800. *
  53801. * @param buffer The binary file stored in an array buffer.
  53802. * @param size The expected size of the extracted cubemap.
  53803. * @return The Cube Map information.
  53804. */
  53805. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  53806. /**
  53807. * Returns the pixels data extracted from an RGBE texture.
  53808. * This pixels will be stored left to right up to down in the R G B order in one array.
  53809. *
  53810. * More information on this format are available here:
  53811. * https://en.wikipedia.org/wiki/RGBE_image_format
  53812. *
  53813. * @param uint8array The binary file stored in an array buffer.
  53814. * @param hdrInfo The header information of the file.
  53815. * @return The pixels data in RGB right to left up to down order.
  53816. */
  53817. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  53818. private static RGBE_ReadPixels_RLE;
  53819. }
  53820. }
  53821. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  53822. import { Nullable } from "babylonjs/types";
  53823. import { Scene } from "babylonjs/scene";
  53824. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53825. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53826. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53827. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53828. /**
  53829. * This represents a texture coming from an HDR input.
  53830. *
  53831. * The only supported format is currently panorama picture stored in RGBE format.
  53832. * Example of such files can be found on HDRLib: http://hdrlib.com/
  53833. */
  53834. export class HDRCubeTexture extends BaseTexture {
  53835. private static _facesMapping;
  53836. private _generateHarmonics;
  53837. private _noMipmap;
  53838. private _textureMatrix;
  53839. private _size;
  53840. private _onLoad;
  53841. private _onError;
  53842. /**
  53843. * The texture URL.
  53844. */
  53845. url: string;
  53846. /**
  53847. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  53848. */
  53849. coordinatesMode: number;
  53850. protected _isBlocking: boolean;
  53851. /**
  53852. * Sets wether or not the texture is blocking during loading.
  53853. */
  53854. /**
  53855. * Gets wether or not the texture is blocking during loading.
  53856. */
  53857. isBlocking: boolean;
  53858. protected _rotationY: number;
  53859. /**
  53860. * Sets texture matrix rotation angle around Y axis in radians.
  53861. */
  53862. /**
  53863. * Gets texture matrix rotation angle around Y axis radians.
  53864. */
  53865. rotationY: number;
  53866. /**
  53867. * Gets or sets the center of the bounding box associated with the cube texture
  53868. * It must define where the camera used to render the texture was set
  53869. */
  53870. boundingBoxPosition: Vector3;
  53871. private _boundingBoxSize;
  53872. /**
  53873. * Gets or sets the size of the bounding box associated with the cube texture
  53874. * When defined, the cubemap will switch to local mode
  53875. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  53876. * @example https://www.babylonjs-playground.com/#RNASML
  53877. */
  53878. boundingBoxSize: Vector3;
  53879. /**
  53880. * Instantiates an HDRTexture from the following parameters.
  53881. *
  53882. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  53883. * @param scene The scene the texture will be used in
  53884. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53885. * @param noMipmap Forces to not generate the mipmap if true
  53886. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  53887. * @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)
  53888. * @param reserved Reserved flag for internal use.
  53889. */
  53890. 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>);
  53891. /**
  53892. * Get the current class name of the texture useful for serialization or dynamic coding.
  53893. * @returns "HDRCubeTexture"
  53894. */
  53895. getClassName(): string;
  53896. /**
  53897. * Occurs when the file is raw .hdr file.
  53898. */
  53899. private loadTexture;
  53900. clone(): HDRCubeTexture;
  53901. delayLoad(): void;
  53902. /**
  53903. * Get the texture reflection matrix used to rotate/transform the reflection.
  53904. * @returns the reflection matrix
  53905. */
  53906. getReflectionTextureMatrix(): Matrix;
  53907. /**
  53908. * Set the texture reflection matrix used to rotate/transform the reflection.
  53909. * @param value Define the reflection matrix to set
  53910. */
  53911. setReflectionTextureMatrix(value: Matrix): void;
  53912. /**
  53913. * Parses a JSON representation of an HDR Texture in order to create the texture
  53914. * @param parsedTexture Define the JSON representation
  53915. * @param scene Define the scene the texture should be created in
  53916. * @param rootUrl Define the root url in case we need to load relative dependencies
  53917. * @returns the newly created texture after parsing
  53918. */
  53919. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  53920. serialize(): any;
  53921. }
  53922. }
  53923. declare module "babylonjs/Physics/physicsEngine" {
  53924. import { Nullable } from "babylonjs/types";
  53925. import { Vector3 } from "babylonjs/Maths/math.vector";
  53926. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  53927. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  53928. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  53929. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53930. /**
  53931. * Class used to control physics engine
  53932. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  53933. */
  53934. export class PhysicsEngine implements IPhysicsEngine {
  53935. private _physicsPlugin;
  53936. /**
  53937. * Global value used to control the smallest number supported by the simulation
  53938. */
  53939. static Epsilon: number;
  53940. private _impostors;
  53941. private _joints;
  53942. /**
  53943. * Gets the gravity vector used by the simulation
  53944. */
  53945. gravity: Vector3;
  53946. /**
  53947. * Factory used to create the default physics plugin.
  53948. * @returns The default physics plugin
  53949. */
  53950. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  53951. /**
  53952. * Creates a new Physics Engine
  53953. * @param gravity defines the gravity vector used by the simulation
  53954. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  53955. */
  53956. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  53957. /**
  53958. * Sets the gravity vector used by the simulation
  53959. * @param gravity defines the gravity vector to use
  53960. */
  53961. setGravity(gravity: Vector3): void;
  53962. /**
  53963. * Set the time step of the physics engine.
  53964. * Default is 1/60.
  53965. * To slow it down, enter 1/600 for example.
  53966. * To speed it up, 1/30
  53967. * @param newTimeStep defines the new timestep to apply to this world.
  53968. */
  53969. setTimeStep(newTimeStep?: number): void;
  53970. /**
  53971. * Get the time step of the physics engine.
  53972. * @returns the current time step
  53973. */
  53974. getTimeStep(): number;
  53975. /**
  53976. * Release all resources
  53977. */
  53978. dispose(): void;
  53979. /**
  53980. * Gets the name of the current physics plugin
  53981. * @returns the name of the plugin
  53982. */
  53983. getPhysicsPluginName(): string;
  53984. /**
  53985. * Adding a new impostor for the impostor tracking.
  53986. * This will be done by the impostor itself.
  53987. * @param impostor the impostor to add
  53988. */
  53989. addImpostor(impostor: PhysicsImpostor): void;
  53990. /**
  53991. * Remove an impostor from the engine.
  53992. * This impostor and its mesh will not longer be updated by the physics engine.
  53993. * @param impostor the impostor to remove
  53994. */
  53995. removeImpostor(impostor: PhysicsImpostor): void;
  53996. /**
  53997. * Add a joint to the physics engine
  53998. * @param mainImpostor defines the main impostor to which the joint is added.
  53999. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  54000. * @param joint defines the joint that will connect both impostors.
  54001. */
  54002. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  54003. /**
  54004. * Removes a joint from the simulation
  54005. * @param mainImpostor defines the impostor used with the joint
  54006. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  54007. * @param joint defines the joint to remove
  54008. */
  54009. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  54010. /**
  54011. * Called by the scene. No need to call it.
  54012. * @param delta defines the timespam between frames
  54013. */
  54014. _step(delta: number): void;
  54015. /**
  54016. * Gets the current plugin used to run the simulation
  54017. * @returns current plugin
  54018. */
  54019. getPhysicsPlugin(): IPhysicsEnginePlugin;
  54020. /**
  54021. * Gets the list of physic impostors
  54022. * @returns an array of PhysicsImpostor
  54023. */
  54024. getImpostors(): Array<PhysicsImpostor>;
  54025. /**
  54026. * Gets the impostor for a physics enabled object
  54027. * @param object defines the object impersonated by the impostor
  54028. * @returns the PhysicsImpostor or null if not found
  54029. */
  54030. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  54031. /**
  54032. * Gets the impostor for a physics body object
  54033. * @param body defines physics body used by the impostor
  54034. * @returns the PhysicsImpostor or null if not found
  54035. */
  54036. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  54037. /**
  54038. * Does a raycast in the physics world
  54039. * @param from when should the ray start?
  54040. * @param to when should the ray end?
  54041. * @returns PhysicsRaycastResult
  54042. */
  54043. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54044. }
  54045. }
  54046. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  54047. import { Nullable } from "babylonjs/types";
  54048. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  54049. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54050. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54051. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54052. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54053. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54054. /** @hidden */
  54055. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  54056. private _useDeltaForWorldStep;
  54057. world: any;
  54058. name: string;
  54059. private _physicsMaterials;
  54060. private _fixedTimeStep;
  54061. private _cannonRaycastResult;
  54062. private _raycastResult;
  54063. private _physicsBodysToRemoveAfterStep;
  54064. BJSCANNON: any;
  54065. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  54066. setGravity(gravity: Vector3): void;
  54067. setTimeStep(timeStep: number): void;
  54068. getTimeStep(): number;
  54069. executeStep(delta: number): void;
  54070. private _removeMarkedPhysicsBodiesFromWorld;
  54071. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54072. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54073. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54074. private _processChildMeshes;
  54075. removePhysicsBody(impostor: PhysicsImpostor): void;
  54076. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54077. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54078. private _addMaterial;
  54079. private _checkWithEpsilon;
  54080. private _createShape;
  54081. private _createHeightmap;
  54082. private _minus90X;
  54083. private _plus90X;
  54084. private _tmpPosition;
  54085. private _tmpDeltaPosition;
  54086. private _tmpUnityRotation;
  54087. private _updatePhysicsBodyTransformation;
  54088. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54089. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54090. isSupported(): boolean;
  54091. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54092. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54093. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54094. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54095. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54096. getBodyMass(impostor: PhysicsImpostor): number;
  54097. getBodyFriction(impostor: PhysicsImpostor): number;
  54098. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54099. getBodyRestitution(impostor: PhysicsImpostor): number;
  54100. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54101. sleepBody(impostor: PhysicsImpostor): void;
  54102. wakeUpBody(impostor: PhysicsImpostor): void;
  54103. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  54104. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54105. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54106. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54107. getRadius(impostor: PhysicsImpostor): number;
  54108. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54109. dispose(): void;
  54110. private _extendNamespace;
  54111. /**
  54112. * Does a raycast in the physics world
  54113. * @param from when should the ray start?
  54114. * @param to when should the ray end?
  54115. * @returns PhysicsRaycastResult
  54116. */
  54117. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54118. }
  54119. }
  54120. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  54121. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54122. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54123. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54124. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54125. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  54126. import { Nullable } from "babylonjs/types";
  54127. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54128. /** @hidden */
  54129. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  54130. world: any;
  54131. name: string;
  54132. BJSOIMO: any;
  54133. private _raycastResult;
  54134. constructor(iterations?: number, oimoInjection?: any);
  54135. setGravity(gravity: Vector3): void;
  54136. setTimeStep(timeStep: number): void;
  54137. getTimeStep(): number;
  54138. private _tmpImpostorsArray;
  54139. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54140. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54141. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54142. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54143. private _tmpPositionVector;
  54144. removePhysicsBody(impostor: PhysicsImpostor): void;
  54145. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54146. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54147. isSupported(): boolean;
  54148. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54149. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54150. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54151. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54152. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54153. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54154. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54155. getBodyMass(impostor: PhysicsImpostor): number;
  54156. getBodyFriction(impostor: PhysicsImpostor): number;
  54157. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54158. getBodyRestitution(impostor: PhysicsImpostor): number;
  54159. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54160. sleepBody(impostor: PhysicsImpostor): void;
  54161. wakeUpBody(impostor: PhysicsImpostor): void;
  54162. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54163. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  54164. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  54165. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54166. getRadius(impostor: PhysicsImpostor): number;
  54167. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54168. dispose(): void;
  54169. /**
  54170. * Does a raycast in the physics world
  54171. * @param from when should the ray start?
  54172. * @param to when should the ray end?
  54173. * @returns PhysicsRaycastResult
  54174. */
  54175. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54176. }
  54177. }
  54178. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  54179. import { Nullable } from "babylonjs/types";
  54180. import { Scene } from "babylonjs/scene";
  54181. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  54182. import { Color4 } from "babylonjs/Maths/math.color";
  54183. import { Mesh } from "babylonjs/Meshes/mesh";
  54184. /**
  54185. * Class containing static functions to help procedurally build meshes
  54186. */
  54187. export class RibbonBuilder {
  54188. /**
  54189. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  54190. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  54191. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  54192. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  54193. * * 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
  54194. * * 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
  54195. * * 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
  54196. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54197. * * 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
  54198. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54199. * * 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
  54200. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  54201. * * 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
  54202. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  54203. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54204. * @param name defines the name of the mesh
  54205. * @param options defines the options used to create the mesh
  54206. * @param scene defines the hosting scene
  54207. * @returns the ribbon mesh
  54208. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  54209. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54210. */
  54211. static CreateRibbon(name: string, options: {
  54212. pathArray: Vector3[][];
  54213. closeArray?: boolean;
  54214. closePath?: boolean;
  54215. offset?: number;
  54216. updatable?: boolean;
  54217. sideOrientation?: number;
  54218. frontUVs?: Vector4;
  54219. backUVs?: Vector4;
  54220. instance?: Mesh;
  54221. invertUV?: boolean;
  54222. uvs?: Vector2[];
  54223. colors?: Color4[];
  54224. }, scene?: Nullable<Scene>): Mesh;
  54225. }
  54226. }
  54227. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  54228. import { Nullable } from "babylonjs/types";
  54229. import { Scene } from "babylonjs/scene";
  54230. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  54231. import { Mesh } from "babylonjs/Meshes/mesh";
  54232. /**
  54233. * Class containing static functions to help procedurally build meshes
  54234. */
  54235. export class ShapeBuilder {
  54236. /**
  54237. * 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.
  54238. * * 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.
  54239. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54240. * * 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.
  54241. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  54242. * * 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
  54243. * * 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
  54244. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  54245. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54246. * * 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
  54247. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  54248. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  54249. * @param name defines the name of the mesh
  54250. * @param options defines the options used to create the mesh
  54251. * @param scene defines the hosting scene
  54252. * @returns the extruded shape mesh
  54253. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54254. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54255. */
  54256. static ExtrudeShape(name: string, options: {
  54257. shape: Vector3[];
  54258. path: Vector3[];
  54259. scale?: number;
  54260. rotation?: number;
  54261. cap?: number;
  54262. updatable?: boolean;
  54263. sideOrientation?: number;
  54264. frontUVs?: Vector4;
  54265. backUVs?: Vector4;
  54266. instance?: Mesh;
  54267. invertUV?: boolean;
  54268. }, scene?: Nullable<Scene>): Mesh;
  54269. /**
  54270. * Creates an custom extruded shape mesh.
  54271. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  54272. * * 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.
  54273. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54274. * * 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
  54275. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  54276. * * 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
  54277. * * It must returns a float value that will be the scale value applied to the shape on each path point
  54278. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  54279. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  54280. * * 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
  54281. * * 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
  54282. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  54283. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54284. * * 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
  54285. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54286. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54287. * @param name defines the name of the mesh
  54288. * @param options defines the options used to create the mesh
  54289. * @param scene defines the hosting scene
  54290. * @returns the custom extruded shape mesh
  54291. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  54292. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54293. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54294. */
  54295. static ExtrudeShapeCustom(name: string, options: {
  54296. shape: Vector3[];
  54297. path: Vector3[];
  54298. scaleFunction?: any;
  54299. rotationFunction?: any;
  54300. ribbonCloseArray?: boolean;
  54301. ribbonClosePath?: boolean;
  54302. cap?: number;
  54303. updatable?: boolean;
  54304. sideOrientation?: number;
  54305. frontUVs?: Vector4;
  54306. backUVs?: Vector4;
  54307. instance?: Mesh;
  54308. invertUV?: boolean;
  54309. }, scene?: Nullable<Scene>): Mesh;
  54310. private static _ExtrudeShapeGeneric;
  54311. }
  54312. }
  54313. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  54314. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  54315. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54316. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54317. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54318. import { Nullable } from "babylonjs/types";
  54319. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54320. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54321. /**
  54322. * AmmoJS Physics plugin
  54323. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  54324. * @see https://github.com/kripken/ammo.js/
  54325. */
  54326. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  54327. private _useDeltaForWorldStep;
  54328. /**
  54329. * Reference to the Ammo library
  54330. */
  54331. bjsAMMO: any;
  54332. /**
  54333. * Created ammoJS world which physics bodies are added to
  54334. */
  54335. world: any;
  54336. /**
  54337. * Name of the plugin
  54338. */
  54339. name: string;
  54340. private _timeStep;
  54341. private _fixedTimeStep;
  54342. private _maxSteps;
  54343. private _tmpQuaternion;
  54344. private _tmpAmmoTransform;
  54345. private _tmpAmmoQuaternion;
  54346. private _tmpAmmoConcreteContactResultCallback;
  54347. private _collisionConfiguration;
  54348. private _dispatcher;
  54349. private _overlappingPairCache;
  54350. private _solver;
  54351. private _softBodySolver;
  54352. private _tmpAmmoVectorA;
  54353. private _tmpAmmoVectorB;
  54354. private _tmpAmmoVectorC;
  54355. private _tmpAmmoVectorD;
  54356. private _tmpContactCallbackResult;
  54357. private _tmpAmmoVectorRCA;
  54358. private _tmpAmmoVectorRCB;
  54359. private _raycastResult;
  54360. private static readonly DISABLE_COLLISION_FLAG;
  54361. private static readonly KINEMATIC_FLAG;
  54362. private static readonly DISABLE_DEACTIVATION_FLAG;
  54363. /**
  54364. * Initializes the ammoJS plugin
  54365. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  54366. * @param ammoInjection can be used to inject your own ammo reference
  54367. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  54368. */
  54369. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  54370. /**
  54371. * Sets the gravity of the physics world (m/(s^2))
  54372. * @param gravity Gravity to set
  54373. */
  54374. setGravity(gravity: Vector3): void;
  54375. /**
  54376. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  54377. * @param timeStep timestep to use in seconds
  54378. */
  54379. setTimeStep(timeStep: number): void;
  54380. /**
  54381. * 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)
  54382. * @param fixedTimeStep fixedTimeStep to use in seconds
  54383. */
  54384. setFixedTimeStep(fixedTimeStep: number): void;
  54385. /**
  54386. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  54387. * @param maxSteps the maximum number of steps by the physics engine per frame
  54388. */
  54389. setMaxSteps(maxSteps: number): void;
  54390. /**
  54391. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  54392. * @returns the current timestep in seconds
  54393. */
  54394. getTimeStep(): number;
  54395. private _isImpostorInContact;
  54396. private _isImpostorPairInContact;
  54397. private _stepSimulation;
  54398. /**
  54399. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  54400. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  54401. * After the step the babylon meshes are set to the position of the physics imposters
  54402. * @param delta amount of time to step forward
  54403. * @param impostors array of imposters to update before/after the step
  54404. */
  54405. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54406. /**
  54407. * Update babylon mesh to match physics world object
  54408. * @param impostor imposter to match
  54409. */
  54410. private _afterSoftStep;
  54411. /**
  54412. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54413. * @param impostor imposter to match
  54414. */
  54415. private _ropeStep;
  54416. /**
  54417. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54418. * @param impostor imposter to match
  54419. */
  54420. private _softbodyOrClothStep;
  54421. private _tmpVector;
  54422. private _tmpMatrix;
  54423. /**
  54424. * Applies an impulse on the imposter
  54425. * @param impostor imposter to apply impulse to
  54426. * @param force amount of force to be applied to the imposter
  54427. * @param contactPoint the location to apply the impulse on the imposter
  54428. */
  54429. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54430. /**
  54431. * Applies a force on the imposter
  54432. * @param impostor imposter to apply force
  54433. * @param force amount of force to be applied to the imposter
  54434. * @param contactPoint the location to apply the force on the imposter
  54435. */
  54436. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54437. /**
  54438. * Creates a physics body using the plugin
  54439. * @param impostor the imposter to create the physics body on
  54440. */
  54441. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54442. /**
  54443. * Removes the physics body from the imposter and disposes of the body's memory
  54444. * @param impostor imposter to remove the physics body from
  54445. */
  54446. removePhysicsBody(impostor: PhysicsImpostor): void;
  54447. /**
  54448. * Generates a joint
  54449. * @param impostorJoint the imposter joint to create the joint with
  54450. */
  54451. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54452. /**
  54453. * Removes a joint
  54454. * @param impostorJoint the imposter joint to remove the joint from
  54455. */
  54456. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54457. private _addMeshVerts;
  54458. /**
  54459. * Initialise the soft body vertices to match its object's (mesh) vertices
  54460. * Softbody vertices (nodes) are in world space and to match this
  54461. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  54462. * @param impostor to create the softbody for
  54463. */
  54464. private _softVertexData;
  54465. /**
  54466. * Create an impostor's soft body
  54467. * @param impostor to create the softbody for
  54468. */
  54469. private _createSoftbody;
  54470. /**
  54471. * Create cloth for an impostor
  54472. * @param impostor to create the softbody for
  54473. */
  54474. private _createCloth;
  54475. /**
  54476. * Create rope for an impostor
  54477. * @param impostor to create the softbody for
  54478. */
  54479. private _createRope;
  54480. private _addHullVerts;
  54481. private _createShape;
  54482. /**
  54483. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  54484. * @param impostor imposter containing the physics body and babylon object
  54485. */
  54486. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54487. /**
  54488. * Sets the babylon object's position/rotation from the physics body's position/rotation
  54489. * @param impostor imposter containing the physics body and babylon object
  54490. * @param newPosition new position
  54491. * @param newRotation new rotation
  54492. */
  54493. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54494. /**
  54495. * If this plugin is supported
  54496. * @returns true if its supported
  54497. */
  54498. isSupported(): boolean;
  54499. /**
  54500. * Sets the linear velocity of the physics body
  54501. * @param impostor imposter to set the velocity on
  54502. * @param velocity velocity to set
  54503. */
  54504. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54505. /**
  54506. * Sets the angular velocity of the physics body
  54507. * @param impostor imposter to set the velocity on
  54508. * @param velocity velocity to set
  54509. */
  54510. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54511. /**
  54512. * gets the linear velocity
  54513. * @param impostor imposter to get linear velocity from
  54514. * @returns linear velocity
  54515. */
  54516. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54517. /**
  54518. * gets the angular velocity
  54519. * @param impostor imposter to get angular velocity from
  54520. * @returns angular velocity
  54521. */
  54522. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54523. /**
  54524. * Sets the mass of physics body
  54525. * @param impostor imposter to set the mass on
  54526. * @param mass mass to set
  54527. */
  54528. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54529. /**
  54530. * Gets the mass of the physics body
  54531. * @param impostor imposter to get the mass from
  54532. * @returns mass
  54533. */
  54534. getBodyMass(impostor: PhysicsImpostor): number;
  54535. /**
  54536. * Gets friction of the impostor
  54537. * @param impostor impostor to get friction from
  54538. * @returns friction value
  54539. */
  54540. getBodyFriction(impostor: PhysicsImpostor): number;
  54541. /**
  54542. * Sets friction of the impostor
  54543. * @param impostor impostor to set friction on
  54544. * @param friction friction value
  54545. */
  54546. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54547. /**
  54548. * Gets restitution of the impostor
  54549. * @param impostor impostor to get restitution from
  54550. * @returns restitution value
  54551. */
  54552. getBodyRestitution(impostor: PhysicsImpostor): number;
  54553. /**
  54554. * Sets resitution of the impostor
  54555. * @param impostor impostor to set resitution on
  54556. * @param restitution resitution value
  54557. */
  54558. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54559. /**
  54560. * Gets pressure inside the impostor
  54561. * @param impostor impostor to get pressure from
  54562. * @returns pressure value
  54563. */
  54564. getBodyPressure(impostor: PhysicsImpostor): number;
  54565. /**
  54566. * Sets pressure inside a soft body impostor
  54567. * Cloth and rope must remain 0 pressure
  54568. * @param impostor impostor to set pressure on
  54569. * @param pressure pressure value
  54570. */
  54571. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  54572. /**
  54573. * Gets stiffness of the impostor
  54574. * @param impostor impostor to get stiffness from
  54575. * @returns pressure value
  54576. */
  54577. getBodyStiffness(impostor: PhysicsImpostor): number;
  54578. /**
  54579. * Sets stiffness of the impostor
  54580. * @param impostor impostor to set stiffness on
  54581. * @param stiffness stiffness value from 0 to 1
  54582. */
  54583. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  54584. /**
  54585. * Gets velocityIterations of the impostor
  54586. * @param impostor impostor to get velocity iterations from
  54587. * @returns velocityIterations value
  54588. */
  54589. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  54590. /**
  54591. * Sets velocityIterations of the impostor
  54592. * @param impostor impostor to set velocity iterations on
  54593. * @param velocityIterations velocityIterations value
  54594. */
  54595. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  54596. /**
  54597. * Gets positionIterations of the impostor
  54598. * @param impostor impostor to get position iterations from
  54599. * @returns positionIterations value
  54600. */
  54601. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  54602. /**
  54603. * Sets positionIterations of the impostor
  54604. * @param impostor impostor to set position on
  54605. * @param positionIterations positionIterations value
  54606. */
  54607. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  54608. /**
  54609. * Append an anchor to a cloth object
  54610. * @param impostor is the cloth impostor to add anchor to
  54611. * @param otherImpostor is the rigid impostor to anchor to
  54612. * @param width ratio across width from 0 to 1
  54613. * @param height ratio up height from 0 to 1
  54614. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  54615. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54616. */
  54617. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54618. /**
  54619. * Append an hook to a rope object
  54620. * @param impostor is the rope impostor to add hook to
  54621. * @param otherImpostor is the rigid impostor to hook to
  54622. * @param length ratio along the rope from 0 to 1
  54623. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  54624. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54625. */
  54626. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54627. /**
  54628. * Sleeps the physics body and stops it from being active
  54629. * @param impostor impostor to sleep
  54630. */
  54631. sleepBody(impostor: PhysicsImpostor): void;
  54632. /**
  54633. * Activates the physics body
  54634. * @param impostor impostor to activate
  54635. */
  54636. wakeUpBody(impostor: PhysicsImpostor): void;
  54637. /**
  54638. * Updates the distance parameters of the joint
  54639. * @param joint joint to update
  54640. * @param maxDistance maximum distance of the joint
  54641. * @param minDistance minimum distance of the joint
  54642. */
  54643. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54644. /**
  54645. * Sets a motor on the joint
  54646. * @param joint joint to set motor on
  54647. * @param speed speed of the motor
  54648. * @param maxForce maximum force of the motor
  54649. * @param motorIndex index of the motor
  54650. */
  54651. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54652. /**
  54653. * Sets the motors limit
  54654. * @param joint joint to set limit on
  54655. * @param upperLimit upper limit
  54656. * @param lowerLimit lower limit
  54657. */
  54658. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54659. /**
  54660. * Syncs the position and rotation of a mesh with the impostor
  54661. * @param mesh mesh to sync
  54662. * @param impostor impostor to update the mesh with
  54663. */
  54664. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54665. /**
  54666. * Gets the radius of the impostor
  54667. * @param impostor impostor to get radius from
  54668. * @returns the radius
  54669. */
  54670. getRadius(impostor: PhysicsImpostor): number;
  54671. /**
  54672. * Gets the box size of the impostor
  54673. * @param impostor impostor to get box size from
  54674. * @param result the resulting box size
  54675. */
  54676. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54677. /**
  54678. * Disposes of the impostor
  54679. */
  54680. dispose(): void;
  54681. /**
  54682. * Does a raycast in the physics world
  54683. * @param from when should the ray start?
  54684. * @param to when should the ray end?
  54685. * @returns PhysicsRaycastResult
  54686. */
  54687. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54688. }
  54689. }
  54690. declare module "babylonjs/Probes/reflectionProbe" {
  54691. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54692. import { Vector3 } from "babylonjs/Maths/math.vector";
  54693. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54694. import { Nullable } from "babylonjs/types";
  54695. import { Scene } from "babylonjs/scene";
  54696. module "babylonjs/abstractScene" {
  54697. interface AbstractScene {
  54698. /**
  54699. * The list of reflection probes added to the scene
  54700. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54701. */
  54702. reflectionProbes: Array<ReflectionProbe>;
  54703. /**
  54704. * Removes the given reflection probe from this scene.
  54705. * @param toRemove The reflection probe to remove
  54706. * @returns The index of the removed reflection probe
  54707. */
  54708. removeReflectionProbe(toRemove: ReflectionProbe): number;
  54709. /**
  54710. * Adds the given reflection probe to this scene.
  54711. * @param newReflectionProbe The reflection probe to add
  54712. */
  54713. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  54714. }
  54715. }
  54716. /**
  54717. * Class used to generate realtime reflection / refraction cube textures
  54718. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54719. */
  54720. export class ReflectionProbe {
  54721. /** defines the name of the probe */
  54722. name: string;
  54723. private _scene;
  54724. private _renderTargetTexture;
  54725. private _projectionMatrix;
  54726. private _viewMatrix;
  54727. private _target;
  54728. private _add;
  54729. private _attachedMesh;
  54730. private _invertYAxis;
  54731. /** Gets or sets probe position (center of the cube map) */
  54732. position: Vector3;
  54733. /**
  54734. * Creates a new reflection probe
  54735. * @param name defines the name of the probe
  54736. * @param size defines the texture resolution (for each face)
  54737. * @param scene defines the hosting scene
  54738. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  54739. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  54740. */
  54741. constructor(
  54742. /** defines the name of the probe */
  54743. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  54744. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  54745. samples: number;
  54746. /** Gets or sets the refresh rate to use (on every frame by default) */
  54747. refreshRate: number;
  54748. /**
  54749. * Gets the hosting scene
  54750. * @returns a Scene
  54751. */
  54752. getScene(): Scene;
  54753. /** Gets the internal CubeTexture used to render to */
  54754. readonly cubeTexture: RenderTargetTexture;
  54755. /** Gets the list of meshes to render */
  54756. readonly renderList: Nullable<AbstractMesh[]>;
  54757. /**
  54758. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  54759. * @param mesh defines the mesh to attach to
  54760. */
  54761. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  54762. /**
  54763. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  54764. * @param renderingGroupId The rendering group id corresponding to its index
  54765. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  54766. */
  54767. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  54768. /**
  54769. * Clean all associated resources
  54770. */
  54771. dispose(): void;
  54772. /**
  54773. * Converts the reflection probe information to a readable string for debug purpose.
  54774. * @param fullDetails Supports for multiple levels of logging within scene loading
  54775. * @returns the human readable reflection probe info
  54776. */
  54777. toString(fullDetails?: boolean): string;
  54778. /**
  54779. * Get the class name of the relfection probe.
  54780. * @returns "ReflectionProbe"
  54781. */
  54782. getClassName(): string;
  54783. /**
  54784. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  54785. * @returns The JSON representation of the texture
  54786. */
  54787. serialize(): any;
  54788. /**
  54789. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  54790. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  54791. * @param scene Define the scene the parsed reflection probe should be instantiated in
  54792. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  54793. * @returns The parsed reflection probe if successful
  54794. */
  54795. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  54796. }
  54797. }
  54798. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  54799. /** @hidden */
  54800. export var _BabylonLoaderRegistered: boolean;
  54801. /**
  54802. * Helps setting up some configuration for the babylon file loader.
  54803. */
  54804. export class BabylonFileLoaderConfiguration {
  54805. /**
  54806. * The loader does not allow injecting custom physix engine into the plugins.
  54807. * Unfortunately in ES6, we need to manually inject them into the plugin.
  54808. * So you could set this variable to your engine import to make it work.
  54809. */
  54810. static LoaderInjectedPhysicsEngine: any;
  54811. }
  54812. }
  54813. declare module "babylonjs/Loading/Plugins/index" {
  54814. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  54815. }
  54816. declare module "babylonjs/Loading/index" {
  54817. export * from "babylonjs/Loading/loadingScreen";
  54818. export * from "babylonjs/Loading/Plugins/index";
  54819. export * from "babylonjs/Loading/sceneLoader";
  54820. export * from "babylonjs/Loading/sceneLoaderFlags";
  54821. }
  54822. declare module "babylonjs/Materials/Background/index" {
  54823. export * from "babylonjs/Materials/Background/backgroundMaterial";
  54824. }
  54825. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  54826. import { Scene } from "babylonjs/scene";
  54827. import { Color3 } from "babylonjs/Maths/math.color";
  54828. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54829. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54830. /**
  54831. * The Physically based simple base material of BJS.
  54832. *
  54833. * This enables better naming and convention enforcements on top of the pbrMaterial.
  54834. * It is used as the base class for both the specGloss and metalRough conventions.
  54835. */
  54836. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  54837. /**
  54838. * Number of Simultaneous lights allowed on the material.
  54839. */
  54840. maxSimultaneousLights: number;
  54841. /**
  54842. * If sets to true, disables all the lights affecting the material.
  54843. */
  54844. disableLighting: boolean;
  54845. /**
  54846. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  54847. */
  54848. environmentTexture: BaseTexture;
  54849. /**
  54850. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54851. */
  54852. invertNormalMapX: boolean;
  54853. /**
  54854. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54855. */
  54856. invertNormalMapY: boolean;
  54857. /**
  54858. * Normal map used in the model.
  54859. */
  54860. normalTexture: BaseTexture;
  54861. /**
  54862. * Emissivie color used to self-illuminate the model.
  54863. */
  54864. emissiveColor: Color3;
  54865. /**
  54866. * Emissivie texture used to self-illuminate the model.
  54867. */
  54868. emissiveTexture: BaseTexture;
  54869. /**
  54870. * Occlusion Channel Strenght.
  54871. */
  54872. occlusionStrength: number;
  54873. /**
  54874. * Occlusion Texture of the material (adding extra occlusion effects).
  54875. */
  54876. occlusionTexture: BaseTexture;
  54877. /**
  54878. * Defines the alpha limits in alpha test mode.
  54879. */
  54880. alphaCutOff: number;
  54881. /**
  54882. * Gets the current double sided mode.
  54883. */
  54884. /**
  54885. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  54886. */
  54887. doubleSided: boolean;
  54888. /**
  54889. * Stores the pre-calculated light information of a mesh in a texture.
  54890. */
  54891. lightmapTexture: BaseTexture;
  54892. /**
  54893. * If true, the light map contains occlusion information instead of lighting info.
  54894. */
  54895. useLightmapAsShadowmap: boolean;
  54896. /**
  54897. * Instantiates a new PBRMaterial instance.
  54898. *
  54899. * @param name The material name
  54900. * @param scene The scene the material will be use in.
  54901. */
  54902. constructor(name: string, scene: Scene);
  54903. getClassName(): string;
  54904. }
  54905. }
  54906. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  54907. import { Scene } from "babylonjs/scene";
  54908. import { Color3 } from "babylonjs/Maths/math.color";
  54909. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54910. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54911. /**
  54912. * The PBR material of BJS following the metal roughness convention.
  54913. *
  54914. * This fits to the PBR convention in the GLTF definition:
  54915. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  54916. */
  54917. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  54918. /**
  54919. * The base color has two different interpretations depending on the value of metalness.
  54920. * When the material is a metal, the base color is the specific measured reflectance value
  54921. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  54922. * of the material.
  54923. */
  54924. baseColor: Color3;
  54925. /**
  54926. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  54927. * well as opacity information in the alpha channel.
  54928. */
  54929. baseTexture: BaseTexture;
  54930. /**
  54931. * Specifies the metallic scalar value of the material.
  54932. * Can also be used to scale the metalness values of the metallic texture.
  54933. */
  54934. metallic: number;
  54935. /**
  54936. * Specifies the roughness scalar value of the material.
  54937. * Can also be used to scale the roughness values of the metallic texture.
  54938. */
  54939. roughness: number;
  54940. /**
  54941. * Texture containing both the metallic value in the B channel and the
  54942. * roughness value in the G channel to keep better precision.
  54943. */
  54944. metallicRoughnessTexture: BaseTexture;
  54945. /**
  54946. * Instantiates a new PBRMetalRoughnessMaterial instance.
  54947. *
  54948. * @param name The material name
  54949. * @param scene The scene the material will be use in.
  54950. */
  54951. constructor(name: string, scene: Scene);
  54952. /**
  54953. * Return the currrent class name of the material.
  54954. */
  54955. getClassName(): string;
  54956. /**
  54957. * Makes a duplicate of the current material.
  54958. * @param name - name to use for the new material.
  54959. */
  54960. clone(name: string): PBRMetallicRoughnessMaterial;
  54961. /**
  54962. * Serialize the material to a parsable JSON object.
  54963. */
  54964. serialize(): any;
  54965. /**
  54966. * Parses a JSON object correponding to the serialize function.
  54967. */
  54968. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  54969. }
  54970. }
  54971. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  54972. import { Scene } from "babylonjs/scene";
  54973. import { Color3 } from "babylonjs/Maths/math.color";
  54974. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54975. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54976. /**
  54977. * The PBR material of BJS following the specular glossiness convention.
  54978. *
  54979. * This fits to the PBR convention in the GLTF definition:
  54980. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  54981. */
  54982. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  54983. /**
  54984. * Specifies the diffuse color of the material.
  54985. */
  54986. diffuseColor: Color3;
  54987. /**
  54988. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  54989. * channel.
  54990. */
  54991. diffuseTexture: BaseTexture;
  54992. /**
  54993. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  54994. */
  54995. specularColor: Color3;
  54996. /**
  54997. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  54998. */
  54999. glossiness: number;
  55000. /**
  55001. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  55002. */
  55003. specularGlossinessTexture: BaseTexture;
  55004. /**
  55005. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  55006. *
  55007. * @param name The material name
  55008. * @param scene The scene the material will be use in.
  55009. */
  55010. constructor(name: string, scene: Scene);
  55011. /**
  55012. * Return the currrent class name of the material.
  55013. */
  55014. getClassName(): string;
  55015. /**
  55016. * Makes a duplicate of the current material.
  55017. * @param name - name to use for the new material.
  55018. */
  55019. clone(name: string): PBRSpecularGlossinessMaterial;
  55020. /**
  55021. * Serialize the material to a parsable JSON object.
  55022. */
  55023. serialize(): any;
  55024. /**
  55025. * Parses a JSON object correponding to the serialize function.
  55026. */
  55027. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  55028. }
  55029. }
  55030. declare module "babylonjs/Materials/PBR/index" {
  55031. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  55032. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  55033. export * from "babylonjs/Materials/PBR/pbrMaterial";
  55034. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  55035. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  55036. }
  55037. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  55038. import { Nullable } from "babylonjs/types";
  55039. import { Scene } from "babylonjs/scene";
  55040. import { Matrix } from "babylonjs/Maths/math.vector";
  55041. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55042. /**
  55043. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  55044. * It can help converting any input color in a desired output one. This can then be used to create effects
  55045. * from sepia, black and white to sixties or futuristic rendering...
  55046. *
  55047. * The only supported format is currently 3dl.
  55048. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  55049. */
  55050. export class ColorGradingTexture extends BaseTexture {
  55051. /**
  55052. * The current texture matrix. (will always be identity in color grading texture)
  55053. */
  55054. private _textureMatrix;
  55055. /**
  55056. * The texture URL.
  55057. */
  55058. url: string;
  55059. /**
  55060. * Empty line regex stored for GC.
  55061. */
  55062. private static _noneEmptyLineRegex;
  55063. private _engine;
  55064. /**
  55065. * Instantiates a ColorGradingTexture from the following parameters.
  55066. *
  55067. * @param url The location of the color gradind data (currently only supporting 3dl)
  55068. * @param scene The scene the texture will be used in
  55069. */
  55070. constructor(url: string, scene: Scene);
  55071. /**
  55072. * Returns the texture matrix used in most of the material.
  55073. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  55074. */
  55075. getTextureMatrix(): Matrix;
  55076. /**
  55077. * Occurs when the file being loaded is a .3dl LUT file.
  55078. */
  55079. private load3dlTexture;
  55080. /**
  55081. * Starts the loading process of the texture.
  55082. */
  55083. private loadTexture;
  55084. /**
  55085. * Clones the color gradind texture.
  55086. */
  55087. clone(): ColorGradingTexture;
  55088. /**
  55089. * Called during delayed load for textures.
  55090. */
  55091. delayLoad(): void;
  55092. /**
  55093. * Parses a color grading texture serialized by Babylon.
  55094. * @param parsedTexture The texture information being parsedTexture
  55095. * @param scene The scene to load the texture in
  55096. * @param rootUrl The root url of the data assets to load
  55097. * @return A color gradind texture
  55098. */
  55099. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  55100. /**
  55101. * Serializes the LUT texture to json format.
  55102. */
  55103. serialize(): any;
  55104. }
  55105. }
  55106. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  55107. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55108. import { Scene } from "babylonjs/scene";
  55109. import { Nullable } from "babylonjs/types";
  55110. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55111. /**
  55112. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  55113. */
  55114. export class EquiRectangularCubeTexture extends BaseTexture {
  55115. /** The six faces of the cube. */
  55116. private static _FacesMapping;
  55117. private _noMipmap;
  55118. private _onLoad;
  55119. private _onError;
  55120. /** The size of the cubemap. */
  55121. private _size;
  55122. /** The buffer of the image. */
  55123. private _buffer;
  55124. /** The width of the input image. */
  55125. private _width;
  55126. /** The height of the input image. */
  55127. private _height;
  55128. /** The URL to the image. */
  55129. url: string;
  55130. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  55131. coordinatesMode: number;
  55132. /**
  55133. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  55134. * @param url The location of the image
  55135. * @param scene The scene the texture will be used in
  55136. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  55137. * @param noMipmap Forces to not generate the mipmap if true
  55138. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  55139. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  55140. * @param onLoad — defines a callback called when texture is loaded
  55141. * @param onError — defines a callback called if there is an error
  55142. */
  55143. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  55144. /**
  55145. * Load the image data, by putting the image on a canvas and extracting its buffer.
  55146. */
  55147. private loadImage;
  55148. /**
  55149. * Convert the image buffer into a cubemap and create a CubeTexture.
  55150. */
  55151. private loadTexture;
  55152. /**
  55153. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  55154. * @param buffer The ArrayBuffer that should be converted.
  55155. * @returns The buffer as Float32Array.
  55156. */
  55157. private getFloat32ArrayFromArrayBuffer;
  55158. /**
  55159. * Get the current class name of the texture useful for serialization or dynamic coding.
  55160. * @returns "EquiRectangularCubeTexture"
  55161. */
  55162. getClassName(): string;
  55163. /**
  55164. * Create a clone of the current EquiRectangularCubeTexture and return it.
  55165. * @returns A clone of the current EquiRectangularCubeTexture.
  55166. */
  55167. clone(): EquiRectangularCubeTexture;
  55168. }
  55169. }
  55170. declare module "babylonjs/Misc/tga" {
  55171. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55172. /**
  55173. * Based on jsTGALoader - Javascript loader for TGA file
  55174. * By Vincent Thibault
  55175. * @see http://blog.robrowser.com/javascript-tga-loader.html
  55176. */
  55177. export class TGATools {
  55178. private static _TYPE_INDEXED;
  55179. private static _TYPE_RGB;
  55180. private static _TYPE_GREY;
  55181. private static _TYPE_RLE_INDEXED;
  55182. private static _TYPE_RLE_RGB;
  55183. private static _TYPE_RLE_GREY;
  55184. private static _ORIGIN_MASK;
  55185. private static _ORIGIN_SHIFT;
  55186. private static _ORIGIN_BL;
  55187. private static _ORIGIN_BR;
  55188. private static _ORIGIN_UL;
  55189. private static _ORIGIN_UR;
  55190. /**
  55191. * Gets the header of a TGA file
  55192. * @param data defines the TGA data
  55193. * @returns the header
  55194. */
  55195. static GetTGAHeader(data: Uint8Array): any;
  55196. /**
  55197. * Uploads TGA content to a Babylon Texture
  55198. * @hidden
  55199. */
  55200. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  55201. /** @hidden */
  55202. 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;
  55203. /** @hidden */
  55204. 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;
  55205. /** @hidden */
  55206. 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;
  55207. /** @hidden */
  55208. 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;
  55209. /** @hidden */
  55210. 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;
  55211. /** @hidden */
  55212. 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;
  55213. }
  55214. }
  55215. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  55216. import { Nullable } from "babylonjs/types";
  55217. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55218. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55219. /**
  55220. * Implementation of the TGA Texture Loader.
  55221. * @hidden
  55222. */
  55223. export class _TGATextureLoader implements IInternalTextureLoader {
  55224. /**
  55225. * Defines wether the loader supports cascade loading the different faces.
  55226. */
  55227. readonly supportCascades: boolean;
  55228. /**
  55229. * This returns if the loader support the current file information.
  55230. * @param extension defines the file extension of the file being loaded
  55231. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55232. * @param fallback defines the fallback internal texture if any
  55233. * @param isBase64 defines whether the texture is encoded as a base64
  55234. * @param isBuffer defines whether the texture data are stored as a buffer
  55235. * @returns true if the loader can load the specified file
  55236. */
  55237. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55238. /**
  55239. * Transform the url before loading if required.
  55240. * @param rootUrl the url of the texture
  55241. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55242. * @returns the transformed texture
  55243. */
  55244. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55245. /**
  55246. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55247. * @param rootUrl the url of the texture
  55248. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55249. * @returns the fallback texture
  55250. */
  55251. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55252. /**
  55253. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  55254. * @param data contains the texture data
  55255. * @param texture defines the BabylonJS internal texture
  55256. * @param createPolynomials will be true if polynomials have been requested
  55257. * @param onLoad defines the callback to trigger once the texture is ready
  55258. * @param onError defines the callback to trigger in case of error
  55259. */
  55260. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55261. /**
  55262. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55263. * @param data contains the texture data
  55264. * @param texture defines the BabylonJS internal texture
  55265. * @param callback defines the method to call once ready to upload
  55266. */
  55267. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55268. }
  55269. }
  55270. declare module "babylonjs/Misc/basis" {
  55271. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55272. /**
  55273. * Info about the .basis files
  55274. */
  55275. class BasisFileInfo {
  55276. /**
  55277. * If the file has alpha
  55278. */
  55279. hasAlpha: boolean;
  55280. /**
  55281. * Info about each image of the basis file
  55282. */
  55283. images: Array<{
  55284. levels: Array<{
  55285. width: number;
  55286. height: number;
  55287. transcodedPixels: ArrayBufferView;
  55288. }>;
  55289. }>;
  55290. }
  55291. /**
  55292. * Result of transcoding a basis file
  55293. */
  55294. class TranscodeResult {
  55295. /**
  55296. * Info about the .basis file
  55297. */
  55298. fileInfo: BasisFileInfo;
  55299. /**
  55300. * Format to use when loading the file
  55301. */
  55302. format: number;
  55303. }
  55304. /**
  55305. * Configuration options for the Basis transcoder
  55306. */
  55307. export class BasisTranscodeConfiguration {
  55308. /**
  55309. * Supported compression formats used to determine the supported output format of the transcoder
  55310. */
  55311. supportedCompressionFormats?: {
  55312. /**
  55313. * etc1 compression format
  55314. */
  55315. etc1?: boolean;
  55316. /**
  55317. * s3tc compression format
  55318. */
  55319. s3tc?: boolean;
  55320. /**
  55321. * pvrtc compression format
  55322. */
  55323. pvrtc?: boolean;
  55324. /**
  55325. * etc2 compression format
  55326. */
  55327. etc2?: boolean;
  55328. };
  55329. /**
  55330. * If mipmap levels should be loaded for transcoded images (Default: true)
  55331. */
  55332. loadMipmapLevels?: boolean;
  55333. /**
  55334. * Index of a single image to load (Default: all images)
  55335. */
  55336. loadSingleImage?: number;
  55337. }
  55338. /**
  55339. * Used to load .Basis files
  55340. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  55341. */
  55342. export class BasisTools {
  55343. private static _IgnoreSupportedFormats;
  55344. /**
  55345. * URL to use when loading the basis transcoder
  55346. */
  55347. static JSModuleURL: string;
  55348. /**
  55349. * URL to use when loading the wasm module for the transcoder
  55350. */
  55351. static WasmModuleURL: string;
  55352. /**
  55353. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  55354. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  55355. * @returns internal format corresponding to the Basis format
  55356. */
  55357. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  55358. private static _WorkerPromise;
  55359. private static _Worker;
  55360. private static _actionId;
  55361. private static _CreateWorkerAsync;
  55362. /**
  55363. * Transcodes a loaded image file to compressed pixel data
  55364. * @param imageData image data to transcode
  55365. * @param config configuration options for the transcoding
  55366. * @returns a promise resulting in the transcoded image
  55367. */
  55368. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  55369. /**
  55370. * Loads a texture from the transcode result
  55371. * @param texture texture load to
  55372. * @param transcodeResult the result of transcoding the basis file to load from
  55373. */
  55374. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  55375. }
  55376. }
  55377. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  55378. import { Nullable } from "babylonjs/types";
  55379. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55380. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55381. /**
  55382. * Loader for .basis file format
  55383. */
  55384. export class _BasisTextureLoader implements IInternalTextureLoader {
  55385. /**
  55386. * Defines whether the loader supports cascade loading the different faces.
  55387. */
  55388. readonly supportCascades: boolean;
  55389. /**
  55390. * This returns if the loader support the current file information.
  55391. * @param extension defines the file extension of the file being loaded
  55392. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55393. * @param fallback defines the fallback internal texture if any
  55394. * @param isBase64 defines whether the texture is encoded as a base64
  55395. * @param isBuffer defines whether the texture data are stored as a buffer
  55396. * @returns true if the loader can load the specified file
  55397. */
  55398. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55399. /**
  55400. * Transform the url before loading if required.
  55401. * @param rootUrl the url of the texture
  55402. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55403. * @returns the transformed texture
  55404. */
  55405. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55406. /**
  55407. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55408. * @param rootUrl the url of the texture
  55409. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55410. * @returns the fallback texture
  55411. */
  55412. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55413. /**
  55414. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  55415. * @param data contains the texture data
  55416. * @param texture defines the BabylonJS internal texture
  55417. * @param createPolynomials will be true if polynomials have been requested
  55418. * @param onLoad defines the callback to trigger once the texture is ready
  55419. * @param onError defines the callback to trigger in case of error
  55420. */
  55421. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55422. /**
  55423. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55424. * @param data contains the texture data
  55425. * @param texture defines the BabylonJS internal texture
  55426. * @param callback defines the method to call once ready to upload
  55427. */
  55428. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55429. }
  55430. }
  55431. declare module "babylonjs/Materials/Textures/Loaders/index" {
  55432. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  55433. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  55434. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  55435. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  55436. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  55437. }
  55438. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  55439. import { Scene } from "babylonjs/scene";
  55440. import { Texture } from "babylonjs/Materials/Textures/texture";
  55441. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55442. /**
  55443. * 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.
  55444. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55445. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55446. */
  55447. export class CustomProceduralTexture extends ProceduralTexture {
  55448. private _animate;
  55449. private _time;
  55450. private _config;
  55451. private _texturePath;
  55452. /**
  55453. * Instantiates a new Custom Procedural Texture.
  55454. * 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.
  55455. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55456. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55457. * @param name Define the name of the texture
  55458. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  55459. * @param size Define the size of the texture to create
  55460. * @param scene Define the scene the texture belongs to
  55461. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  55462. * @param generateMipMaps Define if the texture should creates mip maps or not
  55463. */
  55464. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55465. private _loadJson;
  55466. /**
  55467. * Is the texture ready to be used ? (rendered at least once)
  55468. * @returns true if ready, otherwise, false.
  55469. */
  55470. isReady(): boolean;
  55471. /**
  55472. * Render the texture to its associated render target.
  55473. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  55474. */
  55475. render(useCameraPostProcess?: boolean): void;
  55476. /**
  55477. * Update the list of dependant textures samplers in the shader.
  55478. */
  55479. updateTextures(): void;
  55480. /**
  55481. * Update the uniform values of the procedural texture in the shader.
  55482. */
  55483. updateShaderUniforms(): void;
  55484. /**
  55485. * Define if the texture animates or not.
  55486. */
  55487. animate: boolean;
  55488. }
  55489. }
  55490. declare module "babylonjs/Shaders/noise.fragment" {
  55491. /** @hidden */
  55492. export var noisePixelShader: {
  55493. name: string;
  55494. shader: string;
  55495. };
  55496. }
  55497. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  55498. import { Nullable } from "babylonjs/types";
  55499. import { Scene } from "babylonjs/scene";
  55500. import { Texture } from "babylonjs/Materials/Textures/texture";
  55501. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55502. import "babylonjs/Shaders/noise.fragment";
  55503. /**
  55504. * Class used to generate noise procedural textures
  55505. */
  55506. export class NoiseProceduralTexture extends ProceduralTexture {
  55507. private _time;
  55508. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  55509. brightness: number;
  55510. /** Defines the number of octaves to process */
  55511. octaves: number;
  55512. /** Defines the level of persistence (0.8 by default) */
  55513. persistence: number;
  55514. /** Gets or sets animation speed factor (default is 1) */
  55515. animationSpeedFactor: number;
  55516. /**
  55517. * Creates a new NoiseProceduralTexture
  55518. * @param name defines the name fo the texture
  55519. * @param size defines the size of the texture (default is 256)
  55520. * @param scene defines the hosting scene
  55521. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  55522. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  55523. */
  55524. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55525. private _updateShaderUniforms;
  55526. protected _getDefines(): string;
  55527. /** Generate the current state of the procedural texture */
  55528. render(useCameraPostProcess?: boolean): void;
  55529. /**
  55530. * Serializes this noise procedural texture
  55531. * @returns a serialized noise procedural texture object
  55532. */
  55533. serialize(): any;
  55534. /**
  55535. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  55536. * @param parsedTexture defines parsed texture data
  55537. * @param scene defines the current scene
  55538. * @param rootUrl defines the root URL containing noise procedural texture information
  55539. * @returns a parsed NoiseProceduralTexture
  55540. */
  55541. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  55542. }
  55543. }
  55544. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  55545. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  55546. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  55547. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55548. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  55549. }
  55550. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  55551. import { Nullable } from "babylonjs/types";
  55552. import { Scene } from "babylonjs/scene";
  55553. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  55554. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55555. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  55556. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55557. /**
  55558. * Raw cube texture where the raw buffers are passed in
  55559. */
  55560. export class RawCubeTexture extends CubeTexture {
  55561. /**
  55562. * Creates a cube texture where the raw buffers are passed in.
  55563. * @param scene defines the scene the texture is attached to
  55564. * @param data defines the array of data to use to create each face
  55565. * @param size defines the size of the textures
  55566. * @param format defines the format of the data
  55567. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  55568. * @param generateMipMaps defines if the engine should generate the mip levels
  55569. * @param invertY defines if data must be stored with Y axis inverted
  55570. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  55571. * @param compression defines the compression used (null by default)
  55572. */
  55573. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  55574. /**
  55575. * Updates the raw cube texture.
  55576. * @param data defines the data to store
  55577. * @param format defines the data format
  55578. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  55579. * @param invertY defines if data must be stored with Y axis inverted
  55580. * @param compression defines the compression used (null by default)
  55581. * @param level defines which level of the texture to update
  55582. */
  55583. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  55584. /**
  55585. * Updates a raw cube texture with RGBD encoded data.
  55586. * @param data defines the array of data [mipmap][face] to use to create each face
  55587. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  55588. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  55589. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  55590. * @returns a promsie that resolves when the operation is complete
  55591. */
  55592. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  55593. /**
  55594. * Clones the raw cube texture.
  55595. * @return a new cube texture
  55596. */
  55597. clone(): CubeTexture;
  55598. /** @hidden */
  55599. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  55600. }
  55601. }
  55602. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  55603. import { Scene } from "babylonjs/scene";
  55604. import { Texture } from "babylonjs/Materials/Textures/texture";
  55605. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55606. /**
  55607. * Class used to store 3D textures containing user data
  55608. */
  55609. export class RawTexture3D extends Texture {
  55610. /** Gets or sets the texture format to use */
  55611. format: number;
  55612. private _engine;
  55613. /**
  55614. * Create a new RawTexture3D
  55615. * @param data defines the data of the texture
  55616. * @param width defines the width of the texture
  55617. * @param height defines the height of the texture
  55618. * @param depth defines the depth of the texture
  55619. * @param format defines the texture format to use
  55620. * @param scene defines the hosting scene
  55621. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55622. * @param invertY defines if texture must be stored with Y axis inverted
  55623. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55624. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55625. */
  55626. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55627. /** Gets or sets the texture format to use */
  55628. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55629. /**
  55630. * Update the texture with new data
  55631. * @param data defines the data to store in the texture
  55632. */
  55633. update(data: ArrayBufferView): void;
  55634. }
  55635. }
  55636. declare module "babylonjs/Materials/Textures/rawTexture2DArray" {
  55637. import { Scene } from "babylonjs/scene";
  55638. import { Texture } from "babylonjs/Materials/Textures/texture";
  55639. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55640. /**
  55641. * Class used to store 2D array textures containing user data
  55642. */
  55643. export class RawTexture2DArray extends Texture {
  55644. /** Gets or sets the texture format to use */
  55645. format: number;
  55646. private _engine;
  55647. /**
  55648. * Create a new RawTexture2DArray
  55649. * @param data defines the data of the texture
  55650. * @param width defines the width of the texture
  55651. * @param height defines the height of the texture
  55652. * @param depth defines the number of layers of the texture
  55653. * @param format defines the texture format to use
  55654. * @param scene defines the hosting scene
  55655. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55656. * @param invertY defines if texture must be stored with Y axis inverted
  55657. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55658. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55659. */
  55660. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55661. /** Gets or sets the texture format to use */
  55662. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55663. /**
  55664. * Update the texture with new data
  55665. * @param data defines the data to store in the texture
  55666. */
  55667. update(data: ArrayBufferView): void;
  55668. }
  55669. }
  55670. declare module "babylonjs/Materials/Textures/refractionTexture" {
  55671. import { Scene } from "babylonjs/scene";
  55672. import { Plane } from "babylonjs/Maths/math.plane";
  55673. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55674. /**
  55675. * Creates a refraction texture used by refraction channel of the standard material.
  55676. * It is like a mirror but to see through a material.
  55677. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55678. */
  55679. export class RefractionTexture extends RenderTargetTexture {
  55680. /**
  55681. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  55682. * 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.
  55683. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55684. */
  55685. refractionPlane: Plane;
  55686. /**
  55687. * Define how deep under the surface we should see.
  55688. */
  55689. depth: number;
  55690. /**
  55691. * Creates a refraction texture used by refraction channel of the standard material.
  55692. * It is like a mirror but to see through a material.
  55693. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55694. * @param name Define the texture name
  55695. * @param size Define the size of the underlying texture
  55696. * @param scene Define the scene the refraction belongs to
  55697. * @param generateMipMaps Define if we need to generate mips level for the refraction
  55698. */
  55699. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  55700. /**
  55701. * Clone the refraction texture.
  55702. * @returns the cloned texture
  55703. */
  55704. clone(): RefractionTexture;
  55705. /**
  55706. * Serialize the texture to a JSON representation you could use in Parse later on
  55707. * @returns the serialized JSON representation
  55708. */
  55709. serialize(): any;
  55710. }
  55711. }
  55712. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  55713. import { Nullable } from "babylonjs/types";
  55714. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55715. import { Matrix } from "babylonjs/Maths/math.vector";
  55716. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  55717. import "babylonjs/Engines/Extensions/engine.videoTexture";
  55718. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  55719. import { Scene } from "babylonjs/scene";
  55720. /**
  55721. * Defines the options related to the creation of an HtmlElementTexture
  55722. */
  55723. export interface IHtmlElementTextureOptions {
  55724. /**
  55725. * Defines wether mip maps should be created or not.
  55726. */
  55727. generateMipMaps?: boolean;
  55728. /**
  55729. * Defines the sampling mode of the texture.
  55730. */
  55731. samplingMode?: number;
  55732. /**
  55733. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  55734. */
  55735. engine: Nullable<ThinEngine>;
  55736. /**
  55737. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  55738. */
  55739. scene: Nullable<Scene>;
  55740. }
  55741. /**
  55742. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  55743. * To be as efficient as possible depending on your constraints nothing aside the first upload
  55744. * is automatically managed.
  55745. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  55746. * in your application.
  55747. *
  55748. * As the update is not automatic, you need to call them manually.
  55749. */
  55750. export class HtmlElementTexture extends BaseTexture {
  55751. /**
  55752. * The texture URL.
  55753. */
  55754. element: HTMLVideoElement | HTMLCanvasElement;
  55755. private static readonly DefaultOptions;
  55756. private _textureMatrix;
  55757. private _engine;
  55758. private _isVideo;
  55759. private _generateMipMaps;
  55760. private _samplingMode;
  55761. /**
  55762. * Instantiates a HtmlElementTexture from the following parameters.
  55763. *
  55764. * @param name Defines the name of the texture
  55765. * @param element Defines the video or canvas the texture is filled with
  55766. * @param options Defines the other none mandatory texture creation options
  55767. */
  55768. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  55769. private _createInternalTexture;
  55770. /**
  55771. * Returns the texture matrix used in most of the material.
  55772. */
  55773. getTextureMatrix(): Matrix;
  55774. /**
  55775. * Updates the content of the texture.
  55776. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  55777. */
  55778. update(invertY?: Nullable<boolean>): void;
  55779. }
  55780. }
  55781. declare module "babylonjs/Materials/Textures/index" {
  55782. export * from "babylonjs/Materials/Textures/baseTexture";
  55783. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  55784. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  55785. export * from "babylonjs/Materials/Textures/cubeTexture";
  55786. export * from "babylonjs/Materials/Textures/dynamicTexture";
  55787. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  55788. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  55789. export * from "babylonjs/Materials/Textures/internalTexture";
  55790. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  55791. export * from "babylonjs/Materials/Textures/Loaders/index";
  55792. export * from "babylonjs/Materials/Textures/mirrorTexture";
  55793. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  55794. export * from "babylonjs/Materials/Textures/Procedurals/index";
  55795. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  55796. export * from "babylonjs/Materials/Textures/rawTexture";
  55797. export * from "babylonjs/Materials/Textures/rawTexture3D";
  55798. export * from "babylonjs/Materials/Textures/rawTexture2DArray";
  55799. export * from "babylonjs/Materials/Textures/refractionTexture";
  55800. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  55801. export * from "babylonjs/Materials/Textures/texture";
  55802. export * from "babylonjs/Materials/Textures/videoTexture";
  55803. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  55804. }
  55805. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  55806. /**
  55807. * Enum used to define the target of a block
  55808. */
  55809. export enum NodeMaterialBlockTargets {
  55810. /** Vertex shader */
  55811. Vertex = 1,
  55812. /** Fragment shader */
  55813. Fragment = 2,
  55814. /** Neutral */
  55815. Neutral = 4,
  55816. /** Vertex and Fragment */
  55817. VertexAndFragment = 3
  55818. }
  55819. }
  55820. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  55821. /**
  55822. * Defines the kind of connection point for node based material
  55823. */
  55824. export enum NodeMaterialBlockConnectionPointTypes {
  55825. /** Float */
  55826. Float = 1,
  55827. /** Int */
  55828. Int = 2,
  55829. /** Vector2 */
  55830. Vector2 = 4,
  55831. /** Vector3 */
  55832. Vector3 = 8,
  55833. /** Vector4 */
  55834. Vector4 = 16,
  55835. /** Color3 */
  55836. Color3 = 32,
  55837. /** Color4 */
  55838. Color4 = 64,
  55839. /** Matrix */
  55840. Matrix = 128,
  55841. /** Detect type based on connection */
  55842. AutoDetect = 1024,
  55843. /** Output type that will be defined by input type */
  55844. BasedOnInput = 2048
  55845. }
  55846. }
  55847. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  55848. /**
  55849. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55850. */
  55851. export enum NodeMaterialBlockConnectionPointMode {
  55852. /** Value is an uniform */
  55853. Uniform = 0,
  55854. /** Value is a mesh attribute */
  55855. Attribute = 1,
  55856. /** Value is a varying between vertex and fragment shaders */
  55857. Varying = 2,
  55858. /** Mode is undefined */
  55859. Undefined = 3
  55860. }
  55861. }
  55862. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  55863. /**
  55864. * Enum used to define system values e.g. values automatically provided by the system
  55865. */
  55866. export enum NodeMaterialSystemValues {
  55867. /** World */
  55868. World = 1,
  55869. /** View */
  55870. View = 2,
  55871. /** Projection */
  55872. Projection = 3,
  55873. /** ViewProjection */
  55874. ViewProjection = 4,
  55875. /** WorldView */
  55876. WorldView = 5,
  55877. /** WorldViewProjection */
  55878. WorldViewProjection = 6,
  55879. /** CameraPosition */
  55880. CameraPosition = 7,
  55881. /** Fog Color */
  55882. FogColor = 8,
  55883. /** Delta time */
  55884. DeltaTime = 9
  55885. }
  55886. }
  55887. declare module "babylonjs/Materials/Node/Enums/index" {
  55888. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55889. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  55890. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  55891. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  55892. }
  55893. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  55894. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55895. /**
  55896. * Root class for all node material optimizers
  55897. */
  55898. export class NodeMaterialOptimizer {
  55899. /**
  55900. * Function used to optimize a NodeMaterial graph
  55901. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  55902. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  55903. */
  55904. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  55905. }
  55906. }
  55907. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  55908. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55909. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55910. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55911. import { Scene } from "babylonjs/scene";
  55912. /**
  55913. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  55914. */
  55915. export class TransformBlock extends NodeMaterialBlock {
  55916. /**
  55917. * Defines the value to use to complement W value to transform it to a Vector4
  55918. */
  55919. complementW: number;
  55920. /**
  55921. * Defines the value to use to complement z value to transform it to a Vector4
  55922. */
  55923. complementZ: number;
  55924. /**
  55925. * Creates a new TransformBlock
  55926. * @param name defines the block name
  55927. */
  55928. constructor(name: string);
  55929. /**
  55930. * Gets the current class name
  55931. * @returns the class name
  55932. */
  55933. getClassName(): string;
  55934. /**
  55935. * Gets the vector input
  55936. */
  55937. readonly vector: NodeMaterialConnectionPoint;
  55938. /**
  55939. * Gets the output component
  55940. */
  55941. readonly output: NodeMaterialConnectionPoint;
  55942. /**
  55943. * Gets the matrix transform input
  55944. */
  55945. readonly transform: NodeMaterialConnectionPoint;
  55946. protected _buildBlock(state: NodeMaterialBuildState): this;
  55947. serialize(): any;
  55948. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55949. protected _dumpPropertiesCode(): string;
  55950. }
  55951. }
  55952. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  55953. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55954. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55955. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55956. /**
  55957. * Block used to output the vertex position
  55958. */
  55959. export class VertexOutputBlock extends NodeMaterialBlock {
  55960. /**
  55961. * Creates a new VertexOutputBlock
  55962. * @param name defines the block name
  55963. */
  55964. constructor(name: string);
  55965. /**
  55966. * Gets the current class name
  55967. * @returns the class name
  55968. */
  55969. getClassName(): string;
  55970. /**
  55971. * Gets the vector input component
  55972. */
  55973. readonly vector: NodeMaterialConnectionPoint;
  55974. protected _buildBlock(state: NodeMaterialBuildState): this;
  55975. }
  55976. }
  55977. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  55978. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55979. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55980. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55981. /**
  55982. * Block used to output the final color
  55983. */
  55984. export class FragmentOutputBlock extends NodeMaterialBlock {
  55985. /**
  55986. * Create a new FragmentOutputBlock
  55987. * @param name defines the block name
  55988. */
  55989. constructor(name: string);
  55990. /**
  55991. * Gets the current class name
  55992. * @returns the class name
  55993. */
  55994. getClassName(): string;
  55995. /**
  55996. * Gets the rgba input component
  55997. */
  55998. readonly rgba: NodeMaterialConnectionPoint;
  55999. /**
  56000. * Gets the rgb input component
  56001. */
  56002. readonly rgb: NodeMaterialConnectionPoint;
  56003. /**
  56004. * Gets the a input component
  56005. */
  56006. readonly a: NodeMaterialConnectionPoint;
  56007. protected _buildBlock(state: NodeMaterialBuildState): this;
  56008. }
  56009. }
  56010. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  56011. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56012. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56013. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56014. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  56015. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56016. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56017. import { Effect } from "babylonjs/Materials/effect";
  56018. import { Mesh } from "babylonjs/Meshes/mesh";
  56019. import { Nullable } from "babylonjs/types";
  56020. import { Scene } from "babylonjs/scene";
  56021. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  56022. /**
  56023. * Block used to read a reflection texture from a sampler
  56024. */
  56025. export class ReflectionTextureBlock extends NodeMaterialBlock {
  56026. private _define3DName;
  56027. private _defineCubicName;
  56028. private _defineExplicitName;
  56029. private _defineProjectionName;
  56030. private _defineLocalCubicName;
  56031. private _defineSphericalName;
  56032. private _definePlanarName;
  56033. private _defineEquirectangularName;
  56034. private _defineMirroredEquirectangularFixedName;
  56035. private _defineEquirectangularFixedName;
  56036. private _defineSkyboxName;
  56037. private _cubeSamplerName;
  56038. private _2DSamplerName;
  56039. private _positionUVWName;
  56040. private _directionWName;
  56041. private _reflectionCoordsName;
  56042. private _reflection2DCoordsName;
  56043. private _reflectionColorName;
  56044. private _reflectionMatrixName;
  56045. /**
  56046. * Gets or sets the texture associated with the node
  56047. */
  56048. texture: Nullable<BaseTexture>;
  56049. /**
  56050. * Create a new TextureBlock
  56051. * @param name defines the block name
  56052. */
  56053. constructor(name: string);
  56054. /**
  56055. * Gets the current class name
  56056. * @returns the class name
  56057. */
  56058. getClassName(): string;
  56059. /**
  56060. * Gets the world position input component
  56061. */
  56062. readonly position: NodeMaterialConnectionPoint;
  56063. /**
  56064. * Gets the world position input component
  56065. */
  56066. readonly worldPosition: NodeMaterialConnectionPoint;
  56067. /**
  56068. * Gets the world normal input component
  56069. */
  56070. readonly worldNormal: NodeMaterialConnectionPoint;
  56071. /**
  56072. * Gets the world input component
  56073. */
  56074. readonly world: NodeMaterialConnectionPoint;
  56075. /**
  56076. * Gets the camera (or eye) position component
  56077. */
  56078. readonly cameraPosition: NodeMaterialConnectionPoint;
  56079. /**
  56080. * Gets the view input component
  56081. */
  56082. readonly view: NodeMaterialConnectionPoint;
  56083. /**
  56084. * Gets the rgb output component
  56085. */
  56086. readonly rgb: NodeMaterialConnectionPoint;
  56087. /**
  56088. * Gets the r output component
  56089. */
  56090. readonly r: NodeMaterialConnectionPoint;
  56091. /**
  56092. * Gets the g output component
  56093. */
  56094. readonly g: NodeMaterialConnectionPoint;
  56095. /**
  56096. * Gets the b output component
  56097. */
  56098. readonly b: NodeMaterialConnectionPoint;
  56099. autoConfigure(material: NodeMaterial): void;
  56100. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56101. isReady(): boolean;
  56102. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56103. private _injectVertexCode;
  56104. private _writeOutput;
  56105. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56106. protected _dumpPropertiesCode(): string;
  56107. serialize(): any;
  56108. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56109. }
  56110. }
  56111. declare module "babylonjs/Materials/Node/nodeMaterial" {
  56112. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56113. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  56114. import { Scene } from "babylonjs/scene";
  56115. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56116. import { Matrix } from "babylonjs/Maths/math.vector";
  56117. import { Mesh } from "babylonjs/Meshes/mesh";
  56118. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  56119. import { Observable } from "babylonjs/Misc/observable";
  56120. import { SubMesh } from "babylonjs/Meshes/subMesh";
  56121. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  56122. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  56123. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  56124. import { Nullable } from "babylonjs/types";
  56125. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56126. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56127. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56128. /**
  56129. * Interface used to configure the node material editor
  56130. */
  56131. export interface INodeMaterialEditorOptions {
  56132. /** Define the URl to load node editor script */
  56133. editorURL?: string;
  56134. }
  56135. /** @hidden */
  56136. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  56137. /** BONES */
  56138. NUM_BONE_INFLUENCERS: number;
  56139. BonesPerMesh: number;
  56140. BONETEXTURE: boolean;
  56141. /** MORPH TARGETS */
  56142. MORPHTARGETS: boolean;
  56143. MORPHTARGETS_NORMAL: boolean;
  56144. MORPHTARGETS_TANGENT: boolean;
  56145. MORPHTARGETS_UV: boolean;
  56146. NUM_MORPH_INFLUENCERS: number;
  56147. /** IMAGE PROCESSING */
  56148. IMAGEPROCESSING: boolean;
  56149. VIGNETTE: boolean;
  56150. VIGNETTEBLENDMODEMULTIPLY: boolean;
  56151. VIGNETTEBLENDMODEOPAQUE: boolean;
  56152. TONEMAPPING: boolean;
  56153. TONEMAPPING_ACES: boolean;
  56154. CONTRAST: boolean;
  56155. EXPOSURE: boolean;
  56156. COLORCURVES: boolean;
  56157. COLORGRADING: boolean;
  56158. COLORGRADING3D: boolean;
  56159. SAMPLER3DGREENDEPTH: boolean;
  56160. SAMPLER3DBGRMAP: boolean;
  56161. IMAGEPROCESSINGPOSTPROCESS: boolean;
  56162. /** MISC. */
  56163. BUMPDIRECTUV: number;
  56164. constructor();
  56165. setValue(name: string, value: boolean): void;
  56166. }
  56167. /**
  56168. * Class used to configure NodeMaterial
  56169. */
  56170. export interface INodeMaterialOptions {
  56171. /**
  56172. * Defines if blocks should emit comments
  56173. */
  56174. emitComments: boolean;
  56175. }
  56176. /**
  56177. * Class used to create a node based material built by assembling shader blocks
  56178. */
  56179. export class NodeMaterial extends PushMaterial {
  56180. private static _BuildIdGenerator;
  56181. private _options;
  56182. private _vertexCompilationState;
  56183. private _fragmentCompilationState;
  56184. private _sharedData;
  56185. private _buildId;
  56186. private _buildWasSuccessful;
  56187. private _cachedWorldViewMatrix;
  56188. private _cachedWorldViewProjectionMatrix;
  56189. private _optimizers;
  56190. private _animationFrame;
  56191. /** Define the URl to load node editor script */
  56192. static EditorURL: string;
  56193. private BJSNODEMATERIALEDITOR;
  56194. /** Get the inspector from bundle or global */
  56195. private _getGlobalNodeMaterialEditor;
  56196. /**
  56197. * Gets or sets data used by visual editor
  56198. * @see https://nme.babylonjs.com
  56199. */
  56200. editorData: any;
  56201. /**
  56202. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  56203. */
  56204. ignoreAlpha: boolean;
  56205. /**
  56206. * Defines the maximum number of lights that can be used in the material
  56207. */
  56208. maxSimultaneousLights: number;
  56209. /**
  56210. * Observable raised when the material is built
  56211. */
  56212. onBuildObservable: Observable<NodeMaterial>;
  56213. /**
  56214. * Gets or sets the root nodes of the material vertex shader
  56215. */
  56216. _vertexOutputNodes: NodeMaterialBlock[];
  56217. /**
  56218. * Gets or sets the root nodes of the material fragment (pixel) shader
  56219. */
  56220. _fragmentOutputNodes: NodeMaterialBlock[];
  56221. /** Gets or sets options to control the node material overall behavior */
  56222. options: INodeMaterialOptions;
  56223. /**
  56224. * Default configuration related to image processing available in the standard Material.
  56225. */
  56226. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  56227. /**
  56228. * Gets the image processing configuration used either in this material.
  56229. */
  56230. /**
  56231. * Sets the Default image processing configuration used either in the this material.
  56232. *
  56233. * If sets to null, the scene one is in use.
  56234. */
  56235. imageProcessingConfiguration: ImageProcessingConfiguration;
  56236. /**
  56237. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  56238. */
  56239. attachedBlocks: NodeMaterialBlock[];
  56240. /**
  56241. * Create a new node based material
  56242. * @param name defines the material name
  56243. * @param scene defines the hosting scene
  56244. * @param options defines creation option
  56245. */
  56246. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  56247. /**
  56248. * Gets the current class name of the material e.g. "NodeMaterial"
  56249. * @returns the class name
  56250. */
  56251. getClassName(): string;
  56252. /**
  56253. * Keep track of the image processing observer to allow dispose and replace.
  56254. */
  56255. private _imageProcessingObserver;
  56256. /**
  56257. * Attaches a new image processing configuration to the Standard Material.
  56258. * @param configuration
  56259. */
  56260. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  56261. /**
  56262. * Get a block by its name
  56263. * @param name defines the name of the block to retrieve
  56264. * @returns the required block or null if not found
  56265. */
  56266. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  56267. /**
  56268. * Get a block by its name
  56269. * @param predicate defines the predicate used to find the good candidate
  56270. * @returns the required block or null if not found
  56271. */
  56272. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  56273. /**
  56274. * Get an input block by its name
  56275. * @param predicate defines the predicate used to find the good candidate
  56276. * @returns the required input block or null if not found
  56277. */
  56278. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  56279. /**
  56280. * Gets the list of input blocks attached to this material
  56281. * @returns an array of InputBlocks
  56282. */
  56283. getInputBlocks(): InputBlock[];
  56284. /**
  56285. * Adds a new optimizer to the list of optimizers
  56286. * @param optimizer defines the optimizers to add
  56287. * @returns the current material
  56288. */
  56289. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56290. /**
  56291. * Remove an optimizer from the list of optimizers
  56292. * @param optimizer defines the optimizers to remove
  56293. * @returns the current material
  56294. */
  56295. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56296. /**
  56297. * Add a new block to the list of output nodes
  56298. * @param node defines the node to add
  56299. * @returns the current material
  56300. */
  56301. addOutputNode(node: NodeMaterialBlock): this;
  56302. /**
  56303. * Remove a block from the list of root nodes
  56304. * @param node defines the node to remove
  56305. * @returns the current material
  56306. */
  56307. removeOutputNode(node: NodeMaterialBlock): this;
  56308. private _addVertexOutputNode;
  56309. private _removeVertexOutputNode;
  56310. private _addFragmentOutputNode;
  56311. private _removeFragmentOutputNode;
  56312. /**
  56313. * Specifies if the material will require alpha blending
  56314. * @returns a boolean specifying if alpha blending is needed
  56315. */
  56316. needAlphaBlending(): boolean;
  56317. /**
  56318. * Specifies if this material should be rendered in alpha test mode
  56319. * @returns a boolean specifying if an alpha test is needed.
  56320. */
  56321. needAlphaTesting(): boolean;
  56322. private _initializeBlock;
  56323. private _resetDualBlocks;
  56324. /**
  56325. * Build the material and generates the inner effect
  56326. * @param verbose defines if the build should log activity
  56327. */
  56328. build(verbose?: boolean): void;
  56329. /**
  56330. * Runs an otpimization phase to try to improve the shader code
  56331. */
  56332. optimize(): void;
  56333. private _prepareDefinesForAttributes;
  56334. /**
  56335. * Get if the submesh is ready to be used and all its information available.
  56336. * Child classes can use it to update shaders
  56337. * @param mesh defines the mesh to check
  56338. * @param subMesh defines which submesh to check
  56339. * @param useInstances specifies that instances should be used
  56340. * @returns a boolean indicating that the submesh is ready or not
  56341. */
  56342. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  56343. /**
  56344. * Get a string representing the shaders built by the current node graph
  56345. */
  56346. readonly compiledShaders: string;
  56347. /**
  56348. * Binds the world matrix to the material
  56349. * @param world defines the world transformation matrix
  56350. */
  56351. bindOnlyWorldMatrix(world: Matrix): void;
  56352. /**
  56353. * Binds the submesh to this material by preparing the effect and shader to draw
  56354. * @param world defines the world transformation matrix
  56355. * @param mesh defines the mesh containing the submesh
  56356. * @param subMesh defines the submesh to bind the material to
  56357. */
  56358. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  56359. /**
  56360. * Gets the active textures from the material
  56361. * @returns an array of textures
  56362. */
  56363. getActiveTextures(): BaseTexture[];
  56364. /**
  56365. * Gets the list of texture blocks
  56366. * @returns an array of texture blocks
  56367. */
  56368. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  56369. /**
  56370. * Specifies if the material uses a texture
  56371. * @param texture defines the texture to check against the material
  56372. * @returns a boolean specifying if the material uses the texture
  56373. */
  56374. hasTexture(texture: BaseTexture): boolean;
  56375. /**
  56376. * Disposes the material
  56377. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  56378. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  56379. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  56380. */
  56381. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  56382. /** Creates the node editor window. */
  56383. private _createNodeEditor;
  56384. /**
  56385. * Launch the node material editor
  56386. * @param config Define the configuration of the editor
  56387. * @return a promise fulfilled when the node editor is visible
  56388. */
  56389. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  56390. /**
  56391. * Clear the current material
  56392. */
  56393. clear(): void;
  56394. /**
  56395. * Clear the current material and set it to a default state
  56396. */
  56397. setToDefault(): void;
  56398. /**
  56399. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  56400. * @param url defines the url to load from
  56401. * @returns a promise that will fullfil when the material is fully loaded
  56402. */
  56403. loadAsync(url: string): Promise<void>;
  56404. private _gatherBlocks;
  56405. /**
  56406. * Generate a string containing the code declaration required to create an equivalent of this material
  56407. * @returns a string
  56408. */
  56409. generateCode(): string;
  56410. /**
  56411. * Serializes this material in a JSON representation
  56412. * @returns the serialized material object
  56413. */
  56414. serialize(): any;
  56415. private _restoreConnections;
  56416. /**
  56417. * Clear the current graph and load a new one from a serialization object
  56418. * @param source defines the JSON representation of the material
  56419. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56420. */
  56421. loadFromSerialization(source: any, rootUrl?: string): void;
  56422. /**
  56423. * Creates a node material from parsed material data
  56424. * @param source defines the JSON representation of the material
  56425. * @param scene defines the hosting scene
  56426. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56427. * @returns a new node material
  56428. */
  56429. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  56430. /**
  56431. * Creates a new node material set to default basic configuration
  56432. * @param name defines the name of the material
  56433. * @param scene defines the hosting scene
  56434. * @returns a new NodeMaterial
  56435. */
  56436. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  56437. }
  56438. }
  56439. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  56440. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56441. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56442. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56443. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56444. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56445. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56446. import { Effect } from "babylonjs/Materials/effect";
  56447. import { Mesh } from "babylonjs/Meshes/mesh";
  56448. import { Nullable } from "babylonjs/types";
  56449. import { Texture } from "babylonjs/Materials/Textures/texture";
  56450. import { Scene } from "babylonjs/scene";
  56451. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56452. /**
  56453. * Block used to read a texture from a sampler
  56454. */
  56455. export class TextureBlock extends NodeMaterialBlock {
  56456. private _defineName;
  56457. private _linearDefineName;
  56458. private _tempTextureRead;
  56459. private _samplerName;
  56460. private _transformedUVName;
  56461. private _textureTransformName;
  56462. private _textureInfoName;
  56463. private _mainUVName;
  56464. private _mainUVDefineName;
  56465. /**
  56466. * Gets or sets the texture associated with the node
  56467. */
  56468. texture: Nullable<Texture>;
  56469. /**
  56470. * Create a new TextureBlock
  56471. * @param name defines the block name
  56472. */
  56473. constructor(name: string);
  56474. /**
  56475. * Gets the current class name
  56476. * @returns the class name
  56477. */
  56478. getClassName(): string;
  56479. /**
  56480. * Gets the uv input component
  56481. */
  56482. readonly uv: NodeMaterialConnectionPoint;
  56483. /**
  56484. * Gets the rgba output component
  56485. */
  56486. readonly rgba: NodeMaterialConnectionPoint;
  56487. /**
  56488. * Gets the rgb output component
  56489. */
  56490. readonly rgb: NodeMaterialConnectionPoint;
  56491. /**
  56492. * Gets the r output component
  56493. */
  56494. readonly r: NodeMaterialConnectionPoint;
  56495. /**
  56496. * Gets the g output component
  56497. */
  56498. readonly g: NodeMaterialConnectionPoint;
  56499. /**
  56500. * Gets the b output component
  56501. */
  56502. readonly b: NodeMaterialConnectionPoint;
  56503. /**
  56504. * Gets the a output component
  56505. */
  56506. readonly a: NodeMaterialConnectionPoint;
  56507. readonly target: NodeMaterialBlockTargets;
  56508. autoConfigure(material: NodeMaterial): void;
  56509. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56510. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56511. isReady(): boolean;
  56512. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56513. private readonly _isMixed;
  56514. private _injectVertexCode;
  56515. private _writeTextureRead;
  56516. private _writeOutput;
  56517. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56518. protected _dumpPropertiesCode(): string;
  56519. serialize(): any;
  56520. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56521. }
  56522. }
  56523. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  56524. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56525. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56526. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56527. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56528. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56529. import { Scene } from "babylonjs/scene";
  56530. /**
  56531. * Class used to store shared data between 2 NodeMaterialBuildState
  56532. */
  56533. export class NodeMaterialBuildStateSharedData {
  56534. /**
  56535. * Gets the list of emitted varyings
  56536. */
  56537. temps: string[];
  56538. /**
  56539. * Gets the list of emitted varyings
  56540. */
  56541. varyings: string[];
  56542. /**
  56543. * Gets the varying declaration string
  56544. */
  56545. varyingDeclaration: string;
  56546. /**
  56547. * Input blocks
  56548. */
  56549. inputBlocks: InputBlock[];
  56550. /**
  56551. * Input blocks
  56552. */
  56553. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  56554. /**
  56555. * Bindable blocks (Blocks that need to set data to the effect)
  56556. */
  56557. bindableBlocks: NodeMaterialBlock[];
  56558. /**
  56559. * List of blocks that can provide a compilation fallback
  56560. */
  56561. blocksWithFallbacks: NodeMaterialBlock[];
  56562. /**
  56563. * List of blocks that can provide a define update
  56564. */
  56565. blocksWithDefines: NodeMaterialBlock[];
  56566. /**
  56567. * List of blocks that can provide a repeatable content
  56568. */
  56569. repeatableContentBlocks: NodeMaterialBlock[];
  56570. /**
  56571. * List of blocks that can provide a dynamic list of uniforms
  56572. */
  56573. dynamicUniformBlocks: NodeMaterialBlock[];
  56574. /**
  56575. * List of blocks that can block the isReady function for the material
  56576. */
  56577. blockingBlocks: NodeMaterialBlock[];
  56578. /**
  56579. * Gets the list of animated inputs
  56580. */
  56581. animatedInputs: InputBlock[];
  56582. /**
  56583. * Build Id used to avoid multiple recompilations
  56584. */
  56585. buildId: number;
  56586. /** List of emitted variables */
  56587. variableNames: {
  56588. [key: string]: number;
  56589. };
  56590. /** List of emitted defines */
  56591. defineNames: {
  56592. [key: string]: number;
  56593. };
  56594. /** Should emit comments? */
  56595. emitComments: boolean;
  56596. /** Emit build activity */
  56597. verbose: boolean;
  56598. /** Gets or sets the hosting scene */
  56599. scene: Scene;
  56600. /**
  56601. * Gets the compilation hints emitted at compilation time
  56602. */
  56603. hints: {
  56604. needWorldViewMatrix: boolean;
  56605. needWorldViewProjectionMatrix: boolean;
  56606. needAlphaBlending: boolean;
  56607. needAlphaTesting: boolean;
  56608. };
  56609. /**
  56610. * List of compilation checks
  56611. */
  56612. checks: {
  56613. emitVertex: boolean;
  56614. emitFragment: boolean;
  56615. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  56616. };
  56617. /** Creates a new shared data */
  56618. constructor();
  56619. /**
  56620. * Emits console errors and exceptions if there is a failing check
  56621. */
  56622. emitErrors(): void;
  56623. }
  56624. }
  56625. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  56626. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56627. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56628. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  56629. /**
  56630. * Class used to store node based material build state
  56631. */
  56632. export class NodeMaterialBuildState {
  56633. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  56634. supportUniformBuffers: boolean;
  56635. /**
  56636. * Gets the list of emitted attributes
  56637. */
  56638. attributes: string[];
  56639. /**
  56640. * Gets the list of emitted uniforms
  56641. */
  56642. uniforms: string[];
  56643. /**
  56644. * Gets the list of emitted constants
  56645. */
  56646. constants: string[];
  56647. /**
  56648. * Gets the list of emitted samplers
  56649. */
  56650. samplers: string[];
  56651. /**
  56652. * Gets the list of emitted functions
  56653. */
  56654. functions: {
  56655. [key: string]: string;
  56656. };
  56657. /**
  56658. * Gets the list of emitted extensions
  56659. */
  56660. extensions: {
  56661. [key: string]: string;
  56662. };
  56663. /**
  56664. * Gets the target of the compilation state
  56665. */
  56666. target: NodeMaterialBlockTargets;
  56667. /**
  56668. * Gets the list of emitted counters
  56669. */
  56670. counters: {
  56671. [key: string]: number;
  56672. };
  56673. /**
  56674. * Shared data between multiple NodeMaterialBuildState instances
  56675. */
  56676. sharedData: NodeMaterialBuildStateSharedData;
  56677. /** @hidden */
  56678. _vertexState: NodeMaterialBuildState;
  56679. /** @hidden */
  56680. _attributeDeclaration: string;
  56681. /** @hidden */
  56682. _uniformDeclaration: string;
  56683. /** @hidden */
  56684. _constantDeclaration: string;
  56685. /** @hidden */
  56686. _samplerDeclaration: string;
  56687. /** @hidden */
  56688. _varyingTransfer: string;
  56689. private _repeatableContentAnchorIndex;
  56690. /** @hidden */
  56691. _builtCompilationString: string;
  56692. /**
  56693. * Gets the emitted compilation strings
  56694. */
  56695. compilationString: string;
  56696. /**
  56697. * Finalize the compilation strings
  56698. * @param state defines the current compilation state
  56699. */
  56700. finalize(state: NodeMaterialBuildState): void;
  56701. /** @hidden */
  56702. readonly _repeatableContentAnchor: string;
  56703. /** @hidden */
  56704. _getFreeVariableName(prefix: string): string;
  56705. /** @hidden */
  56706. _getFreeDefineName(prefix: string): string;
  56707. /** @hidden */
  56708. _excludeVariableName(name: string): void;
  56709. /** @hidden */
  56710. _emit2DSampler(name: string): void;
  56711. /** @hidden */
  56712. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  56713. /** @hidden */
  56714. _emitExtension(name: string, extension: string): void;
  56715. /** @hidden */
  56716. _emitFunction(name: string, code: string, comments: string): void;
  56717. /** @hidden */
  56718. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  56719. replaceStrings?: {
  56720. search: RegExp;
  56721. replace: string;
  56722. }[];
  56723. repeatKey?: string;
  56724. }): string;
  56725. /** @hidden */
  56726. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  56727. repeatKey?: string;
  56728. removeAttributes?: boolean;
  56729. removeUniforms?: boolean;
  56730. removeVaryings?: boolean;
  56731. removeIfDef?: boolean;
  56732. replaceStrings?: {
  56733. search: RegExp;
  56734. replace: string;
  56735. }[];
  56736. }, storeKey?: string): void;
  56737. /** @hidden */
  56738. _registerTempVariable(name: string): boolean;
  56739. /** @hidden */
  56740. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  56741. /** @hidden */
  56742. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  56743. /** @hidden */
  56744. _emitFloat(value: number): string;
  56745. }
  56746. }
  56747. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  56748. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56749. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56750. import { Nullable } from "babylonjs/types";
  56751. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56752. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56753. import { Effect } from "babylonjs/Materials/effect";
  56754. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56755. import { Mesh } from "babylonjs/Meshes/mesh";
  56756. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56757. import { Scene } from "babylonjs/scene";
  56758. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56759. /**
  56760. * Defines a block that can be used inside a node based material
  56761. */
  56762. export class NodeMaterialBlock {
  56763. private _buildId;
  56764. private _buildTarget;
  56765. private _target;
  56766. private _isFinalMerger;
  56767. private _isInput;
  56768. protected _isUnique: boolean;
  56769. /** @hidden */
  56770. _codeVariableName: string;
  56771. /** @hidden */
  56772. _inputs: NodeMaterialConnectionPoint[];
  56773. /** @hidden */
  56774. _outputs: NodeMaterialConnectionPoint[];
  56775. /** @hidden */
  56776. _preparationId: number;
  56777. /**
  56778. * Gets or sets the name of the block
  56779. */
  56780. name: string;
  56781. /**
  56782. * Gets or sets the unique id of the node
  56783. */
  56784. uniqueId: number;
  56785. /**
  56786. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  56787. */
  56788. readonly isUnique: boolean;
  56789. /**
  56790. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  56791. */
  56792. readonly isFinalMerger: boolean;
  56793. /**
  56794. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  56795. */
  56796. readonly isInput: boolean;
  56797. /**
  56798. * Gets or sets the build Id
  56799. */
  56800. buildId: number;
  56801. /**
  56802. * Gets or sets the target of the block
  56803. */
  56804. target: NodeMaterialBlockTargets;
  56805. /**
  56806. * Gets the list of input points
  56807. */
  56808. readonly inputs: NodeMaterialConnectionPoint[];
  56809. /** Gets the list of output points */
  56810. readonly outputs: NodeMaterialConnectionPoint[];
  56811. /**
  56812. * Find an input by its name
  56813. * @param name defines the name of the input to look for
  56814. * @returns the input or null if not found
  56815. */
  56816. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56817. /**
  56818. * Find an output by its name
  56819. * @param name defines the name of the outputto look for
  56820. * @returns the output or null if not found
  56821. */
  56822. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56823. /**
  56824. * Creates a new NodeMaterialBlock
  56825. * @param name defines the block name
  56826. * @param target defines the target of that block (Vertex by default)
  56827. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  56828. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  56829. */
  56830. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  56831. /**
  56832. * Initialize the block and prepare the context for build
  56833. * @param state defines the state that will be used for the build
  56834. */
  56835. initialize(state: NodeMaterialBuildState): void;
  56836. /**
  56837. * Bind data to effect. Will only be called for blocks with isBindable === true
  56838. * @param effect defines the effect to bind data to
  56839. * @param nodeMaterial defines the hosting NodeMaterial
  56840. * @param mesh defines the mesh that will be rendered
  56841. */
  56842. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56843. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  56844. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  56845. protected _writeFloat(value: number): string;
  56846. /**
  56847. * Gets the current class name e.g. "NodeMaterialBlock"
  56848. * @returns the class name
  56849. */
  56850. getClassName(): string;
  56851. /**
  56852. * Register a new input. Must be called inside a block constructor
  56853. * @param name defines the connection point name
  56854. * @param type defines the connection point type
  56855. * @param isOptional defines a boolean indicating that this input can be omitted
  56856. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56857. * @returns the current block
  56858. */
  56859. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  56860. /**
  56861. * Register a new output. Must be called inside a block constructor
  56862. * @param name defines the connection point name
  56863. * @param type defines the connection point type
  56864. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56865. * @returns the current block
  56866. */
  56867. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  56868. /**
  56869. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  56870. * @param forOutput defines an optional connection point to check compatibility with
  56871. * @returns the first available input or null
  56872. */
  56873. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  56874. /**
  56875. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  56876. * @param forBlock defines an optional block to check compatibility with
  56877. * @returns the first available input or null
  56878. */
  56879. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  56880. /**
  56881. * Gets the sibling of the given output
  56882. * @param current defines the current output
  56883. * @returns the next output in the list or null
  56884. */
  56885. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  56886. /**
  56887. * Connect current block with another block
  56888. * @param other defines the block to connect with
  56889. * @param options define the various options to help pick the right connections
  56890. * @returns the current block
  56891. */
  56892. connectTo(other: NodeMaterialBlock, options?: {
  56893. input?: string;
  56894. output?: string;
  56895. outputSwizzle?: string;
  56896. }): this | undefined;
  56897. protected _buildBlock(state: NodeMaterialBuildState): void;
  56898. /**
  56899. * Add uniforms, samplers and uniform buffers at compilation time
  56900. * @param state defines the state to update
  56901. * @param nodeMaterial defines the node material requesting the update
  56902. * @param defines defines the material defines to update
  56903. * @param uniformBuffers defines the list of uniform buffer names
  56904. */
  56905. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  56906. /**
  56907. * Add potential fallbacks if shader compilation fails
  56908. * @param mesh defines the mesh to be rendered
  56909. * @param fallbacks defines the current prioritized list of fallbacks
  56910. */
  56911. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56912. /**
  56913. * Initialize defines for shader compilation
  56914. * @param mesh defines the mesh to be rendered
  56915. * @param nodeMaterial defines the node material requesting the update
  56916. * @param defines defines the material defines to update
  56917. * @param useInstances specifies that instances should be used
  56918. */
  56919. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56920. /**
  56921. * Update defines for shader compilation
  56922. * @param mesh defines the mesh to be rendered
  56923. * @param nodeMaterial defines the node material requesting the update
  56924. * @param defines defines the material defines to update
  56925. * @param useInstances specifies that instances should be used
  56926. */
  56927. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56928. /**
  56929. * Lets the block try to connect some inputs automatically
  56930. * @param material defines the hosting NodeMaterial
  56931. */
  56932. autoConfigure(material: NodeMaterial): void;
  56933. /**
  56934. * Function called when a block is declared as repeatable content generator
  56935. * @param vertexShaderState defines the current compilation state for the vertex shader
  56936. * @param fragmentShaderState defines the current compilation state for the fragment shader
  56937. * @param mesh defines the mesh to be rendered
  56938. * @param defines defines the material defines to update
  56939. */
  56940. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56941. /**
  56942. * Checks if the block is ready
  56943. * @param mesh defines the mesh to be rendered
  56944. * @param nodeMaterial defines the node material requesting the update
  56945. * @param defines defines the material defines to update
  56946. * @param useInstances specifies that instances should be used
  56947. * @returns true if the block is ready
  56948. */
  56949. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  56950. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  56951. private _processBuild;
  56952. /**
  56953. * Compile the current node and generate the shader code
  56954. * @param state defines the current compilation state (uniforms, samplers, current string)
  56955. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  56956. * @returns true if already built
  56957. */
  56958. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  56959. protected _inputRename(name: string): string;
  56960. protected _outputRename(name: string): string;
  56961. protected _dumpPropertiesCode(): string;
  56962. /** @hidden */
  56963. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  56964. /** @hidden */
  56965. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  56966. /**
  56967. * Clone the current block to a new identical block
  56968. * @param scene defines the hosting scene
  56969. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56970. * @returns a copy of the current block
  56971. */
  56972. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  56973. /**
  56974. * Serializes this block in a JSON representation
  56975. * @returns the serialized block object
  56976. */
  56977. serialize(): any;
  56978. /** @hidden */
  56979. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56980. /**
  56981. * Release resources
  56982. */
  56983. dispose(): void;
  56984. }
  56985. }
  56986. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  56987. /**
  56988. * Enum defining the type of animations supported by InputBlock
  56989. */
  56990. export enum AnimatedInputBlockTypes {
  56991. /** No animation */
  56992. None = 0,
  56993. /** Time based animation. Will only work for floats */
  56994. Time = 1
  56995. }
  56996. }
  56997. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  56998. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56999. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  57000. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  57001. import { Nullable } from "babylonjs/types";
  57002. import { Effect } from "babylonjs/Materials/effect";
  57003. import { Matrix } from "babylonjs/Maths/math.vector";
  57004. import { Scene } from "babylonjs/scene";
  57005. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57006. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57007. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  57008. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57009. /**
  57010. * Block used to expose an input value
  57011. */
  57012. export class InputBlock extends NodeMaterialBlock {
  57013. private _mode;
  57014. private _associatedVariableName;
  57015. private _storedValue;
  57016. private _valueCallback;
  57017. private _type;
  57018. private _animationType;
  57019. /** Gets or set a value used to limit the range of float values */
  57020. min: number;
  57021. /** Gets or set a value used to limit the range of float values */
  57022. max: number;
  57023. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  57024. matrixMode: number;
  57025. /** @hidden */
  57026. _systemValue: Nullable<NodeMaterialSystemValues>;
  57027. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  57028. visibleInInspector: boolean;
  57029. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  57030. isConstant: boolean;
  57031. /**
  57032. * Gets or sets the connection point type (default is float)
  57033. */
  57034. readonly type: NodeMaterialBlockConnectionPointTypes;
  57035. /**
  57036. * Creates a new InputBlock
  57037. * @param name defines the block name
  57038. * @param target defines the target of that block (Vertex by default)
  57039. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  57040. */
  57041. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  57042. /**
  57043. * Gets the output component
  57044. */
  57045. readonly output: NodeMaterialConnectionPoint;
  57046. /**
  57047. * Set the source of this connection point to a vertex attribute
  57048. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  57049. * @returns the current connection point
  57050. */
  57051. setAsAttribute(attributeName?: string): InputBlock;
  57052. /**
  57053. * Set the source of this connection point to a system value
  57054. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  57055. * @returns the current connection point
  57056. */
  57057. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  57058. /**
  57059. * Gets or sets the value of that point.
  57060. * Please note that this value will be ignored if valueCallback is defined
  57061. */
  57062. value: any;
  57063. /**
  57064. * Gets or sets a callback used to get the value of that point.
  57065. * Please note that setting this value will force the connection point to ignore the value property
  57066. */
  57067. valueCallback: () => any;
  57068. /**
  57069. * Gets or sets the associated variable name in the shader
  57070. */
  57071. associatedVariableName: string;
  57072. /** Gets or sets the type of animation applied to the input */
  57073. animationType: AnimatedInputBlockTypes;
  57074. /**
  57075. * Gets a boolean indicating that this connection point not defined yet
  57076. */
  57077. readonly isUndefined: boolean;
  57078. /**
  57079. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  57080. * In this case the connection point name must be the name of the uniform to use.
  57081. * Can only be set on inputs
  57082. */
  57083. isUniform: boolean;
  57084. /**
  57085. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  57086. * In this case the connection point name must be the name of the attribute to use
  57087. * Can only be set on inputs
  57088. */
  57089. isAttribute: boolean;
  57090. /**
  57091. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  57092. * Can only be set on exit points
  57093. */
  57094. isVarying: boolean;
  57095. /**
  57096. * Gets a boolean indicating that the current connection point is a system value
  57097. */
  57098. readonly isSystemValue: boolean;
  57099. /**
  57100. * Gets or sets the current well known value or null if not defined as a system value
  57101. */
  57102. systemValue: Nullable<NodeMaterialSystemValues>;
  57103. /**
  57104. * Gets the current class name
  57105. * @returns the class name
  57106. */
  57107. getClassName(): string;
  57108. /**
  57109. * Animate the input if animationType !== None
  57110. * @param scene defines the rendering scene
  57111. */
  57112. animate(scene: Scene): void;
  57113. private _emitDefine;
  57114. initialize(state: NodeMaterialBuildState): void;
  57115. /**
  57116. * Set the input block to its default value (based on its type)
  57117. */
  57118. setDefaultValue(): void;
  57119. private _emitConstant;
  57120. private _emit;
  57121. /** @hidden */
  57122. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  57123. /** @hidden */
  57124. _transmit(effect: Effect, scene: Scene): void;
  57125. protected _buildBlock(state: NodeMaterialBuildState): void;
  57126. protected _dumpPropertiesCode(): string;
  57127. serialize(): any;
  57128. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57129. }
  57130. }
  57131. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  57132. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  57133. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  57134. import { Nullable } from "babylonjs/types";
  57135. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57136. import { Observable } from "babylonjs/Misc/observable";
  57137. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57138. /**
  57139. * Enum used to define the compatibility state between two connection points
  57140. */
  57141. export enum NodeMaterialConnectionPointCompatibilityStates {
  57142. /** Points are compatibles */
  57143. Compatible = 0,
  57144. /** Points are incompatible because of their types */
  57145. TypeIncompatible = 1,
  57146. /** Points are incompatible because of their targets (vertex vs fragment) */
  57147. TargetIncompatible = 2
  57148. }
  57149. /**
  57150. * Defines a connection point for a block
  57151. */
  57152. export class NodeMaterialConnectionPoint {
  57153. /** @hidden */
  57154. _ownerBlock: NodeMaterialBlock;
  57155. /** @hidden */
  57156. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57157. private _endpoints;
  57158. private _associatedVariableName;
  57159. /** @hidden */
  57160. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57161. /** @hidden */
  57162. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57163. private _type;
  57164. /** @hidden */
  57165. _enforceAssociatedVariableName: boolean;
  57166. /**
  57167. * Gets or sets the additional types supported by this connection point
  57168. */
  57169. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57170. /**
  57171. * Gets or sets the additional types excluded by this connection point
  57172. */
  57173. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57174. /**
  57175. * Observable triggered when this point is connected
  57176. */
  57177. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  57178. /**
  57179. * Gets or sets the associated variable name in the shader
  57180. */
  57181. associatedVariableName: string;
  57182. /**
  57183. * Gets or sets the connection point type (default is float)
  57184. */
  57185. type: NodeMaterialBlockConnectionPointTypes;
  57186. /**
  57187. * Gets or sets the connection point name
  57188. */
  57189. name: string;
  57190. /**
  57191. * Gets or sets a boolean indicating that this connection point can be omitted
  57192. */
  57193. isOptional: boolean;
  57194. /**
  57195. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  57196. */
  57197. define: string;
  57198. /** @hidden */
  57199. _prioritizeVertex: boolean;
  57200. private _target;
  57201. /** Gets or sets the target of that connection point */
  57202. target: NodeMaterialBlockTargets;
  57203. /**
  57204. * Gets a boolean indicating that the current point is connected
  57205. */
  57206. readonly isConnected: boolean;
  57207. /**
  57208. * Gets a boolean indicating that the current point is connected to an input block
  57209. */
  57210. readonly isConnectedToInputBlock: boolean;
  57211. /**
  57212. * Gets a the connected input block (if any)
  57213. */
  57214. readonly connectInputBlock: Nullable<InputBlock>;
  57215. /** Get the other side of the connection (if any) */
  57216. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57217. /** Get the block that owns this connection point */
  57218. readonly ownerBlock: NodeMaterialBlock;
  57219. /** Get the block connected on the other side of this connection (if any) */
  57220. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  57221. /** Get the block connected on the endpoints of this connection (if any) */
  57222. readonly connectedBlocks: Array<NodeMaterialBlock>;
  57223. /** Gets the list of connected endpoints */
  57224. readonly endpoints: NodeMaterialConnectionPoint[];
  57225. /** Gets a boolean indicating if that output point is connected to at least one input */
  57226. readonly hasEndpoints: boolean;
  57227. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  57228. readonly isConnectedInVertexShader: boolean;
  57229. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  57230. readonly isConnectedInFragmentShader: boolean;
  57231. /**
  57232. * Creates a new connection point
  57233. * @param name defines the connection point name
  57234. * @param ownerBlock defines the block hosting this connection point
  57235. */
  57236. constructor(name: string, ownerBlock: NodeMaterialBlock);
  57237. /**
  57238. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  57239. * @returns the class name
  57240. */
  57241. getClassName(): string;
  57242. /**
  57243. * Gets a boolean indicating if the current point can be connected to another point
  57244. * @param connectionPoint defines the other connection point
  57245. * @returns a boolean
  57246. */
  57247. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  57248. /**
  57249. * Gets a number indicating if the current point can be connected to another point
  57250. * @param connectionPoint defines the other connection point
  57251. * @returns a number defining the compatibility state
  57252. */
  57253. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  57254. /**
  57255. * Connect this point to another connection point
  57256. * @param connectionPoint defines the other connection point
  57257. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  57258. * @returns the current connection point
  57259. */
  57260. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  57261. /**
  57262. * Disconnect this point from one of his endpoint
  57263. * @param endpoint defines the other connection point
  57264. * @returns the current connection point
  57265. */
  57266. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  57267. /**
  57268. * Serializes this point in a JSON representation
  57269. * @returns the serialized point object
  57270. */
  57271. serialize(): any;
  57272. /**
  57273. * Release resources
  57274. */
  57275. dispose(): void;
  57276. }
  57277. }
  57278. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  57279. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57280. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57281. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57282. import { Mesh } from "babylonjs/Meshes/mesh";
  57283. import { Effect } from "babylonjs/Materials/effect";
  57284. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57285. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57286. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  57287. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  57288. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  57289. /**
  57290. * Block used to add support for vertex skinning (bones)
  57291. */
  57292. export class BonesBlock extends NodeMaterialBlock {
  57293. /**
  57294. * Creates a new BonesBlock
  57295. * @param name defines the block name
  57296. */
  57297. constructor(name: string);
  57298. /**
  57299. * Initialize the block and prepare the context for build
  57300. * @param state defines the state that will be used for the build
  57301. */
  57302. initialize(state: NodeMaterialBuildState): void;
  57303. /**
  57304. * Gets the current class name
  57305. * @returns the class name
  57306. */
  57307. getClassName(): string;
  57308. /**
  57309. * Gets the matrix indices input component
  57310. */
  57311. readonly matricesIndices: NodeMaterialConnectionPoint;
  57312. /**
  57313. * Gets the matrix weights input component
  57314. */
  57315. readonly matricesWeights: NodeMaterialConnectionPoint;
  57316. /**
  57317. * Gets the extra matrix indices input component
  57318. */
  57319. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  57320. /**
  57321. * Gets the extra matrix weights input component
  57322. */
  57323. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  57324. /**
  57325. * Gets the world input component
  57326. */
  57327. readonly world: NodeMaterialConnectionPoint;
  57328. /**
  57329. * Gets the output component
  57330. */
  57331. readonly output: NodeMaterialConnectionPoint;
  57332. autoConfigure(material: NodeMaterial): void;
  57333. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  57334. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57335. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57336. protected _buildBlock(state: NodeMaterialBuildState): this;
  57337. }
  57338. }
  57339. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  57340. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57341. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57342. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57343. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57344. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57345. /**
  57346. * Block used to add support for instances
  57347. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  57348. */
  57349. export class InstancesBlock extends NodeMaterialBlock {
  57350. /**
  57351. * Creates a new InstancesBlock
  57352. * @param name defines the block name
  57353. */
  57354. constructor(name: string);
  57355. /**
  57356. * Gets the current class name
  57357. * @returns the class name
  57358. */
  57359. getClassName(): string;
  57360. /**
  57361. * Gets the first world row input component
  57362. */
  57363. readonly world0: NodeMaterialConnectionPoint;
  57364. /**
  57365. * Gets the second world row input component
  57366. */
  57367. readonly world1: NodeMaterialConnectionPoint;
  57368. /**
  57369. * Gets the third world row input component
  57370. */
  57371. readonly world2: NodeMaterialConnectionPoint;
  57372. /**
  57373. * Gets the forth world row input component
  57374. */
  57375. readonly world3: NodeMaterialConnectionPoint;
  57376. /**
  57377. * Gets the world input component
  57378. */
  57379. readonly world: NodeMaterialConnectionPoint;
  57380. /**
  57381. * Gets the output component
  57382. */
  57383. readonly output: NodeMaterialConnectionPoint;
  57384. autoConfigure(material: NodeMaterial): void;
  57385. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  57386. protected _buildBlock(state: NodeMaterialBuildState): this;
  57387. }
  57388. }
  57389. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  57390. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57391. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57392. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57393. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57394. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57395. import { Effect } from "babylonjs/Materials/effect";
  57396. import { Mesh } from "babylonjs/Meshes/mesh";
  57397. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  57398. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  57399. /**
  57400. * Block used to add morph targets support to vertex shader
  57401. */
  57402. export class MorphTargetsBlock extends NodeMaterialBlock {
  57403. private _repeatableContentAnchor;
  57404. private _repeatebleContentGenerated;
  57405. /**
  57406. * Create a new MorphTargetsBlock
  57407. * @param name defines the block name
  57408. */
  57409. constructor(name: string);
  57410. /**
  57411. * Gets the current class name
  57412. * @returns the class name
  57413. */
  57414. getClassName(): string;
  57415. /**
  57416. * Gets the position input component
  57417. */
  57418. readonly position: NodeMaterialConnectionPoint;
  57419. /**
  57420. * Gets the normal input component
  57421. */
  57422. readonly normal: NodeMaterialConnectionPoint;
  57423. /**
  57424. * Gets the tangent input component
  57425. */
  57426. readonly tangent: NodeMaterialConnectionPoint;
  57427. /**
  57428. * Gets the tangent input component
  57429. */
  57430. readonly uv: NodeMaterialConnectionPoint;
  57431. /**
  57432. * Gets the position output component
  57433. */
  57434. readonly positionOutput: NodeMaterialConnectionPoint;
  57435. /**
  57436. * Gets the normal output component
  57437. */
  57438. readonly normalOutput: NodeMaterialConnectionPoint;
  57439. /**
  57440. * Gets the tangent output component
  57441. */
  57442. readonly tangentOutput: NodeMaterialConnectionPoint;
  57443. /**
  57444. * Gets the tangent output component
  57445. */
  57446. readonly uvOutput: NodeMaterialConnectionPoint;
  57447. initialize(state: NodeMaterialBuildState): void;
  57448. autoConfigure(material: NodeMaterial): void;
  57449. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57450. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57451. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  57452. protected _buildBlock(state: NodeMaterialBuildState): this;
  57453. }
  57454. }
  57455. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  57456. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57457. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57458. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57459. import { Nullable } from "babylonjs/types";
  57460. import { Scene } from "babylonjs/scene";
  57461. import { Effect } from "babylonjs/Materials/effect";
  57462. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57463. import { Mesh } from "babylonjs/Meshes/mesh";
  57464. import { Light } from "babylonjs/Lights/light";
  57465. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57466. /**
  57467. * Block used to get data information from a light
  57468. */
  57469. export class LightInformationBlock extends NodeMaterialBlock {
  57470. private _lightDataUniformName;
  57471. private _lightColorUniformName;
  57472. private _lightTypeDefineName;
  57473. /**
  57474. * Gets or sets the light associated with this block
  57475. */
  57476. light: Nullable<Light>;
  57477. /**
  57478. * Creates a new LightInformationBlock
  57479. * @param name defines the block name
  57480. */
  57481. constructor(name: string);
  57482. /**
  57483. * Gets the current class name
  57484. * @returns the class name
  57485. */
  57486. getClassName(): string;
  57487. /**
  57488. * Gets the world position input component
  57489. */
  57490. readonly worldPosition: NodeMaterialConnectionPoint;
  57491. /**
  57492. * Gets the direction output component
  57493. */
  57494. readonly direction: NodeMaterialConnectionPoint;
  57495. /**
  57496. * Gets the direction output component
  57497. */
  57498. readonly color: NodeMaterialConnectionPoint;
  57499. /**
  57500. * Gets the direction output component
  57501. */
  57502. readonly intensity: NodeMaterialConnectionPoint;
  57503. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57504. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57505. protected _buildBlock(state: NodeMaterialBuildState): this;
  57506. serialize(): any;
  57507. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57508. }
  57509. }
  57510. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  57511. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  57512. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  57513. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  57514. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  57515. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  57516. }
  57517. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  57518. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57519. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57520. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57521. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57522. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57523. import { Effect } from "babylonjs/Materials/effect";
  57524. import { Mesh } from "babylonjs/Meshes/mesh";
  57525. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57526. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57527. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57528. /**
  57529. * Block used to add image processing support to fragment shader
  57530. */
  57531. export class ImageProcessingBlock extends NodeMaterialBlock {
  57532. /**
  57533. * Create a new ImageProcessingBlock
  57534. * @param name defines the block name
  57535. */
  57536. constructor(name: string);
  57537. /**
  57538. * Gets the current class name
  57539. * @returns the class name
  57540. */
  57541. getClassName(): string;
  57542. /**
  57543. * Gets the color input component
  57544. */
  57545. readonly color: NodeMaterialConnectionPoint;
  57546. /**
  57547. * Gets the output component
  57548. */
  57549. readonly output: NodeMaterialConnectionPoint;
  57550. /**
  57551. * Initialize the block and prepare the context for build
  57552. * @param state defines the state that will be used for the build
  57553. */
  57554. initialize(state: NodeMaterialBuildState): void;
  57555. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  57556. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57557. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57558. protected _buildBlock(state: NodeMaterialBuildState): this;
  57559. }
  57560. }
  57561. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  57562. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57563. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57564. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57565. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57566. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57567. import { Effect } from "babylonjs/Materials/effect";
  57568. import { Mesh } from "babylonjs/Meshes/mesh";
  57569. import { Scene } from "babylonjs/scene";
  57570. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  57571. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  57572. /**
  57573. * Block used to pertub normals based on a normal map
  57574. */
  57575. export class PerturbNormalBlock extends NodeMaterialBlock {
  57576. private _tangentSpaceParameterName;
  57577. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  57578. invertX: boolean;
  57579. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  57580. invertY: boolean;
  57581. /**
  57582. * Create a new PerturbNormalBlock
  57583. * @param name defines the block name
  57584. */
  57585. constructor(name: string);
  57586. /**
  57587. * Gets the current class name
  57588. * @returns the class name
  57589. */
  57590. getClassName(): string;
  57591. /**
  57592. * Gets the world position input component
  57593. */
  57594. readonly worldPosition: NodeMaterialConnectionPoint;
  57595. /**
  57596. * Gets the world normal input component
  57597. */
  57598. readonly worldNormal: NodeMaterialConnectionPoint;
  57599. /**
  57600. * Gets the uv input component
  57601. */
  57602. readonly uv: NodeMaterialConnectionPoint;
  57603. /**
  57604. * Gets the normal map color input component
  57605. */
  57606. readonly normalMapColor: NodeMaterialConnectionPoint;
  57607. /**
  57608. * Gets the strength input component
  57609. */
  57610. readonly strength: NodeMaterialConnectionPoint;
  57611. /**
  57612. * Gets the output component
  57613. */
  57614. readonly output: NodeMaterialConnectionPoint;
  57615. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57616. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57617. autoConfigure(material: NodeMaterial): void;
  57618. protected _buildBlock(state: NodeMaterialBuildState): this;
  57619. protected _dumpPropertiesCode(): string;
  57620. serialize(): any;
  57621. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57622. }
  57623. }
  57624. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  57625. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57626. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57627. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57628. /**
  57629. * Block used to discard a pixel if a value is smaller than a cutoff
  57630. */
  57631. export class DiscardBlock extends NodeMaterialBlock {
  57632. /**
  57633. * Create a new DiscardBlock
  57634. * @param name defines the block name
  57635. */
  57636. constructor(name: string);
  57637. /**
  57638. * Gets the current class name
  57639. * @returns the class name
  57640. */
  57641. getClassName(): string;
  57642. /**
  57643. * Gets the color input component
  57644. */
  57645. readonly value: NodeMaterialConnectionPoint;
  57646. /**
  57647. * Gets the cutoff input component
  57648. */
  57649. readonly cutoff: NodeMaterialConnectionPoint;
  57650. protected _buildBlock(state: NodeMaterialBuildState): this;
  57651. }
  57652. }
  57653. declare module "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock" {
  57654. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57655. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57656. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57657. /**
  57658. * Block used to test if the fragment shader is front facing
  57659. */
  57660. export class FrontFacingBlock extends NodeMaterialBlock {
  57661. /**
  57662. * Creates a new FrontFacingBlock
  57663. * @param name defines the block name
  57664. */
  57665. constructor(name: string);
  57666. /**
  57667. * Gets the current class name
  57668. * @returns the class name
  57669. */
  57670. getClassName(): string;
  57671. /**
  57672. * Gets the output component
  57673. */
  57674. readonly output: NodeMaterialConnectionPoint;
  57675. protected _buildBlock(state: NodeMaterialBuildState): this;
  57676. }
  57677. }
  57678. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  57679. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  57680. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  57681. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  57682. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  57683. export * from "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock";
  57684. }
  57685. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  57686. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57687. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57688. import { Mesh } from "babylonjs/Meshes/mesh";
  57689. import { Effect } from "babylonjs/Materials/effect";
  57690. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57691. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57692. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57693. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  57694. /**
  57695. * Block used to add support for scene fog
  57696. */
  57697. export class FogBlock extends NodeMaterialBlock {
  57698. private _fogDistanceName;
  57699. private _fogParameters;
  57700. /**
  57701. * Create a new FogBlock
  57702. * @param name defines the block name
  57703. */
  57704. constructor(name: string);
  57705. /**
  57706. * Gets the current class name
  57707. * @returns the class name
  57708. */
  57709. getClassName(): string;
  57710. /**
  57711. * Gets the world position input component
  57712. */
  57713. readonly worldPosition: NodeMaterialConnectionPoint;
  57714. /**
  57715. * Gets the view input component
  57716. */
  57717. readonly view: NodeMaterialConnectionPoint;
  57718. /**
  57719. * Gets the color input component
  57720. */
  57721. readonly input: NodeMaterialConnectionPoint;
  57722. /**
  57723. * Gets the fog color input component
  57724. */
  57725. readonly fogColor: NodeMaterialConnectionPoint;
  57726. /**
  57727. * Gets the output component
  57728. */
  57729. readonly output: NodeMaterialConnectionPoint;
  57730. autoConfigure(material: NodeMaterial): void;
  57731. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57732. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57733. protected _buildBlock(state: NodeMaterialBuildState): this;
  57734. }
  57735. }
  57736. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  57737. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57738. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57739. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57740. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57741. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57742. import { Effect } from "babylonjs/Materials/effect";
  57743. import { Mesh } from "babylonjs/Meshes/mesh";
  57744. import { Light } from "babylonjs/Lights/light";
  57745. import { Nullable } from "babylonjs/types";
  57746. import { Scene } from "babylonjs/scene";
  57747. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  57748. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  57749. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  57750. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57751. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  57752. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  57753. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  57754. /**
  57755. * Block used to add light in the fragment shader
  57756. */
  57757. export class LightBlock extends NodeMaterialBlock {
  57758. private _lightId;
  57759. /**
  57760. * Gets or sets the light associated with this block
  57761. */
  57762. light: Nullable<Light>;
  57763. /**
  57764. * Create a new LightBlock
  57765. * @param name defines the block name
  57766. */
  57767. constructor(name: string);
  57768. /**
  57769. * Gets the current class name
  57770. * @returns the class name
  57771. */
  57772. getClassName(): string;
  57773. /**
  57774. * Gets the world position input component
  57775. */
  57776. readonly worldPosition: NodeMaterialConnectionPoint;
  57777. /**
  57778. * Gets the world normal input component
  57779. */
  57780. readonly worldNormal: NodeMaterialConnectionPoint;
  57781. /**
  57782. * Gets the camera (or eye) position component
  57783. */
  57784. readonly cameraPosition: NodeMaterialConnectionPoint;
  57785. /**
  57786. * Gets the glossiness component
  57787. */
  57788. readonly glossiness: NodeMaterialConnectionPoint;
  57789. /**
  57790. * Gets the glossinness power component
  57791. */
  57792. readonly glossPower: NodeMaterialConnectionPoint;
  57793. /**
  57794. * Gets the diffuse color component
  57795. */
  57796. readonly diffuseColor: NodeMaterialConnectionPoint;
  57797. /**
  57798. * Gets the specular color component
  57799. */
  57800. readonly specularColor: NodeMaterialConnectionPoint;
  57801. /**
  57802. * Gets the diffuse output component
  57803. */
  57804. readonly diffuseOutput: NodeMaterialConnectionPoint;
  57805. /**
  57806. * Gets the specular output component
  57807. */
  57808. readonly specularOutput: NodeMaterialConnectionPoint;
  57809. autoConfigure(material: NodeMaterial): void;
  57810. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57811. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57812. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57813. private _injectVertexCode;
  57814. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57815. serialize(): any;
  57816. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57817. }
  57818. }
  57819. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  57820. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  57821. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  57822. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  57823. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  57824. }
  57825. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  57826. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57827. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57828. }
  57829. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  57830. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57831. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57832. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57833. /**
  57834. * Block used to multiply 2 values
  57835. */
  57836. export class MultiplyBlock extends NodeMaterialBlock {
  57837. /**
  57838. * Creates a new MultiplyBlock
  57839. * @param name defines the block name
  57840. */
  57841. constructor(name: string);
  57842. /**
  57843. * Gets the current class name
  57844. * @returns the class name
  57845. */
  57846. getClassName(): string;
  57847. /**
  57848. * Gets the left operand input component
  57849. */
  57850. readonly left: NodeMaterialConnectionPoint;
  57851. /**
  57852. * Gets the right operand input component
  57853. */
  57854. readonly right: NodeMaterialConnectionPoint;
  57855. /**
  57856. * Gets the output component
  57857. */
  57858. readonly output: NodeMaterialConnectionPoint;
  57859. protected _buildBlock(state: NodeMaterialBuildState): this;
  57860. }
  57861. }
  57862. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  57863. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57864. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57865. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57866. /**
  57867. * Block used to add 2 vectors
  57868. */
  57869. export class AddBlock extends NodeMaterialBlock {
  57870. /**
  57871. * Creates a new AddBlock
  57872. * @param name defines the block name
  57873. */
  57874. constructor(name: string);
  57875. /**
  57876. * Gets the current class name
  57877. * @returns the class name
  57878. */
  57879. getClassName(): string;
  57880. /**
  57881. * Gets the left operand input component
  57882. */
  57883. readonly left: NodeMaterialConnectionPoint;
  57884. /**
  57885. * Gets the right operand input component
  57886. */
  57887. readonly right: NodeMaterialConnectionPoint;
  57888. /**
  57889. * Gets the output component
  57890. */
  57891. readonly output: NodeMaterialConnectionPoint;
  57892. protected _buildBlock(state: NodeMaterialBuildState): this;
  57893. }
  57894. }
  57895. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  57896. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57897. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57898. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57899. /**
  57900. * Block used to scale a vector by a float
  57901. */
  57902. export class ScaleBlock extends NodeMaterialBlock {
  57903. /**
  57904. * Creates a new ScaleBlock
  57905. * @param name defines the block name
  57906. */
  57907. constructor(name: string);
  57908. /**
  57909. * Gets the current class name
  57910. * @returns the class name
  57911. */
  57912. getClassName(): string;
  57913. /**
  57914. * Gets the input component
  57915. */
  57916. readonly input: NodeMaterialConnectionPoint;
  57917. /**
  57918. * Gets the factor input component
  57919. */
  57920. readonly factor: NodeMaterialConnectionPoint;
  57921. /**
  57922. * Gets the output component
  57923. */
  57924. readonly output: NodeMaterialConnectionPoint;
  57925. protected _buildBlock(state: NodeMaterialBuildState): this;
  57926. }
  57927. }
  57928. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  57929. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57930. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57931. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57932. import { Scene } from "babylonjs/scene";
  57933. /**
  57934. * Block used to clamp a float
  57935. */
  57936. export class ClampBlock extends NodeMaterialBlock {
  57937. /** Gets or sets the minimum range */
  57938. minimum: number;
  57939. /** Gets or sets the maximum range */
  57940. maximum: number;
  57941. /**
  57942. * Creates a new ClampBlock
  57943. * @param name defines the block name
  57944. */
  57945. constructor(name: string);
  57946. /**
  57947. * Gets the current class name
  57948. * @returns the class name
  57949. */
  57950. getClassName(): string;
  57951. /**
  57952. * Gets the value input component
  57953. */
  57954. readonly value: NodeMaterialConnectionPoint;
  57955. /**
  57956. * Gets the output component
  57957. */
  57958. readonly output: NodeMaterialConnectionPoint;
  57959. protected _buildBlock(state: NodeMaterialBuildState): this;
  57960. protected _dumpPropertiesCode(): string;
  57961. serialize(): any;
  57962. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57963. }
  57964. }
  57965. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  57966. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57967. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57968. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57969. /**
  57970. * Block used to apply a cross product between 2 vectors
  57971. */
  57972. export class CrossBlock extends NodeMaterialBlock {
  57973. /**
  57974. * Creates a new CrossBlock
  57975. * @param name defines the block name
  57976. */
  57977. constructor(name: string);
  57978. /**
  57979. * Gets the current class name
  57980. * @returns the class name
  57981. */
  57982. getClassName(): string;
  57983. /**
  57984. * Gets the left operand input component
  57985. */
  57986. readonly left: NodeMaterialConnectionPoint;
  57987. /**
  57988. * Gets the right operand input component
  57989. */
  57990. readonly right: NodeMaterialConnectionPoint;
  57991. /**
  57992. * Gets the output component
  57993. */
  57994. readonly output: NodeMaterialConnectionPoint;
  57995. protected _buildBlock(state: NodeMaterialBuildState): this;
  57996. }
  57997. }
  57998. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  57999. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58000. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58001. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58002. /**
  58003. * Block used to apply a dot product between 2 vectors
  58004. */
  58005. export class DotBlock extends NodeMaterialBlock {
  58006. /**
  58007. * Creates a new DotBlock
  58008. * @param name defines the block name
  58009. */
  58010. constructor(name: string);
  58011. /**
  58012. * Gets the current class name
  58013. * @returns the class name
  58014. */
  58015. getClassName(): string;
  58016. /**
  58017. * Gets the left operand input component
  58018. */
  58019. readonly left: NodeMaterialConnectionPoint;
  58020. /**
  58021. * Gets the right operand input component
  58022. */
  58023. readonly right: NodeMaterialConnectionPoint;
  58024. /**
  58025. * Gets the output component
  58026. */
  58027. readonly output: NodeMaterialConnectionPoint;
  58028. protected _buildBlock(state: NodeMaterialBuildState): this;
  58029. }
  58030. }
  58031. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  58032. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58033. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58034. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58035. import { Vector2 } from "babylonjs/Maths/math.vector";
  58036. import { Scene } from "babylonjs/scene";
  58037. /**
  58038. * Block used to remap a float from a range to a new one
  58039. */
  58040. export class RemapBlock extends NodeMaterialBlock {
  58041. /**
  58042. * Gets or sets the source range
  58043. */
  58044. sourceRange: Vector2;
  58045. /**
  58046. * Gets or sets the target range
  58047. */
  58048. targetRange: Vector2;
  58049. /**
  58050. * Creates a new RemapBlock
  58051. * @param name defines the block name
  58052. */
  58053. constructor(name: string);
  58054. /**
  58055. * Gets the current class name
  58056. * @returns the class name
  58057. */
  58058. getClassName(): string;
  58059. /**
  58060. * Gets the input component
  58061. */
  58062. readonly input: NodeMaterialConnectionPoint;
  58063. /**
  58064. * Gets the source min input component
  58065. */
  58066. readonly sourceMin: NodeMaterialConnectionPoint;
  58067. /**
  58068. * Gets the source max input component
  58069. */
  58070. readonly sourceMax: NodeMaterialConnectionPoint;
  58071. /**
  58072. * Gets the target min input component
  58073. */
  58074. readonly targetMin: NodeMaterialConnectionPoint;
  58075. /**
  58076. * Gets the target max input component
  58077. */
  58078. readonly targetMax: NodeMaterialConnectionPoint;
  58079. /**
  58080. * Gets the output component
  58081. */
  58082. readonly output: NodeMaterialConnectionPoint;
  58083. protected _buildBlock(state: NodeMaterialBuildState): this;
  58084. protected _dumpPropertiesCode(): string;
  58085. serialize(): any;
  58086. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58087. }
  58088. }
  58089. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  58090. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58091. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58092. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58093. /**
  58094. * Block used to normalize a vector
  58095. */
  58096. export class NormalizeBlock extends NodeMaterialBlock {
  58097. /**
  58098. * Creates a new NormalizeBlock
  58099. * @param name defines the block name
  58100. */
  58101. constructor(name: string);
  58102. /**
  58103. * Gets the current class name
  58104. * @returns the class name
  58105. */
  58106. getClassName(): string;
  58107. /**
  58108. * Gets the input component
  58109. */
  58110. readonly input: NodeMaterialConnectionPoint;
  58111. /**
  58112. * Gets the output component
  58113. */
  58114. readonly output: NodeMaterialConnectionPoint;
  58115. protected _buildBlock(state: NodeMaterialBuildState): this;
  58116. }
  58117. }
  58118. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  58119. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58120. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58121. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58122. import { Scene } from "babylonjs/scene";
  58123. /**
  58124. * Operations supported by the Trigonometry block
  58125. */
  58126. export enum TrigonometryBlockOperations {
  58127. /** Cos */
  58128. Cos = 0,
  58129. /** Sin */
  58130. Sin = 1,
  58131. /** Abs */
  58132. Abs = 2,
  58133. /** Exp */
  58134. Exp = 3,
  58135. /** Exp2 */
  58136. Exp2 = 4,
  58137. /** Round */
  58138. Round = 5,
  58139. /** Floor */
  58140. Floor = 6,
  58141. /** Ceiling */
  58142. Ceiling = 7,
  58143. /** Square root */
  58144. Sqrt = 8,
  58145. /** Log */
  58146. Log = 9,
  58147. /** Tangent */
  58148. Tan = 10,
  58149. /** Arc tangent */
  58150. ArcTan = 11,
  58151. /** Arc cosinus */
  58152. ArcCos = 12,
  58153. /** Arc sinus */
  58154. ArcSin = 13,
  58155. /** Fraction */
  58156. Fract = 14,
  58157. /** Sign */
  58158. Sign = 15,
  58159. /** To radians (from degrees) */
  58160. Radians = 16,
  58161. /** To degrees (from radians) */
  58162. Degrees = 17
  58163. }
  58164. /**
  58165. * Block used to apply trigonometry operation to floats
  58166. */
  58167. export class TrigonometryBlock extends NodeMaterialBlock {
  58168. /**
  58169. * Gets or sets the operation applied by the block
  58170. */
  58171. operation: TrigonometryBlockOperations;
  58172. /**
  58173. * Creates a new TrigonometryBlock
  58174. * @param name defines the block name
  58175. */
  58176. constructor(name: string);
  58177. /**
  58178. * Gets the current class name
  58179. * @returns the class name
  58180. */
  58181. getClassName(): string;
  58182. /**
  58183. * Gets the input component
  58184. */
  58185. readonly input: NodeMaterialConnectionPoint;
  58186. /**
  58187. * Gets the output component
  58188. */
  58189. readonly output: NodeMaterialConnectionPoint;
  58190. protected _buildBlock(state: NodeMaterialBuildState): this;
  58191. serialize(): any;
  58192. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58193. protected _dumpPropertiesCode(): string;
  58194. }
  58195. }
  58196. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  58197. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58198. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58199. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58200. /**
  58201. * Block used to create a Color3/4 out of individual inputs (one for each component)
  58202. */
  58203. export class ColorMergerBlock extends NodeMaterialBlock {
  58204. /**
  58205. * Create a new ColorMergerBlock
  58206. * @param name defines the block name
  58207. */
  58208. constructor(name: string);
  58209. /**
  58210. * Gets the current class name
  58211. * @returns the class name
  58212. */
  58213. getClassName(): string;
  58214. /**
  58215. * Gets the r component (input)
  58216. */
  58217. readonly r: NodeMaterialConnectionPoint;
  58218. /**
  58219. * Gets the g component (input)
  58220. */
  58221. readonly g: NodeMaterialConnectionPoint;
  58222. /**
  58223. * Gets the b component (input)
  58224. */
  58225. readonly b: NodeMaterialConnectionPoint;
  58226. /**
  58227. * Gets the a component (input)
  58228. */
  58229. readonly a: NodeMaterialConnectionPoint;
  58230. /**
  58231. * Gets the rgba component (output)
  58232. */
  58233. readonly rgba: NodeMaterialConnectionPoint;
  58234. /**
  58235. * Gets the rgb component (output)
  58236. */
  58237. readonly rgb: NodeMaterialConnectionPoint;
  58238. protected _buildBlock(state: NodeMaterialBuildState): this;
  58239. }
  58240. }
  58241. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  58242. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58243. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58244. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58245. /**
  58246. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  58247. */
  58248. export class VectorMergerBlock extends NodeMaterialBlock {
  58249. /**
  58250. * Create a new VectorMergerBlock
  58251. * @param name defines the block name
  58252. */
  58253. constructor(name: string);
  58254. /**
  58255. * Gets the current class name
  58256. * @returns the class name
  58257. */
  58258. getClassName(): string;
  58259. /**
  58260. * Gets the x component (input)
  58261. */
  58262. readonly x: NodeMaterialConnectionPoint;
  58263. /**
  58264. * Gets the y component (input)
  58265. */
  58266. readonly y: NodeMaterialConnectionPoint;
  58267. /**
  58268. * Gets the z component (input)
  58269. */
  58270. readonly z: NodeMaterialConnectionPoint;
  58271. /**
  58272. * Gets the w component (input)
  58273. */
  58274. readonly w: NodeMaterialConnectionPoint;
  58275. /**
  58276. * Gets the xyzw component (output)
  58277. */
  58278. readonly xyzw: NodeMaterialConnectionPoint;
  58279. /**
  58280. * Gets the xyz component (output)
  58281. */
  58282. readonly xyz: NodeMaterialConnectionPoint;
  58283. /**
  58284. * Gets the xy component (output)
  58285. */
  58286. readonly xy: NodeMaterialConnectionPoint;
  58287. protected _buildBlock(state: NodeMaterialBuildState): this;
  58288. }
  58289. }
  58290. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  58291. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58292. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58293. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58294. /**
  58295. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  58296. */
  58297. export class ColorSplitterBlock extends NodeMaterialBlock {
  58298. /**
  58299. * Create a new ColorSplitterBlock
  58300. * @param name defines the block name
  58301. */
  58302. constructor(name: string);
  58303. /**
  58304. * Gets the current class name
  58305. * @returns the class name
  58306. */
  58307. getClassName(): string;
  58308. /**
  58309. * Gets the rgba component (input)
  58310. */
  58311. readonly rgba: NodeMaterialConnectionPoint;
  58312. /**
  58313. * Gets the rgb component (input)
  58314. */
  58315. readonly rgbIn: NodeMaterialConnectionPoint;
  58316. /**
  58317. * Gets the rgb component (output)
  58318. */
  58319. readonly rgbOut: NodeMaterialConnectionPoint;
  58320. /**
  58321. * Gets the r component (output)
  58322. */
  58323. readonly r: NodeMaterialConnectionPoint;
  58324. /**
  58325. * Gets the g component (output)
  58326. */
  58327. readonly g: NodeMaterialConnectionPoint;
  58328. /**
  58329. * Gets the b component (output)
  58330. */
  58331. readonly b: NodeMaterialConnectionPoint;
  58332. /**
  58333. * Gets the a component (output)
  58334. */
  58335. readonly a: NodeMaterialConnectionPoint;
  58336. protected _inputRename(name: string): string;
  58337. protected _outputRename(name: string): string;
  58338. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58339. }
  58340. }
  58341. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  58342. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58343. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58344. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58345. /**
  58346. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  58347. */
  58348. export class VectorSplitterBlock extends NodeMaterialBlock {
  58349. /**
  58350. * Create a new VectorSplitterBlock
  58351. * @param name defines the block name
  58352. */
  58353. constructor(name: string);
  58354. /**
  58355. * Gets the current class name
  58356. * @returns the class name
  58357. */
  58358. getClassName(): string;
  58359. /**
  58360. * Gets the xyzw component (input)
  58361. */
  58362. readonly xyzw: NodeMaterialConnectionPoint;
  58363. /**
  58364. * Gets the xyz component (input)
  58365. */
  58366. readonly xyzIn: NodeMaterialConnectionPoint;
  58367. /**
  58368. * Gets the xy component (input)
  58369. */
  58370. readonly xyIn: NodeMaterialConnectionPoint;
  58371. /**
  58372. * Gets the xyz component (output)
  58373. */
  58374. readonly xyzOut: NodeMaterialConnectionPoint;
  58375. /**
  58376. * Gets the xy component (output)
  58377. */
  58378. readonly xyOut: NodeMaterialConnectionPoint;
  58379. /**
  58380. * Gets the x component (output)
  58381. */
  58382. readonly x: NodeMaterialConnectionPoint;
  58383. /**
  58384. * Gets the y component (output)
  58385. */
  58386. readonly y: NodeMaterialConnectionPoint;
  58387. /**
  58388. * Gets the z component (output)
  58389. */
  58390. readonly z: NodeMaterialConnectionPoint;
  58391. /**
  58392. * Gets the w component (output)
  58393. */
  58394. readonly w: NodeMaterialConnectionPoint;
  58395. protected _inputRename(name: string): string;
  58396. protected _outputRename(name: string): string;
  58397. protected _buildBlock(state: NodeMaterialBuildState): this;
  58398. }
  58399. }
  58400. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  58401. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58402. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58403. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58404. /**
  58405. * Block used to lerp between 2 values
  58406. */
  58407. export class LerpBlock extends NodeMaterialBlock {
  58408. /**
  58409. * Creates a new LerpBlock
  58410. * @param name defines the block name
  58411. */
  58412. constructor(name: string);
  58413. /**
  58414. * Gets the current class name
  58415. * @returns the class name
  58416. */
  58417. getClassName(): string;
  58418. /**
  58419. * Gets the left operand input component
  58420. */
  58421. readonly left: NodeMaterialConnectionPoint;
  58422. /**
  58423. * Gets the right operand input component
  58424. */
  58425. readonly right: NodeMaterialConnectionPoint;
  58426. /**
  58427. * Gets the gradient operand input component
  58428. */
  58429. readonly gradient: NodeMaterialConnectionPoint;
  58430. /**
  58431. * Gets the output component
  58432. */
  58433. readonly output: NodeMaterialConnectionPoint;
  58434. protected _buildBlock(state: NodeMaterialBuildState): this;
  58435. }
  58436. }
  58437. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  58438. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58439. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58440. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58441. /**
  58442. * Block used to divide 2 vectors
  58443. */
  58444. export class DivideBlock extends NodeMaterialBlock {
  58445. /**
  58446. * Creates a new DivideBlock
  58447. * @param name defines the block name
  58448. */
  58449. constructor(name: string);
  58450. /**
  58451. * Gets the current class name
  58452. * @returns the class name
  58453. */
  58454. getClassName(): string;
  58455. /**
  58456. * Gets the left operand input component
  58457. */
  58458. readonly left: NodeMaterialConnectionPoint;
  58459. /**
  58460. * Gets the right operand input component
  58461. */
  58462. readonly right: NodeMaterialConnectionPoint;
  58463. /**
  58464. * Gets the output component
  58465. */
  58466. readonly output: NodeMaterialConnectionPoint;
  58467. protected _buildBlock(state: NodeMaterialBuildState): this;
  58468. }
  58469. }
  58470. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  58471. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58472. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58473. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58474. /**
  58475. * Block used to subtract 2 vectors
  58476. */
  58477. export class SubtractBlock extends NodeMaterialBlock {
  58478. /**
  58479. * Creates a new SubtractBlock
  58480. * @param name defines the block name
  58481. */
  58482. constructor(name: string);
  58483. /**
  58484. * Gets the current class name
  58485. * @returns the class name
  58486. */
  58487. getClassName(): string;
  58488. /**
  58489. * Gets the left operand input component
  58490. */
  58491. readonly left: NodeMaterialConnectionPoint;
  58492. /**
  58493. * Gets the right operand input component
  58494. */
  58495. readonly right: NodeMaterialConnectionPoint;
  58496. /**
  58497. * Gets the output component
  58498. */
  58499. readonly output: NodeMaterialConnectionPoint;
  58500. protected _buildBlock(state: NodeMaterialBuildState): this;
  58501. }
  58502. }
  58503. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  58504. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58505. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58506. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58507. /**
  58508. * Block used to step a value
  58509. */
  58510. export class StepBlock extends NodeMaterialBlock {
  58511. /**
  58512. * Creates a new StepBlock
  58513. * @param name defines the block name
  58514. */
  58515. constructor(name: string);
  58516. /**
  58517. * Gets the current class name
  58518. * @returns the class name
  58519. */
  58520. getClassName(): string;
  58521. /**
  58522. * Gets the value operand input component
  58523. */
  58524. readonly value: NodeMaterialConnectionPoint;
  58525. /**
  58526. * Gets the edge operand input component
  58527. */
  58528. readonly edge: NodeMaterialConnectionPoint;
  58529. /**
  58530. * Gets the output component
  58531. */
  58532. readonly output: NodeMaterialConnectionPoint;
  58533. protected _buildBlock(state: NodeMaterialBuildState): this;
  58534. }
  58535. }
  58536. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  58537. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58538. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58539. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58540. /**
  58541. * Block used to get the opposite (1 - x) of a value
  58542. */
  58543. export class OneMinusBlock extends NodeMaterialBlock {
  58544. /**
  58545. * Creates a new OneMinusBlock
  58546. * @param name defines the block name
  58547. */
  58548. constructor(name: string);
  58549. /**
  58550. * Gets the current class name
  58551. * @returns the class name
  58552. */
  58553. getClassName(): string;
  58554. /**
  58555. * Gets the input component
  58556. */
  58557. readonly input: NodeMaterialConnectionPoint;
  58558. /**
  58559. * Gets the output component
  58560. */
  58561. readonly output: NodeMaterialConnectionPoint;
  58562. protected _buildBlock(state: NodeMaterialBuildState): this;
  58563. }
  58564. }
  58565. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  58566. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58567. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58568. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58569. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58570. /**
  58571. * Block used to get the view direction
  58572. */
  58573. export class ViewDirectionBlock extends NodeMaterialBlock {
  58574. /**
  58575. * Creates a new ViewDirectionBlock
  58576. * @param name defines the block name
  58577. */
  58578. constructor(name: string);
  58579. /**
  58580. * Gets the current class name
  58581. * @returns the class name
  58582. */
  58583. getClassName(): string;
  58584. /**
  58585. * Gets the world position component
  58586. */
  58587. readonly worldPosition: NodeMaterialConnectionPoint;
  58588. /**
  58589. * Gets the camera position component
  58590. */
  58591. readonly cameraPosition: NodeMaterialConnectionPoint;
  58592. /**
  58593. * Gets the output component
  58594. */
  58595. readonly output: NodeMaterialConnectionPoint;
  58596. autoConfigure(material: NodeMaterial): void;
  58597. protected _buildBlock(state: NodeMaterialBuildState): this;
  58598. }
  58599. }
  58600. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  58601. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58602. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58603. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58604. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58605. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  58606. /**
  58607. * Block used to compute fresnel value
  58608. */
  58609. export class FresnelBlock extends NodeMaterialBlock {
  58610. /**
  58611. * Create a new FresnelBlock
  58612. * @param name defines the block name
  58613. */
  58614. constructor(name: string);
  58615. /**
  58616. * Gets the current class name
  58617. * @returns the class name
  58618. */
  58619. getClassName(): string;
  58620. /**
  58621. * Gets the world normal input component
  58622. */
  58623. readonly worldNormal: NodeMaterialConnectionPoint;
  58624. /**
  58625. * Gets the view direction input component
  58626. */
  58627. readonly viewDirection: NodeMaterialConnectionPoint;
  58628. /**
  58629. * Gets the bias input component
  58630. */
  58631. readonly bias: NodeMaterialConnectionPoint;
  58632. /**
  58633. * Gets the camera (or eye) position component
  58634. */
  58635. readonly power: NodeMaterialConnectionPoint;
  58636. /**
  58637. * Gets the fresnel output component
  58638. */
  58639. readonly fresnel: NodeMaterialConnectionPoint;
  58640. autoConfigure(material: NodeMaterial): void;
  58641. protected _buildBlock(state: NodeMaterialBuildState): this;
  58642. }
  58643. }
  58644. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  58645. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58646. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58647. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58648. /**
  58649. * Block used to get the max of 2 values
  58650. */
  58651. export class MaxBlock extends NodeMaterialBlock {
  58652. /**
  58653. * Creates a new MaxBlock
  58654. * @param name defines the block name
  58655. */
  58656. constructor(name: string);
  58657. /**
  58658. * Gets the current class name
  58659. * @returns the class name
  58660. */
  58661. getClassName(): string;
  58662. /**
  58663. * Gets the left operand input component
  58664. */
  58665. readonly left: NodeMaterialConnectionPoint;
  58666. /**
  58667. * Gets the right operand input component
  58668. */
  58669. readonly right: NodeMaterialConnectionPoint;
  58670. /**
  58671. * Gets the output component
  58672. */
  58673. readonly output: NodeMaterialConnectionPoint;
  58674. protected _buildBlock(state: NodeMaterialBuildState): this;
  58675. }
  58676. }
  58677. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  58678. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58679. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58680. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58681. /**
  58682. * Block used to get the min of 2 values
  58683. */
  58684. export class MinBlock extends NodeMaterialBlock {
  58685. /**
  58686. * Creates a new MinBlock
  58687. * @param name defines the block name
  58688. */
  58689. constructor(name: string);
  58690. /**
  58691. * Gets the current class name
  58692. * @returns the class name
  58693. */
  58694. getClassName(): string;
  58695. /**
  58696. * Gets the left operand input component
  58697. */
  58698. readonly left: NodeMaterialConnectionPoint;
  58699. /**
  58700. * Gets the right operand input component
  58701. */
  58702. readonly right: NodeMaterialConnectionPoint;
  58703. /**
  58704. * Gets the output component
  58705. */
  58706. readonly output: NodeMaterialConnectionPoint;
  58707. protected _buildBlock(state: NodeMaterialBuildState): this;
  58708. }
  58709. }
  58710. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  58711. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58712. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58713. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58714. /**
  58715. * Block used to get the distance between 2 values
  58716. */
  58717. export class DistanceBlock extends NodeMaterialBlock {
  58718. /**
  58719. * Creates a new DistanceBlock
  58720. * @param name defines the block name
  58721. */
  58722. constructor(name: string);
  58723. /**
  58724. * Gets the current class name
  58725. * @returns the class name
  58726. */
  58727. getClassName(): string;
  58728. /**
  58729. * Gets the left operand input component
  58730. */
  58731. readonly left: NodeMaterialConnectionPoint;
  58732. /**
  58733. * Gets the right operand input component
  58734. */
  58735. readonly right: NodeMaterialConnectionPoint;
  58736. /**
  58737. * Gets the output component
  58738. */
  58739. readonly output: NodeMaterialConnectionPoint;
  58740. protected _buildBlock(state: NodeMaterialBuildState): this;
  58741. }
  58742. }
  58743. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  58744. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58745. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58746. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58747. /**
  58748. * Block used to get the length of a vector
  58749. */
  58750. export class LengthBlock extends NodeMaterialBlock {
  58751. /**
  58752. * Creates a new LengthBlock
  58753. * @param name defines the block name
  58754. */
  58755. constructor(name: string);
  58756. /**
  58757. * Gets the current class name
  58758. * @returns the class name
  58759. */
  58760. getClassName(): string;
  58761. /**
  58762. * Gets the value input component
  58763. */
  58764. readonly value: NodeMaterialConnectionPoint;
  58765. /**
  58766. * Gets the output component
  58767. */
  58768. readonly output: NodeMaterialConnectionPoint;
  58769. protected _buildBlock(state: NodeMaterialBuildState): this;
  58770. }
  58771. }
  58772. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  58773. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58774. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58775. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58776. /**
  58777. * Block used to get negative version of a value (i.e. x * -1)
  58778. */
  58779. export class NegateBlock extends NodeMaterialBlock {
  58780. /**
  58781. * Creates a new NegateBlock
  58782. * @param name defines the block name
  58783. */
  58784. constructor(name: string);
  58785. /**
  58786. * Gets the current class name
  58787. * @returns the class name
  58788. */
  58789. getClassName(): string;
  58790. /**
  58791. * Gets the value input component
  58792. */
  58793. readonly value: NodeMaterialConnectionPoint;
  58794. /**
  58795. * Gets the output component
  58796. */
  58797. readonly output: NodeMaterialConnectionPoint;
  58798. protected _buildBlock(state: NodeMaterialBuildState): this;
  58799. }
  58800. }
  58801. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  58802. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58803. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58804. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58805. /**
  58806. * Block used to get the value of the first parameter raised to the power of the second
  58807. */
  58808. export class PowBlock extends NodeMaterialBlock {
  58809. /**
  58810. * Creates a new PowBlock
  58811. * @param name defines the block name
  58812. */
  58813. constructor(name: string);
  58814. /**
  58815. * Gets the current class name
  58816. * @returns the class name
  58817. */
  58818. getClassName(): string;
  58819. /**
  58820. * Gets the value operand input component
  58821. */
  58822. readonly value: NodeMaterialConnectionPoint;
  58823. /**
  58824. * Gets the power operand input component
  58825. */
  58826. readonly power: NodeMaterialConnectionPoint;
  58827. /**
  58828. * Gets the output component
  58829. */
  58830. readonly output: NodeMaterialConnectionPoint;
  58831. protected _buildBlock(state: NodeMaterialBuildState): this;
  58832. }
  58833. }
  58834. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  58835. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58836. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58837. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58838. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58839. /**
  58840. * Block used to get a random number
  58841. */
  58842. export class RandomNumberBlock extends NodeMaterialBlock {
  58843. /**
  58844. * Creates a new RandomNumberBlock
  58845. * @param name defines the block name
  58846. */
  58847. constructor(name: string);
  58848. /**
  58849. * Gets the current class name
  58850. * @returns the class name
  58851. */
  58852. getClassName(): string;
  58853. /**
  58854. * Gets the seed input component
  58855. */
  58856. readonly seed: NodeMaterialConnectionPoint;
  58857. /**
  58858. * Gets the output component
  58859. */
  58860. readonly output: NodeMaterialConnectionPoint;
  58861. protected _buildBlock(state: NodeMaterialBuildState): this;
  58862. }
  58863. }
  58864. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  58865. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58866. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58867. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58868. /**
  58869. * Block used to compute arc tangent of 2 values
  58870. */
  58871. export class ArcTan2Block extends NodeMaterialBlock {
  58872. /**
  58873. * Creates a new ArcTan2Block
  58874. * @param name defines the block name
  58875. */
  58876. constructor(name: string);
  58877. /**
  58878. * Gets the current class name
  58879. * @returns the class name
  58880. */
  58881. getClassName(): string;
  58882. /**
  58883. * Gets the x operand input component
  58884. */
  58885. readonly x: NodeMaterialConnectionPoint;
  58886. /**
  58887. * Gets the y operand input component
  58888. */
  58889. readonly y: NodeMaterialConnectionPoint;
  58890. /**
  58891. * Gets the output component
  58892. */
  58893. readonly output: NodeMaterialConnectionPoint;
  58894. protected _buildBlock(state: NodeMaterialBuildState): this;
  58895. }
  58896. }
  58897. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  58898. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58899. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58900. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58901. /**
  58902. * Block used to smooth step a value
  58903. */
  58904. export class SmoothStepBlock extends NodeMaterialBlock {
  58905. /**
  58906. * Creates a new SmoothStepBlock
  58907. * @param name defines the block name
  58908. */
  58909. constructor(name: string);
  58910. /**
  58911. * Gets the current class name
  58912. * @returns the class name
  58913. */
  58914. getClassName(): string;
  58915. /**
  58916. * Gets the value operand input component
  58917. */
  58918. readonly value: NodeMaterialConnectionPoint;
  58919. /**
  58920. * Gets the first edge operand input component
  58921. */
  58922. readonly edge0: NodeMaterialConnectionPoint;
  58923. /**
  58924. * Gets the second edge operand input component
  58925. */
  58926. readonly edge1: NodeMaterialConnectionPoint;
  58927. /**
  58928. * Gets the output component
  58929. */
  58930. readonly output: NodeMaterialConnectionPoint;
  58931. protected _buildBlock(state: NodeMaterialBuildState): this;
  58932. }
  58933. }
  58934. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  58935. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58936. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58937. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58938. /**
  58939. * Block used to get the reciprocal (1 / x) of a value
  58940. */
  58941. export class ReciprocalBlock extends NodeMaterialBlock {
  58942. /**
  58943. * Creates a new ReciprocalBlock
  58944. * @param name defines the block name
  58945. */
  58946. constructor(name: string);
  58947. /**
  58948. * Gets the current class name
  58949. * @returns the class name
  58950. */
  58951. getClassName(): string;
  58952. /**
  58953. * Gets the input component
  58954. */
  58955. readonly input: NodeMaterialConnectionPoint;
  58956. /**
  58957. * Gets the output component
  58958. */
  58959. readonly output: NodeMaterialConnectionPoint;
  58960. protected _buildBlock(state: NodeMaterialBuildState): this;
  58961. }
  58962. }
  58963. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  58964. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58965. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58966. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58967. /**
  58968. * Block used to replace a color by another one
  58969. */
  58970. export class ReplaceColorBlock extends NodeMaterialBlock {
  58971. /**
  58972. * Creates a new ReplaceColorBlock
  58973. * @param name defines the block name
  58974. */
  58975. constructor(name: string);
  58976. /**
  58977. * Gets the current class name
  58978. * @returns the class name
  58979. */
  58980. getClassName(): string;
  58981. /**
  58982. * Gets the value input component
  58983. */
  58984. readonly value: NodeMaterialConnectionPoint;
  58985. /**
  58986. * Gets the reference input component
  58987. */
  58988. readonly reference: NodeMaterialConnectionPoint;
  58989. /**
  58990. * Gets the distance input component
  58991. */
  58992. readonly distance: NodeMaterialConnectionPoint;
  58993. /**
  58994. * Gets the replacement input component
  58995. */
  58996. readonly replacement: NodeMaterialConnectionPoint;
  58997. /**
  58998. * Gets the output component
  58999. */
  59000. readonly output: NodeMaterialConnectionPoint;
  59001. protected _buildBlock(state: NodeMaterialBuildState): this;
  59002. }
  59003. }
  59004. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  59005. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59006. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59007. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59008. /**
  59009. * Block used to posterize a value
  59010. * @see https://en.wikipedia.org/wiki/Posterization
  59011. */
  59012. export class PosterizeBlock extends NodeMaterialBlock {
  59013. /**
  59014. * Creates a new PosterizeBlock
  59015. * @param name defines the block name
  59016. */
  59017. constructor(name: string);
  59018. /**
  59019. * Gets the current class name
  59020. * @returns the class name
  59021. */
  59022. getClassName(): string;
  59023. /**
  59024. * Gets the value input component
  59025. */
  59026. readonly value: NodeMaterialConnectionPoint;
  59027. /**
  59028. * Gets the steps input component
  59029. */
  59030. readonly steps: NodeMaterialConnectionPoint;
  59031. /**
  59032. * Gets the output component
  59033. */
  59034. readonly output: NodeMaterialConnectionPoint;
  59035. protected _buildBlock(state: NodeMaterialBuildState): this;
  59036. }
  59037. }
  59038. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  59039. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59040. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59041. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59042. import { Scene } from "babylonjs/scene";
  59043. /**
  59044. * Operations supported by the Wave block
  59045. */
  59046. export enum WaveBlockKind {
  59047. /** SawTooth */
  59048. SawTooth = 0,
  59049. /** Square */
  59050. Square = 1,
  59051. /** Triangle */
  59052. Triangle = 2
  59053. }
  59054. /**
  59055. * Block used to apply wave operation to floats
  59056. */
  59057. export class WaveBlock extends NodeMaterialBlock {
  59058. /**
  59059. * Gets or sets the kibnd of wave to be applied by the block
  59060. */
  59061. kind: WaveBlockKind;
  59062. /**
  59063. * Creates a new WaveBlock
  59064. * @param name defines the block name
  59065. */
  59066. constructor(name: string);
  59067. /**
  59068. * Gets the current class name
  59069. * @returns the class name
  59070. */
  59071. getClassName(): string;
  59072. /**
  59073. * Gets the input component
  59074. */
  59075. readonly input: NodeMaterialConnectionPoint;
  59076. /**
  59077. * Gets the output component
  59078. */
  59079. readonly output: NodeMaterialConnectionPoint;
  59080. protected _buildBlock(state: NodeMaterialBuildState): this;
  59081. serialize(): any;
  59082. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59083. }
  59084. }
  59085. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  59086. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59087. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59088. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59089. import { Color3 } from "babylonjs/Maths/math.color";
  59090. import { Scene } from "babylonjs/scene";
  59091. /**
  59092. * Class used to store a color step for the GradientBlock
  59093. */
  59094. export class GradientBlockColorStep {
  59095. /**
  59096. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  59097. */
  59098. step: number;
  59099. /**
  59100. * Gets or sets the color associated with this step
  59101. */
  59102. color: Color3;
  59103. /**
  59104. * Creates a new GradientBlockColorStep
  59105. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  59106. * @param color defines the color associated with this step
  59107. */
  59108. constructor(
  59109. /**
  59110. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  59111. */
  59112. step: number,
  59113. /**
  59114. * Gets or sets the color associated with this step
  59115. */
  59116. color: Color3);
  59117. }
  59118. /**
  59119. * Block used to return a color from a gradient based on an input value between 0 and 1
  59120. */
  59121. export class GradientBlock extends NodeMaterialBlock {
  59122. /**
  59123. * Gets or sets the list of color steps
  59124. */
  59125. colorSteps: GradientBlockColorStep[];
  59126. /**
  59127. * Creates a new GradientBlock
  59128. * @param name defines the block name
  59129. */
  59130. constructor(name: string);
  59131. /**
  59132. * Gets the current class name
  59133. * @returns the class name
  59134. */
  59135. getClassName(): string;
  59136. /**
  59137. * Gets the gradient input component
  59138. */
  59139. readonly gradient: NodeMaterialConnectionPoint;
  59140. /**
  59141. * Gets the output component
  59142. */
  59143. readonly output: NodeMaterialConnectionPoint;
  59144. private _writeColorConstant;
  59145. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59146. serialize(): any;
  59147. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59148. protected _dumpPropertiesCode(): string;
  59149. }
  59150. }
  59151. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  59152. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59153. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59154. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59155. /**
  59156. * Block used to normalize lerp between 2 values
  59157. */
  59158. export class NLerpBlock extends NodeMaterialBlock {
  59159. /**
  59160. * Creates a new NLerpBlock
  59161. * @param name defines the block name
  59162. */
  59163. constructor(name: string);
  59164. /**
  59165. * Gets the current class name
  59166. * @returns the class name
  59167. */
  59168. getClassName(): string;
  59169. /**
  59170. * Gets the left operand input component
  59171. */
  59172. readonly left: NodeMaterialConnectionPoint;
  59173. /**
  59174. * Gets the right operand input component
  59175. */
  59176. readonly right: NodeMaterialConnectionPoint;
  59177. /**
  59178. * Gets the gradient operand input component
  59179. */
  59180. readonly gradient: NodeMaterialConnectionPoint;
  59181. /**
  59182. * Gets the output component
  59183. */
  59184. readonly output: NodeMaterialConnectionPoint;
  59185. protected _buildBlock(state: NodeMaterialBuildState): this;
  59186. }
  59187. }
  59188. declare module "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock" {
  59189. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59190. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59191. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59192. import { Scene } from "babylonjs/scene";
  59193. /**
  59194. * block used to Generate a Worley Noise 3D Noise Pattern
  59195. */
  59196. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  59197. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  59198. manhattanDistance: boolean;
  59199. /**
  59200. * Creates a new WorleyNoise3DBlock
  59201. * @param name defines the block name
  59202. */
  59203. constructor(name: string);
  59204. /**
  59205. * Gets the current class name
  59206. * @returns the class name
  59207. */
  59208. getClassName(): string;
  59209. /**
  59210. * Gets the position input component
  59211. */
  59212. readonly position: NodeMaterialConnectionPoint;
  59213. /**
  59214. * Gets the jitter input component
  59215. */
  59216. readonly jitter: NodeMaterialConnectionPoint;
  59217. /**
  59218. * Gets the output component
  59219. */
  59220. readonly output: NodeMaterialConnectionPoint;
  59221. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59222. /**
  59223. * Exposes the properties to the UI?
  59224. */
  59225. protected _dumpPropertiesCode(): string;
  59226. /**
  59227. * Exposes the properties to the Seralize?
  59228. */
  59229. serialize(): any;
  59230. /**
  59231. * Exposes the properties to the deseralize?
  59232. */
  59233. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59234. }
  59235. }
  59236. declare module "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock" {
  59237. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59238. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59239. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59240. /**
  59241. * block used to Generate a Simplex Perlin 3d Noise Pattern
  59242. */
  59243. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  59244. /**
  59245. * Creates a new SimplexPerlin3DBlock
  59246. * @param name defines the block name
  59247. */
  59248. constructor(name: string);
  59249. /**
  59250. * Gets the current class name
  59251. * @returns the class name
  59252. */
  59253. getClassName(): string;
  59254. /**
  59255. * Gets the position operand input component
  59256. */
  59257. readonly position: NodeMaterialConnectionPoint;
  59258. /**
  59259. * Gets the output component
  59260. */
  59261. readonly output: NodeMaterialConnectionPoint;
  59262. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59263. }
  59264. }
  59265. declare module "babylonjs/Materials/Node/Blocks/normalBlendBlock" {
  59266. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59267. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59268. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59269. /**
  59270. * Block used to blend normals
  59271. */
  59272. export class NormalBlendBlock extends NodeMaterialBlock {
  59273. /**
  59274. * Creates a new NormalBlendBlock
  59275. * @param name defines the block name
  59276. */
  59277. constructor(name: string);
  59278. /**
  59279. * Gets the current class name
  59280. * @returns the class name
  59281. */
  59282. getClassName(): string;
  59283. /**
  59284. * Gets the first input component
  59285. */
  59286. readonly input0: NodeMaterialConnectionPoint;
  59287. /**
  59288. * Gets the second input component
  59289. */
  59290. readonly input1: NodeMaterialConnectionPoint;
  59291. /**
  59292. * Gets the output component
  59293. */
  59294. readonly output: NodeMaterialConnectionPoint;
  59295. protected _buildBlock(state: NodeMaterialBuildState): this;
  59296. }
  59297. }
  59298. declare module "babylonjs/Materials/Node/Blocks/rotate2dBlock" {
  59299. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59300. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59301. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59302. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  59303. /**
  59304. * Block used to rotate a 2d vector by a given angle
  59305. */
  59306. export class Rotate2dBlock extends NodeMaterialBlock {
  59307. /**
  59308. * Creates a new Rotate2dBlock
  59309. * @param name defines the block name
  59310. */
  59311. constructor(name: string);
  59312. /**
  59313. * Gets the current class name
  59314. * @returns the class name
  59315. */
  59316. getClassName(): string;
  59317. /**
  59318. * Gets the input vector
  59319. */
  59320. readonly input: NodeMaterialConnectionPoint;
  59321. /**
  59322. * Gets the input angle
  59323. */
  59324. readonly angle: NodeMaterialConnectionPoint;
  59325. /**
  59326. * Gets the output component
  59327. */
  59328. readonly output: NodeMaterialConnectionPoint;
  59329. autoConfigure(material: NodeMaterial): void;
  59330. protected _buildBlock(state: NodeMaterialBuildState): this;
  59331. }
  59332. }
  59333. declare module "babylonjs/Materials/Node/Blocks/index" {
  59334. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  59335. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  59336. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  59337. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  59338. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  59339. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  59340. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  59341. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  59342. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  59343. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  59344. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  59345. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  59346. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  59347. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  59348. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  59349. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  59350. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  59351. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  59352. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  59353. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  59354. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  59355. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  59356. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  59357. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  59358. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  59359. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  59360. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  59361. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  59362. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  59363. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  59364. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  59365. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  59366. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  59367. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  59368. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  59369. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  59370. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  59371. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  59372. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  59373. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  59374. export * from "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock";
  59375. export * from "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock";
  59376. export * from "babylonjs/Materials/Node/Blocks/normalBlendBlock";
  59377. export * from "babylonjs/Materials/Node/Blocks/rotate2dBlock";
  59378. }
  59379. declare module "babylonjs/Materials/Node/Optimizers/index" {
  59380. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  59381. }
  59382. declare module "babylonjs/Materials/Node/index" {
  59383. export * from "babylonjs/Materials/Node/Enums/index";
  59384. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59385. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  59386. export * from "babylonjs/Materials/Node/nodeMaterial";
  59387. export * from "babylonjs/Materials/Node/Blocks/index";
  59388. export * from "babylonjs/Materials/Node/Optimizers/index";
  59389. }
  59390. declare module "babylonjs/Materials/effectRenderer" {
  59391. import { Nullable } from "babylonjs/types";
  59392. import { Texture } from "babylonjs/Materials/Textures/texture";
  59393. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  59394. import { Viewport } from "babylonjs/Maths/math.viewport";
  59395. import { Observable } from "babylonjs/Misc/observable";
  59396. import { Effect } from "babylonjs/Materials/effect";
  59397. import "babylonjs/Engines/Extensions/engine.renderTarget";
  59398. import "babylonjs/Shaders/postprocess.vertex";
  59399. /**
  59400. * Effect Render Options
  59401. */
  59402. export interface IEffectRendererOptions {
  59403. /**
  59404. * Defines the vertices positions.
  59405. */
  59406. positions?: number[];
  59407. /**
  59408. * Defines the indices.
  59409. */
  59410. indices?: number[];
  59411. }
  59412. /**
  59413. * Helper class to render one or more effects
  59414. */
  59415. export class EffectRenderer {
  59416. private engine;
  59417. private static _DefaultOptions;
  59418. private _vertexBuffers;
  59419. private _indexBuffer;
  59420. private _ringBufferIndex;
  59421. private _ringScreenBuffer;
  59422. private _fullscreenViewport;
  59423. private _getNextFrameBuffer;
  59424. /**
  59425. * Creates an effect renderer
  59426. * @param engine the engine to use for rendering
  59427. * @param options defines the options of the effect renderer
  59428. */
  59429. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  59430. /**
  59431. * Sets the current viewport in normalized coordinates 0-1
  59432. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  59433. */
  59434. setViewport(viewport?: Viewport): void;
  59435. /**
  59436. * Binds the embedded attributes buffer to the effect.
  59437. * @param effect Defines the effect to bind the attributes for
  59438. */
  59439. bindBuffers(effect: Effect): void;
  59440. /**
  59441. * Sets the current effect wrapper to use during draw.
  59442. * The effect needs to be ready before calling this api.
  59443. * This also sets the default full screen position attribute.
  59444. * @param effectWrapper Defines the effect to draw with
  59445. */
  59446. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  59447. /**
  59448. * Draws a full screen quad.
  59449. */
  59450. draw(): void;
  59451. /**
  59452. * renders one or more effects to a specified texture
  59453. * @param effectWrappers list of effects to renderer
  59454. * @param outputTexture texture to draw to, if null it will render to the screen
  59455. */
  59456. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  59457. /**
  59458. * Disposes of the effect renderer
  59459. */
  59460. dispose(): void;
  59461. }
  59462. /**
  59463. * Options to create an EffectWrapper
  59464. */
  59465. interface EffectWrapperCreationOptions {
  59466. /**
  59467. * Engine to use to create the effect
  59468. */
  59469. engine: ThinEngine;
  59470. /**
  59471. * Fragment shader for the effect
  59472. */
  59473. fragmentShader: string;
  59474. /**
  59475. * Vertex shader for the effect
  59476. */
  59477. vertexShader?: string;
  59478. /**
  59479. * Attributes to use in the shader
  59480. */
  59481. attributeNames?: Array<string>;
  59482. /**
  59483. * Uniforms to use in the shader
  59484. */
  59485. uniformNames?: Array<string>;
  59486. /**
  59487. * Texture sampler names to use in the shader
  59488. */
  59489. samplerNames?: Array<string>;
  59490. /**
  59491. * The friendly name of the effect displayed in Spector.
  59492. */
  59493. name?: string;
  59494. }
  59495. /**
  59496. * Wraps an effect to be used for rendering
  59497. */
  59498. export class EffectWrapper {
  59499. /**
  59500. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  59501. */
  59502. onApplyObservable: Observable<{}>;
  59503. /**
  59504. * The underlying effect
  59505. */
  59506. effect: Effect;
  59507. /**
  59508. * Creates an effect to be renderer
  59509. * @param creationOptions options to create the effect
  59510. */
  59511. constructor(creationOptions: EffectWrapperCreationOptions);
  59512. /**
  59513. * Disposes of the effect wrapper
  59514. */
  59515. dispose(): void;
  59516. }
  59517. }
  59518. declare module "babylonjs/Materials/index" {
  59519. export * from "babylonjs/Materials/Background/index";
  59520. export * from "babylonjs/Materials/colorCurves";
  59521. export * from "babylonjs/Materials/iEffectFallbacks";
  59522. export * from "babylonjs/Materials/effectFallbacks";
  59523. export * from "babylonjs/Materials/effect";
  59524. export * from "babylonjs/Materials/fresnelParameters";
  59525. export * from "babylonjs/Materials/imageProcessingConfiguration";
  59526. export * from "babylonjs/Materials/material";
  59527. export * from "babylonjs/Materials/materialDefines";
  59528. export * from "babylonjs/Materials/materialHelper";
  59529. export * from "babylonjs/Materials/multiMaterial";
  59530. export * from "babylonjs/Materials/PBR/index";
  59531. export * from "babylonjs/Materials/pushMaterial";
  59532. export * from "babylonjs/Materials/shaderMaterial";
  59533. export * from "babylonjs/Materials/standardMaterial";
  59534. export * from "babylonjs/Materials/Textures/index";
  59535. export * from "babylonjs/Materials/uniformBuffer";
  59536. export * from "babylonjs/Materials/materialFlags";
  59537. export * from "babylonjs/Materials/Node/index";
  59538. export * from "babylonjs/Materials/effectRenderer";
  59539. }
  59540. declare module "babylonjs/Maths/index" {
  59541. export * from "babylonjs/Maths/math.scalar";
  59542. export * from "babylonjs/Maths/math";
  59543. export * from "babylonjs/Maths/sphericalPolynomial";
  59544. }
  59545. declare module "babylonjs/Misc/workerPool" {
  59546. import { IDisposable } from "babylonjs/scene";
  59547. /**
  59548. * Helper class to push actions to a pool of workers.
  59549. */
  59550. export class WorkerPool implements IDisposable {
  59551. private _workerInfos;
  59552. private _pendingActions;
  59553. /**
  59554. * Constructor
  59555. * @param workers Array of workers to use for actions
  59556. */
  59557. constructor(workers: Array<Worker>);
  59558. /**
  59559. * Terminates all workers and clears any pending actions.
  59560. */
  59561. dispose(): void;
  59562. /**
  59563. * Pushes an action to the worker pool. If all the workers are active, the action will be
  59564. * pended until a worker has completed its action.
  59565. * @param action The action to perform. Call onComplete when the action is complete.
  59566. */
  59567. push(action: (worker: Worker, onComplete: () => void) => void): void;
  59568. private _execute;
  59569. }
  59570. }
  59571. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  59572. import { IDisposable } from "babylonjs/scene";
  59573. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59574. /**
  59575. * Configuration for Draco compression
  59576. */
  59577. export interface IDracoCompressionConfiguration {
  59578. /**
  59579. * Configuration for the decoder.
  59580. */
  59581. decoder: {
  59582. /**
  59583. * The url to the WebAssembly module.
  59584. */
  59585. wasmUrl?: string;
  59586. /**
  59587. * The url to the WebAssembly binary.
  59588. */
  59589. wasmBinaryUrl?: string;
  59590. /**
  59591. * The url to the fallback JavaScript module.
  59592. */
  59593. fallbackUrl?: string;
  59594. };
  59595. }
  59596. /**
  59597. * Draco compression (https://google.github.io/draco/)
  59598. *
  59599. * This class wraps the Draco module.
  59600. *
  59601. * **Encoder**
  59602. *
  59603. * The encoder is not currently implemented.
  59604. *
  59605. * **Decoder**
  59606. *
  59607. * 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.
  59608. *
  59609. * To update the configuration, use the following code:
  59610. * ```javascript
  59611. * DracoCompression.Configuration = {
  59612. * decoder: {
  59613. * wasmUrl: "<url to the WebAssembly library>",
  59614. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  59615. * fallbackUrl: "<url to the fallback JavaScript library>",
  59616. * }
  59617. * };
  59618. * ```
  59619. *
  59620. * 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.
  59621. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  59622. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  59623. *
  59624. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  59625. * ```javascript
  59626. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  59627. * ```
  59628. *
  59629. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  59630. */
  59631. export class DracoCompression implements IDisposable {
  59632. private _workerPoolPromise?;
  59633. private _decoderModulePromise?;
  59634. /**
  59635. * The configuration. Defaults to the following urls:
  59636. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  59637. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  59638. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  59639. */
  59640. static Configuration: IDracoCompressionConfiguration;
  59641. /**
  59642. * Returns true if the decoder configuration is available.
  59643. */
  59644. static readonly DecoderAvailable: boolean;
  59645. /**
  59646. * Default number of workers to create when creating the draco compression object.
  59647. */
  59648. static DefaultNumWorkers: number;
  59649. private static GetDefaultNumWorkers;
  59650. private static _Default;
  59651. /**
  59652. * Default instance for the draco compression object.
  59653. */
  59654. static readonly Default: DracoCompression;
  59655. /**
  59656. * Constructor
  59657. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  59658. */
  59659. constructor(numWorkers?: number);
  59660. /**
  59661. * Stop all async operations and release resources.
  59662. */
  59663. dispose(): void;
  59664. /**
  59665. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  59666. * @returns a promise that resolves when ready
  59667. */
  59668. whenReadyAsync(): Promise<void>;
  59669. /**
  59670. * Decode Draco compressed mesh data to vertex data.
  59671. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  59672. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  59673. * @returns A promise that resolves with the decoded vertex data
  59674. */
  59675. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  59676. [kind: string]: number;
  59677. }): Promise<VertexData>;
  59678. }
  59679. }
  59680. declare module "babylonjs/Meshes/Compression/index" {
  59681. export * from "babylonjs/Meshes/Compression/dracoCompression";
  59682. }
  59683. declare module "babylonjs/Meshes/csg" {
  59684. import { Nullable } from "babylonjs/types";
  59685. import { Scene } from "babylonjs/scene";
  59686. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  59687. import { Mesh } from "babylonjs/Meshes/mesh";
  59688. import { Material } from "babylonjs/Materials/material";
  59689. /**
  59690. * Class for building Constructive Solid Geometry
  59691. */
  59692. export class CSG {
  59693. private polygons;
  59694. /**
  59695. * The world matrix
  59696. */
  59697. matrix: Matrix;
  59698. /**
  59699. * Stores the position
  59700. */
  59701. position: Vector3;
  59702. /**
  59703. * Stores the rotation
  59704. */
  59705. rotation: Vector3;
  59706. /**
  59707. * Stores the rotation quaternion
  59708. */
  59709. rotationQuaternion: Nullable<Quaternion>;
  59710. /**
  59711. * Stores the scaling vector
  59712. */
  59713. scaling: Vector3;
  59714. /**
  59715. * Convert the Mesh to CSG
  59716. * @param mesh The Mesh to convert to CSG
  59717. * @returns A new CSG from the Mesh
  59718. */
  59719. static FromMesh(mesh: Mesh): CSG;
  59720. /**
  59721. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  59722. * @param polygons Polygons used to construct a CSG solid
  59723. */
  59724. private static FromPolygons;
  59725. /**
  59726. * Clones, or makes a deep copy, of the CSG
  59727. * @returns A new CSG
  59728. */
  59729. clone(): CSG;
  59730. /**
  59731. * Unions this CSG with another CSG
  59732. * @param csg The CSG to union against this CSG
  59733. * @returns The unioned CSG
  59734. */
  59735. union(csg: CSG): CSG;
  59736. /**
  59737. * Unions this CSG with another CSG in place
  59738. * @param csg The CSG to union against this CSG
  59739. */
  59740. unionInPlace(csg: CSG): void;
  59741. /**
  59742. * Subtracts this CSG with another CSG
  59743. * @param csg The CSG to subtract against this CSG
  59744. * @returns A new CSG
  59745. */
  59746. subtract(csg: CSG): CSG;
  59747. /**
  59748. * Subtracts this CSG with another CSG in place
  59749. * @param csg The CSG to subtact against this CSG
  59750. */
  59751. subtractInPlace(csg: CSG): void;
  59752. /**
  59753. * Intersect this CSG with another CSG
  59754. * @param csg The CSG to intersect against this CSG
  59755. * @returns A new CSG
  59756. */
  59757. intersect(csg: CSG): CSG;
  59758. /**
  59759. * Intersects this CSG with another CSG in place
  59760. * @param csg The CSG to intersect against this CSG
  59761. */
  59762. intersectInPlace(csg: CSG): void;
  59763. /**
  59764. * Return a new CSG solid with solid and empty space switched. This solid is
  59765. * not modified.
  59766. * @returns A new CSG solid with solid and empty space switched
  59767. */
  59768. inverse(): CSG;
  59769. /**
  59770. * Inverses the CSG in place
  59771. */
  59772. inverseInPlace(): void;
  59773. /**
  59774. * This is used to keep meshes transformations so they can be restored
  59775. * when we build back a Babylon Mesh
  59776. * NB : All CSG operations are performed in world coordinates
  59777. * @param csg The CSG to copy the transform attributes from
  59778. * @returns This CSG
  59779. */
  59780. copyTransformAttributes(csg: CSG): CSG;
  59781. /**
  59782. * Build Raw mesh from CSG
  59783. * Coordinates here are in world space
  59784. * @param name The name of the mesh geometry
  59785. * @param scene The Scene
  59786. * @param keepSubMeshes Specifies if the submeshes should be kept
  59787. * @returns A new Mesh
  59788. */
  59789. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59790. /**
  59791. * Build Mesh from CSG taking material and transforms into account
  59792. * @param name The name of the Mesh
  59793. * @param material The material of the Mesh
  59794. * @param scene The Scene
  59795. * @param keepSubMeshes Specifies if submeshes should be kept
  59796. * @returns The new Mesh
  59797. */
  59798. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59799. }
  59800. }
  59801. declare module "babylonjs/Meshes/trailMesh" {
  59802. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59803. import { Mesh } from "babylonjs/Meshes/mesh";
  59804. import { Scene } from "babylonjs/scene";
  59805. /**
  59806. * Class used to create a trail following a mesh
  59807. */
  59808. export class TrailMesh extends Mesh {
  59809. private _generator;
  59810. private _autoStart;
  59811. private _running;
  59812. private _diameter;
  59813. private _length;
  59814. private _sectionPolygonPointsCount;
  59815. private _sectionVectors;
  59816. private _sectionNormalVectors;
  59817. private _beforeRenderObserver;
  59818. /**
  59819. * @constructor
  59820. * @param name The value used by scene.getMeshByName() to do a lookup.
  59821. * @param generator The mesh to generate a trail.
  59822. * @param scene The scene to add this mesh to.
  59823. * @param diameter Diameter of trailing mesh. Default is 1.
  59824. * @param length Length of trailing mesh. Default is 60.
  59825. * @param autoStart Automatically start trailing mesh. Default true.
  59826. */
  59827. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  59828. /**
  59829. * "TrailMesh"
  59830. * @returns "TrailMesh"
  59831. */
  59832. getClassName(): string;
  59833. private _createMesh;
  59834. /**
  59835. * Start trailing mesh.
  59836. */
  59837. start(): void;
  59838. /**
  59839. * Stop trailing mesh.
  59840. */
  59841. stop(): void;
  59842. /**
  59843. * Update trailing mesh geometry.
  59844. */
  59845. update(): void;
  59846. /**
  59847. * Returns a new TrailMesh object.
  59848. * @param name is a string, the name given to the new mesh
  59849. * @param newGenerator use new generator object for cloned trail mesh
  59850. * @returns a new mesh
  59851. */
  59852. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  59853. /**
  59854. * Serializes this trail mesh
  59855. * @param serializationObject object to write serialization to
  59856. */
  59857. serialize(serializationObject: any): void;
  59858. /**
  59859. * Parses a serialized trail mesh
  59860. * @param parsedMesh the serialized mesh
  59861. * @param scene the scene to create the trail mesh in
  59862. * @returns the created trail mesh
  59863. */
  59864. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  59865. }
  59866. }
  59867. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  59868. import { Nullable } from "babylonjs/types";
  59869. import { Scene } from "babylonjs/scene";
  59870. import { Vector4 } from "babylonjs/Maths/math.vector";
  59871. import { Color4 } from "babylonjs/Maths/math.color";
  59872. import { Mesh } from "babylonjs/Meshes/mesh";
  59873. /**
  59874. * Class containing static functions to help procedurally build meshes
  59875. */
  59876. export class TiledBoxBuilder {
  59877. /**
  59878. * Creates a box mesh
  59879. * 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)
  59880. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59881. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59882. * * 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
  59883. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59884. * @param name defines the name of the mesh
  59885. * @param options defines the options used to create the mesh
  59886. * @param scene defines the hosting scene
  59887. * @returns the box mesh
  59888. */
  59889. static CreateTiledBox(name: string, options: {
  59890. pattern?: number;
  59891. width?: number;
  59892. height?: number;
  59893. depth?: number;
  59894. tileSize?: number;
  59895. tileWidth?: number;
  59896. tileHeight?: number;
  59897. alignHorizontal?: number;
  59898. alignVertical?: number;
  59899. faceUV?: Vector4[];
  59900. faceColors?: Color4[];
  59901. sideOrientation?: number;
  59902. updatable?: boolean;
  59903. }, scene?: Nullable<Scene>): Mesh;
  59904. }
  59905. }
  59906. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  59907. import { Vector4 } from "babylonjs/Maths/math.vector";
  59908. import { Mesh } from "babylonjs/Meshes/mesh";
  59909. /**
  59910. * Class containing static functions to help procedurally build meshes
  59911. */
  59912. export class TorusKnotBuilder {
  59913. /**
  59914. * Creates a torus knot mesh
  59915. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59916. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59917. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59918. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59919. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59920. * * 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
  59921. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59922. * @param name defines the name of the mesh
  59923. * @param options defines the options used to create the mesh
  59924. * @param scene defines the hosting scene
  59925. * @returns the torus knot mesh
  59926. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59927. */
  59928. static CreateTorusKnot(name: string, options: {
  59929. radius?: number;
  59930. tube?: number;
  59931. radialSegments?: number;
  59932. tubularSegments?: number;
  59933. p?: number;
  59934. q?: number;
  59935. updatable?: boolean;
  59936. sideOrientation?: number;
  59937. frontUVs?: Vector4;
  59938. backUVs?: Vector4;
  59939. }, scene: any): Mesh;
  59940. }
  59941. }
  59942. declare module "babylonjs/Meshes/polygonMesh" {
  59943. import { Scene } from "babylonjs/scene";
  59944. import { Vector2 } from "babylonjs/Maths/math.vector";
  59945. import { Mesh } from "babylonjs/Meshes/mesh";
  59946. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59947. import { Path2 } from "babylonjs/Maths/math.path";
  59948. /**
  59949. * Polygon
  59950. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  59951. */
  59952. export class Polygon {
  59953. /**
  59954. * Creates a rectangle
  59955. * @param xmin bottom X coord
  59956. * @param ymin bottom Y coord
  59957. * @param xmax top X coord
  59958. * @param ymax top Y coord
  59959. * @returns points that make the resulting rectation
  59960. */
  59961. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  59962. /**
  59963. * Creates a circle
  59964. * @param radius radius of circle
  59965. * @param cx scale in x
  59966. * @param cy scale in y
  59967. * @param numberOfSides number of sides that make up the circle
  59968. * @returns points that make the resulting circle
  59969. */
  59970. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  59971. /**
  59972. * Creates a polygon from input string
  59973. * @param input Input polygon data
  59974. * @returns the parsed points
  59975. */
  59976. static Parse(input: string): Vector2[];
  59977. /**
  59978. * Starts building a polygon from x and y coordinates
  59979. * @param x x coordinate
  59980. * @param y y coordinate
  59981. * @returns the started path2
  59982. */
  59983. static StartingAt(x: number, y: number): Path2;
  59984. }
  59985. /**
  59986. * Builds a polygon
  59987. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  59988. */
  59989. export class PolygonMeshBuilder {
  59990. private _points;
  59991. private _outlinepoints;
  59992. private _holes;
  59993. private _name;
  59994. private _scene;
  59995. private _epoints;
  59996. private _eholes;
  59997. private _addToepoint;
  59998. /**
  59999. * Babylon reference to the earcut plugin.
  60000. */
  60001. bjsEarcut: any;
  60002. /**
  60003. * Creates a PolygonMeshBuilder
  60004. * @param name name of the builder
  60005. * @param contours Path of the polygon
  60006. * @param scene scene to add to when creating the mesh
  60007. * @param earcutInjection can be used to inject your own earcut reference
  60008. */
  60009. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  60010. /**
  60011. * Adds a whole within the polygon
  60012. * @param hole Array of points defining the hole
  60013. * @returns this
  60014. */
  60015. addHole(hole: Vector2[]): PolygonMeshBuilder;
  60016. /**
  60017. * Creates the polygon
  60018. * @param updatable If the mesh should be updatable
  60019. * @param depth The depth of the mesh created
  60020. * @returns the created mesh
  60021. */
  60022. build(updatable?: boolean, depth?: number): Mesh;
  60023. /**
  60024. * Creates the polygon
  60025. * @param depth The depth of the mesh created
  60026. * @returns the created VertexData
  60027. */
  60028. buildVertexData(depth?: number): VertexData;
  60029. /**
  60030. * Adds a side to the polygon
  60031. * @param positions points that make the polygon
  60032. * @param normals normals of the polygon
  60033. * @param uvs uvs of the polygon
  60034. * @param indices indices of the polygon
  60035. * @param bounds bounds of the polygon
  60036. * @param points points of the polygon
  60037. * @param depth depth of the polygon
  60038. * @param flip flip of the polygon
  60039. */
  60040. private addSide;
  60041. }
  60042. }
  60043. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  60044. import { Scene } from "babylonjs/scene";
  60045. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60046. import { Color4 } from "babylonjs/Maths/math.color";
  60047. import { Mesh } from "babylonjs/Meshes/mesh";
  60048. import { Nullable } from "babylonjs/types";
  60049. /**
  60050. * Class containing static functions to help procedurally build meshes
  60051. */
  60052. export class PolygonBuilder {
  60053. /**
  60054. * Creates a polygon mesh
  60055. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60056. * * 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
  60057. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60058. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60059. * * 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)
  60060. * * Remember you can only change the shape positions, not their number when updating a polygon
  60061. * @param name defines the name of the mesh
  60062. * @param options defines the options used to create the mesh
  60063. * @param scene defines the hosting scene
  60064. * @param earcutInjection can be used to inject your own earcut reference
  60065. * @returns the polygon mesh
  60066. */
  60067. static CreatePolygon(name: string, options: {
  60068. shape: Vector3[];
  60069. holes?: Vector3[][];
  60070. depth?: number;
  60071. faceUV?: Vector4[];
  60072. faceColors?: Color4[];
  60073. updatable?: boolean;
  60074. sideOrientation?: number;
  60075. frontUVs?: Vector4;
  60076. backUVs?: Vector4;
  60077. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60078. /**
  60079. * Creates an extruded polygon mesh, with depth in the Y direction.
  60080. * * 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)
  60081. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60082. * @param name defines the name of the mesh
  60083. * @param options defines the options used to create the mesh
  60084. * @param scene defines the hosting scene
  60085. * @param earcutInjection can be used to inject your own earcut reference
  60086. * @returns the polygon mesh
  60087. */
  60088. static ExtrudePolygon(name: string, options: {
  60089. shape: Vector3[];
  60090. holes?: Vector3[][];
  60091. depth?: number;
  60092. faceUV?: Vector4[];
  60093. faceColors?: Color4[];
  60094. updatable?: boolean;
  60095. sideOrientation?: number;
  60096. frontUVs?: Vector4;
  60097. backUVs?: Vector4;
  60098. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60099. }
  60100. }
  60101. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  60102. import { Scene } from "babylonjs/scene";
  60103. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60104. import { Mesh } from "babylonjs/Meshes/mesh";
  60105. import { Nullable } from "babylonjs/types";
  60106. /**
  60107. * Class containing static functions to help procedurally build meshes
  60108. */
  60109. export class LatheBuilder {
  60110. /**
  60111. * Creates lathe mesh.
  60112. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60113. * * 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
  60114. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60115. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60116. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60117. * * 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
  60118. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60119. * * 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
  60120. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60121. * * 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
  60122. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60123. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60124. * @param name defines the name of the mesh
  60125. * @param options defines the options used to create the mesh
  60126. * @param scene defines the hosting scene
  60127. * @returns the lathe mesh
  60128. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60129. */
  60130. static CreateLathe(name: string, options: {
  60131. shape: Vector3[];
  60132. radius?: number;
  60133. tessellation?: number;
  60134. clip?: number;
  60135. arc?: number;
  60136. closed?: boolean;
  60137. updatable?: boolean;
  60138. sideOrientation?: number;
  60139. frontUVs?: Vector4;
  60140. backUVs?: Vector4;
  60141. cap?: number;
  60142. invertUV?: boolean;
  60143. }, scene?: Nullable<Scene>): Mesh;
  60144. }
  60145. }
  60146. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  60147. import { Nullable } from "babylonjs/types";
  60148. import { Scene } from "babylonjs/scene";
  60149. import { Vector4 } from "babylonjs/Maths/math.vector";
  60150. import { Mesh } from "babylonjs/Meshes/mesh";
  60151. /**
  60152. * Class containing static functions to help procedurally build meshes
  60153. */
  60154. export class TiledPlaneBuilder {
  60155. /**
  60156. * Creates a tiled plane mesh
  60157. * * The parameter `pattern` will, depending on value, do nothing or
  60158. * * * flip (reflect about central vertical) alternate tiles across and up
  60159. * * * flip every tile on alternate rows
  60160. * * * rotate (180 degs) alternate tiles across and up
  60161. * * * rotate every tile on alternate rows
  60162. * * * flip and rotate alternate tiles across and up
  60163. * * * flip and rotate every tile on alternate rows
  60164. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  60165. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  60166. * * 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
  60167. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60168. * * 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)
  60169. * * 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)
  60170. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60171. * @param name defines the name of the mesh
  60172. * @param options defines the options used to create the mesh
  60173. * @param scene defines the hosting scene
  60174. * @returns the box mesh
  60175. */
  60176. static CreateTiledPlane(name: string, options: {
  60177. pattern?: number;
  60178. tileSize?: number;
  60179. tileWidth?: number;
  60180. tileHeight?: number;
  60181. size?: number;
  60182. width?: number;
  60183. height?: number;
  60184. alignHorizontal?: number;
  60185. alignVertical?: number;
  60186. sideOrientation?: number;
  60187. frontUVs?: Vector4;
  60188. backUVs?: Vector4;
  60189. updatable?: boolean;
  60190. }, scene?: Nullable<Scene>): Mesh;
  60191. }
  60192. }
  60193. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  60194. import { Nullable } from "babylonjs/types";
  60195. import { Scene } from "babylonjs/scene";
  60196. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60197. import { Mesh } from "babylonjs/Meshes/mesh";
  60198. /**
  60199. * Class containing static functions to help procedurally build meshes
  60200. */
  60201. export class TubeBuilder {
  60202. /**
  60203. * Creates a tube mesh.
  60204. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60205. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60206. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60207. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60208. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60209. * * 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)
  60210. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60211. * * 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
  60212. * * 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
  60213. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60214. * * 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
  60215. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60216. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60217. * @param name defines the name of the mesh
  60218. * @param options defines the options used to create the mesh
  60219. * @param scene defines the hosting scene
  60220. * @returns the tube mesh
  60221. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60222. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60223. */
  60224. static CreateTube(name: string, options: {
  60225. path: Vector3[];
  60226. radius?: number;
  60227. tessellation?: number;
  60228. radiusFunction?: {
  60229. (i: number, distance: number): number;
  60230. };
  60231. cap?: number;
  60232. arc?: number;
  60233. updatable?: boolean;
  60234. sideOrientation?: number;
  60235. frontUVs?: Vector4;
  60236. backUVs?: Vector4;
  60237. instance?: Mesh;
  60238. invertUV?: boolean;
  60239. }, scene?: Nullable<Scene>): Mesh;
  60240. }
  60241. }
  60242. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  60243. import { Scene } from "babylonjs/scene";
  60244. import { Vector4 } from "babylonjs/Maths/math.vector";
  60245. import { Mesh } from "babylonjs/Meshes/mesh";
  60246. import { Nullable } from "babylonjs/types";
  60247. /**
  60248. * Class containing static functions to help procedurally build meshes
  60249. */
  60250. export class IcoSphereBuilder {
  60251. /**
  60252. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60253. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60254. * * 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`)
  60255. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60256. * * 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
  60257. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60258. * * 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
  60259. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60260. * @param name defines the name of the mesh
  60261. * @param options defines the options used to create the mesh
  60262. * @param scene defines the hosting scene
  60263. * @returns the icosahedron mesh
  60264. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60265. */
  60266. static CreateIcoSphere(name: string, options: {
  60267. radius?: number;
  60268. radiusX?: number;
  60269. radiusY?: number;
  60270. radiusZ?: number;
  60271. flat?: boolean;
  60272. subdivisions?: number;
  60273. sideOrientation?: number;
  60274. frontUVs?: Vector4;
  60275. backUVs?: Vector4;
  60276. updatable?: boolean;
  60277. }, scene?: Nullable<Scene>): Mesh;
  60278. }
  60279. }
  60280. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  60281. import { Vector3 } from "babylonjs/Maths/math.vector";
  60282. import { Mesh } from "babylonjs/Meshes/mesh";
  60283. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60284. /**
  60285. * Class containing static functions to help procedurally build meshes
  60286. */
  60287. export class DecalBuilder {
  60288. /**
  60289. * Creates a decal mesh.
  60290. * 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
  60291. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60292. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60293. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60294. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60295. * @param name defines the name of the mesh
  60296. * @param sourceMesh defines the mesh where the decal must be applied
  60297. * @param options defines the options used to create the mesh
  60298. * @param scene defines the hosting scene
  60299. * @returns the decal mesh
  60300. * @see https://doc.babylonjs.com/how_to/decals
  60301. */
  60302. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60303. position?: Vector3;
  60304. normal?: Vector3;
  60305. size?: Vector3;
  60306. angle?: number;
  60307. }): Mesh;
  60308. }
  60309. }
  60310. declare module "babylonjs/Meshes/meshBuilder" {
  60311. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  60312. import { Nullable } from "babylonjs/types";
  60313. import { Scene } from "babylonjs/scene";
  60314. import { Mesh } from "babylonjs/Meshes/mesh";
  60315. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  60316. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  60317. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60318. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  60319. import { Plane } from "babylonjs/Maths/math.plane";
  60320. /**
  60321. * Class containing static functions to help procedurally build meshes
  60322. */
  60323. export class MeshBuilder {
  60324. /**
  60325. * Creates a box mesh
  60326. * * The parameter `size` sets the size (float) of each box side (default 1)
  60327. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  60328. * * 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)
  60329. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60330. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60331. * * 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
  60332. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60333. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60334. * @param name defines the name of the mesh
  60335. * @param options defines the options used to create the mesh
  60336. * @param scene defines the hosting scene
  60337. * @returns the box mesh
  60338. */
  60339. static CreateBox(name: string, options: {
  60340. size?: number;
  60341. width?: number;
  60342. height?: number;
  60343. depth?: number;
  60344. faceUV?: Vector4[];
  60345. faceColors?: Color4[];
  60346. sideOrientation?: number;
  60347. frontUVs?: Vector4;
  60348. backUVs?: Vector4;
  60349. updatable?: boolean;
  60350. }, scene?: Nullable<Scene>): Mesh;
  60351. /**
  60352. * Creates a tiled box mesh
  60353. * * faceTiles sets the pattern, tile size and number of tiles for a face
  60354. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60355. * @param name defines the name of the mesh
  60356. * @param options defines the options used to create the mesh
  60357. * @param scene defines the hosting scene
  60358. * @returns the tiled box mesh
  60359. */
  60360. static CreateTiledBox(name: string, options: {
  60361. pattern?: number;
  60362. size?: number;
  60363. width?: number;
  60364. height?: number;
  60365. depth: number;
  60366. tileSize?: number;
  60367. tileWidth?: number;
  60368. tileHeight?: number;
  60369. faceUV?: Vector4[];
  60370. faceColors?: Color4[];
  60371. alignHorizontal?: number;
  60372. alignVertical?: number;
  60373. sideOrientation?: number;
  60374. updatable?: boolean;
  60375. }, scene?: Nullable<Scene>): Mesh;
  60376. /**
  60377. * Creates a sphere mesh
  60378. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  60379. * * 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`)
  60380. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  60381. * * 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
  60382. * * 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)
  60383. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60384. * * 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
  60385. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60386. * @param name defines the name of the mesh
  60387. * @param options defines the options used to create the mesh
  60388. * @param scene defines the hosting scene
  60389. * @returns the sphere mesh
  60390. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  60391. */
  60392. static CreateSphere(name: string, options: {
  60393. segments?: number;
  60394. diameter?: number;
  60395. diameterX?: number;
  60396. diameterY?: number;
  60397. diameterZ?: number;
  60398. arc?: number;
  60399. slice?: number;
  60400. sideOrientation?: number;
  60401. frontUVs?: Vector4;
  60402. backUVs?: Vector4;
  60403. updatable?: boolean;
  60404. }, scene?: Nullable<Scene>): Mesh;
  60405. /**
  60406. * Creates a plane polygonal mesh. By default, this is a disc
  60407. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  60408. * * 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
  60409. * * 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
  60410. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60411. * * 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
  60412. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60413. * @param name defines the name of the mesh
  60414. * @param options defines the options used to create the mesh
  60415. * @param scene defines the hosting scene
  60416. * @returns the plane polygonal mesh
  60417. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  60418. */
  60419. static CreateDisc(name: string, options: {
  60420. radius?: number;
  60421. tessellation?: number;
  60422. arc?: number;
  60423. updatable?: boolean;
  60424. sideOrientation?: number;
  60425. frontUVs?: Vector4;
  60426. backUVs?: Vector4;
  60427. }, scene?: Nullable<Scene>): Mesh;
  60428. /**
  60429. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60430. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60431. * * 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`)
  60432. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60433. * * 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
  60434. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60435. * * 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
  60436. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60437. * @param name defines the name of the mesh
  60438. * @param options defines the options used to create the mesh
  60439. * @param scene defines the hosting scene
  60440. * @returns the icosahedron mesh
  60441. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60442. */
  60443. static CreateIcoSphere(name: string, options: {
  60444. radius?: number;
  60445. radiusX?: number;
  60446. radiusY?: number;
  60447. radiusZ?: number;
  60448. flat?: boolean;
  60449. subdivisions?: number;
  60450. sideOrientation?: number;
  60451. frontUVs?: Vector4;
  60452. backUVs?: Vector4;
  60453. updatable?: boolean;
  60454. }, scene?: Nullable<Scene>): Mesh;
  60455. /**
  60456. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60457. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  60458. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  60459. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  60460. * * 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
  60461. * * 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
  60462. * * 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
  60463. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60464. * * 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
  60465. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60466. * * 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
  60467. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  60468. * * 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
  60469. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  60470. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60471. * @param name defines the name of the mesh
  60472. * @param options defines the options used to create the mesh
  60473. * @param scene defines the hosting scene
  60474. * @returns the ribbon mesh
  60475. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  60476. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60477. */
  60478. static CreateRibbon(name: string, options: {
  60479. pathArray: Vector3[][];
  60480. closeArray?: boolean;
  60481. closePath?: boolean;
  60482. offset?: number;
  60483. updatable?: boolean;
  60484. sideOrientation?: number;
  60485. frontUVs?: Vector4;
  60486. backUVs?: Vector4;
  60487. instance?: Mesh;
  60488. invertUV?: boolean;
  60489. uvs?: Vector2[];
  60490. colors?: Color4[];
  60491. }, scene?: Nullable<Scene>): Mesh;
  60492. /**
  60493. * Creates a cylinder or a cone mesh
  60494. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  60495. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  60496. * * 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.
  60497. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  60498. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  60499. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  60500. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  60501. * * 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).
  60502. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  60503. * * 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).
  60504. * * 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
  60505. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  60506. * * 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
  60507. * * 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.
  60508. * * If `enclose` is false, a ring surface is one element.
  60509. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  60510. * * 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
  60511. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60512. * * 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
  60513. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60514. * @param name defines the name of the mesh
  60515. * @param options defines the options used to create the mesh
  60516. * @param scene defines the hosting scene
  60517. * @returns the cylinder mesh
  60518. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  60519. */
  60520. static CreateCylinder(name: string, options: {
  60521. height?: number;
  60522. diameterTop?: number;
  60523. diameterBottom?: number;
  60524. diameter?: number;
  60525. tessellation?: number;
  60526. subdivisions?: number;
  60527. arc?: number;
  60528. faceColors?: Color4[];
  60529. faceUV?: Vector4[];
  60530. updatable?: boolean;
  60531. hasRings?: boolean;
  60532. enclose?: boolean;
  60533. cap?: number;
  60534. sideOrientation?: number;
  60535. frontUVs?: Vector4;
  60536. backUVs?: Vector4;
  60537. }, scene?: Nullable<Scene>): Mesh;
  60538. /**
  60539. * Creates a torus mesh
  60540. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  60541. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  60542. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  60543. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60544. * * 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
  60545. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60546. * @param name defines the name of the mesh
  60547. * @param options defines the options used to create the mesh
  60548. * @param scene defines the hosting scene
  60549. * @returns the torus mesh
  60550. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  60551. */
  60552. static CreateTorus(name: string, options: {
  60553. diameter?: number;
  60554. thickness?: number;
  60555. tessellation?: number;
  60556. updatable?: boolean;
  60557. sideOrientation?: number;
  60558. frontUVs?: Vector4;
  60559. backUVs?: Vector4;
  60560. }, scene?: Nullable<Scene>): Mesh;
  60561. /**
  60562. * Creates a torus knot mesh
  60563. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  60564. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  60565. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  60566. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  60567. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60568. * * 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
  60569. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60570. * @param name defines the name of the mesh
  60571. * @param options defines the options used to create the mesh
  60572. * @param scene defines the hosting scene
  60573. * @returns the torus knot mesh
  60574. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  60575. */
  60576. static CreateTorusKnot(name: string, options: {
  60577. radius?: number;
  60578. tube?: number;
  60579. radialSegments?: number;
  60580. tubularSegments?: number;
  60581. p?: number;
  60582. q?: number;
  60583. updatable?: boolean;
  60584. sideOrientation?: number;
  60585. frontUVs?: Vector4;
  60586. backUVs?: Vector4;
  60587. }, scene?: Nullable<Scene>): Mesh;
  60588. /**
  60589. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  60590. * * 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
  60591. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  60592. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  60593. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  60594. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  60595. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  60596. * * 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
  60597. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  60598. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60599. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  60600. * @param name defines the name of the new line system
  60601. * @param options defines the options used to create the line system
  60602. * @param scene defines the hosting scene
  60603. * @returns a new line system mesh
  60604. */
  60605. static CreateLineSystem(name: string, options: {
  60606. lines: Vector3[][];
  60607. updatable?: boolean;
  60608. instance?: Nullable<LinesMesh>;
  60609. colors?: Nullable<Color4[][]>;
  60610. useVertexAlpha?: boolean;
  60611. }, scene: Nullable<Scene>): LinesMesh;
  60612. /**
  60613. * Creates a line mesh
  60614. * 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
  60615. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60616. * * The parameter `points` is an array successive Vector3
  60617. * * 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
  60618. * * The optional parameter `colors` is an array of successive Color4, one per line point
  60619. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  60620. * * When updating an instance, remember that only point positions can change, not the number of points
  60621. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60622. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  60623. * @param name defines the name of the new line system
  60624. * @param options defines the options used to create the line system
  60625. * @param scene defines the hosting scene
  60626. * @returns a new line mesh
  60627. */
  60628. static CreateLines(name: string, options: {
  60629. points: Vector3[];
  60630. updatable?: boolean;
  60631. instance?: Nullable<LinesMesh>;
  60632. colors?: Color4[];
  60633. useVertexAlpha?: boolean;
  60634. }, scene?: Nullable<Scene>): LinesMesh;
  60635. /**
  60636. * Creates a dashed line mesh
  60637. * * 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
  60638. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60639. * * The parameter `points` is an array successive Vector3
  60640. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  60641. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  60642. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  60643. * * 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
  60644. * * When updating an instance, remember that only point positions can change, not the number of points
  60645. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60646. * @param name defines the name of the mesh
  60647. * @param options defines the options used to create the mesh
  60648. * @param scene defines the hosting scene
  60649. * @returns the dashed line mesh
  60650. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  60651. */
  60652. static CreateDashedLines(name: string, options: {
  60653. points: Vector3[];
  60654. dashSize?: number;
  60655. gapSize?: number;
  60656. dashNb?: number;
  60657. updatable?: boolean;
  60658. instance?: LinesMesh;
  60659. }, scene?: Nullable<Scene>): LinesMesh;
  60660. /**
  60661. * 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.
  60662. * * 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.
  60663. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60664. * * 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.
  60665. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  60666. * * 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
  60667. * * 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
  60668. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  60669. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60670. * * 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
  60671. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  60672. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60673. * @param name defines the name of the mesh
  60674. * @param options defines the options used to create the mesh
  60675. * @param scene defines the hosting scene
  60676. * @returns the extruded shape mesh
  60677. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60678. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60679. */
  60680. static ExtrudeShape(name: string, options: {
  60681. shape: Vector3[];
  60682. path: Vector3[];
  60683. scale?: number;
  60684. rotation?: number;
  60685. cap?: number;
  60686. updatable?: boolean;
  60687. sideOrientation?: number;
  60688. frontUVs?: Vector4;
  60689. backUVs?: Vector4;
  60690. instance?: Mesh;
  60691. invertUV?: boolean;
  60692. }, scene?: Nullable<Scene>): Mesh;
  60693. /**
  60694. * Creates an custom extruded shape mesh.
  60695. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60696. * * 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.
  60697. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60698. * * 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
  60699. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  60700. * * 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
  60701. * * It must returns a float value that will be the scale value applied to the shape on each path point
  60702. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  60703. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  60704. * * 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
  60705. * * 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
  60706. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  60707. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60708. * * 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
  60709. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60710. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60711. * @param name defines the name of the mesh
  60712. * @param options defines the options used to create the mesh
  60713. * @param scene defines the hosting scene
  60714. * @returns the custom extruded shape mesh
  60715. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  60716. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60717. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60718. */
  60719. static ExtrudeShapeCustom(name: string, options: {
  60720. shape: Vector3[];
  60721. path: Vector3[];
  60722. scaleFunction?: any;
  60723. rotationFunction?: any;
  60724. ribbonCloseArray?: boolean;
  60725. ribbonClosePath?: boolean;
  60726. cap?: number;
  60727. updatable?: boolean;
  60728. sideOrientation?: number;
  60729. frontUVs?: Vector4;
  60730. backUVs?: Vector4;
  60731. instance?: Mesh;
  60732. invertUV?: boolean;
  60733. }, scene?: Nullable<Scene>): Mesh;
  60734. /**
  60735. * Creates lathe mesh.
  60736. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60737. * * 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
  60738. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60739. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60740. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60741. * * 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
  60742. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60743. * * 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
  60744. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60745. * * 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
  60746. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60747. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60748. * @param name defines the name of the mesh
  60749. * @param options defines the options used to create the mesh
  60750. * @param scene defines the hosting scene
  60751. * @returns the lathe mesh
  60752. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60753. */
  60754. static CreateLathe(name: string, options: {
  60755. shape: Vector3[];
  60756. radius?: number;
  60757. tessellation?: number;
  60758. clip?: number;
  60759. arc?: number;
  60760. closed?: boolean;
  60761. updatable?: boolean;
  60762. sideOrientation?: number;
  60763. frontUVs?: Vector4;
  60764. backUVs?: Vector4;
  60765. cap?: number;
  60766. invertUV?: boolean;
  60767. }, scene?: Nullable<Scene>): Mesh;
  60768. /**
  60769. * Creates a tiled plane mesh
  60770. * * You can set a limited pattern arrangement with the tiles
  60771. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60772. * * 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
  60773. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60774. * @param name defines the name of the mesh
  60775. * @param options defines the options used to create the mesh
  60776. * @param scene defines the hosting scene
  60777. * @returns the plane mesh
  60778. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60779. */
  60780. static CreateTiledPlane(name: string, options: {
  60781. pattern?: number;
  60782. tileSize?: number;
  60783. tileWidth?: number;
  60784. tileHeight?: number;
  60785. size?: number;
  60786. width?: number;
  60787. height?: number;
  60788. alignHorizontal?: number;
  60789. alignVertical?: number;
  60790. sideOrientation?: number;
  60791. frontUVs?: Vector4;
  60792. backUVs?: Vector4;
  60793. updatable?: boolean;
  60794. }, scene?: Nullable<Scene>): Mesh;
  60795. /**
  60796. * Creates a plane mesh
  60797. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  60798. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  60799. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  60800. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60801. * * 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
  60802. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60803. * @param name defines the name of the mesh
  60804. * @param options defines the options used to create the mesh
  60805. * @param scene defines the hosting scene
  60806. * @returns the plane mesh
  60807. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60808. */
  60809. static CreatePlane(name: string, options: {
  60810. size?: number;
  60811. width?: number;
  60812. height?: number;
  60813. sideOrientation?: number;
  60814. frontUVs?: Vector4;
  60815. backUVs?: Vector4;
  60816. updatable?: boolean;
  60817. sourcePlane?: Plane;
  60818. }, scene?: Nullable<Scene>): Mesh;
  60819. /**
  60820. * Creates a ground mesh
  60821. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  60822. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  60823. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60824. * @param name defines the name of the mesh
  60825. * @param options defines the options used to create the mesh
  60826. * @param scene defines the hosting scene
  60827. * @returns the ground mesh
  60828. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  60829. */
  60830. static CreateGround(name: string, options: {
  60831. width?: number;
  60832. height?: number;
  60833. subdivisions?: number;
  60834. subdivisionsX?: number;
  60835. subdivisionsY?: number;
  60836. updatable?: boolean;
  60837. }, scene?: Nullable<Scene>): Mesh;
  60838. /**
  60839. * Creates a tiled ground mesh
  60840. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  60841. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  60842. * * 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
  60843. * * 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
  60844. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60845. * @param name defines the name of the mesh
  60846. * @param options defines the options used to create the mesh
  60847. * @param scene defines the hosting scene
  60848. * @returns the tiled ground mesh
  60849. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  60850. */
  60851. static CreateTiledGround(name: string, options: {
  60852. xmin: number;
  60853. zmin: number;
  60854. xmax: number;
  60855. zmax: number;
  60856. subdivisions?: {
  60857. w: number;
  60858. h: number;
  60859. };
  60860. precision?: {
  60861. w: number;
  60862. h: number;
  60863. };
  60864. updatable?: boolean;
  60865. }, scene?: Nullable<Scene>): Mesh;
  60866. /**
  60867. * Creates a ground mesh from a height map
  60868. * * The parameter `url` sets the URL of the height map image resource.
  60869. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  60870. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  60871. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  60872. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  60873. * * 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.
  60874. * * 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).
  60875. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  60876. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60877. * @param name defines the name of the mesh
  60878. * @param url defines the url to the height map
  60879. * @param options defines the options used to create the mesh
  60880. * @param scene defines the hosting scene
  60881. * @returns the ground mesh
  60882. * @see https://doc.babylonjs.com/babylon101/height_map
  60883. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  60884. */
  60885. static CreateGroundFromHeightMap(name: string, url: string, options: {
  60886. width?: number;
  60887. height?: number;
  60888. subdivisions?: number;
  60889. minHeight?: number;
  60890. maxHeight?: number;
  60891. colorFilter?: Color3;
  60892. alphaFilter?: number;
  60893. updatable?: boolean;
  60894. onReady?: (mesh: GroundMesh) => void;
  60895. }, scene?: Nullable<Scene>): GroundMesh;
  60896. /**
  60897. * Creates a polygon mesh
  60898. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60899. * * 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
  60900. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60901. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60902. * * 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)
  60903. * * Remember you can only change the shape positions, not their number when updating a polygon
  60904. * @param name defines the name of the mesh
  60905. * @param options defines the options used to create the mesh
  60906. * @param scene defines the hosting scene
  60907. * @param earcutInjection can be used to inject your own earcut reference
  60908. * @returns the polygon mesh
  60909. */
  60910. static CreatePolygon(name: string, options: {
  60911. shape: Vector3[];
  60912. holes?: Vector3[][];
  60913. depth?: number;
  60914. faceUV?: Vector4[];
  60915. faceColors?: Color4[];
  60916. updatable?: boolean;
  60917. sideOrientation?: number;
  60918. frontUVs?: Vector4;
  60919. backUVs?: Vector4;
  60920. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60921. /**
  60922. * Creates an extruded polygon mesh, with depth in the Y direction.
  60923. * * 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)
  60924. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60925. * @param name defines the name of the mesh
  60926. * @param options defines the options used to create the mesh
  60927. * @param scene defines the hosting scene
  60928. * @param earcutInjection can be used to inject your own earcut reference
  60929. * @returns the polygon mesh
  60930. */
  60931. static ExtrudePolygon(name: string, options: {
  60932. shape: Vector3[];
  60933. holes?: Vector3[][];
  60934. depth?: number;
  60935. faceUV?: Vector4[];
  60936. faceColors?: Color4[];
  60937. updatable?: boolean;
  60938. sideOrientation?: number;
  60939. frontUVs?: Vector4;
  60940. backUVs?: Vector4;
  60941. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60942. /**
  60943. * Creates a tube mesh.
  60944. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60945. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60946. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60947. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60948. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60949. * * 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)
  60950. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60951. * * 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
  60952. * * 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
  60953. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60954. * * 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
  60955. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60956. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60957. * @param name defines the name of the mesh
  60958. * @param options defines the options used to create the mesh
  60959. * @param scene defines the hosting scene
  60960. * @returns the tube mesh
  60961. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60962. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60963. */
  60964. static CreateTube(name: string, options: {
  60965. path: Vector3[];
  60966. radius?: number;
  60967. tessellation?: number;
  60968. radiusFunction?: {
  60969. (i: number, distance: number): number;
  60970. };
  60971. cap?: number;
  60972. arc?: number;
  60973. updatable?: boolean;
  60974. sideOrientation?: number;
  60975. frontUVs?: Vector4;
  60976. backUVs?: Vector4;
  60977. instance?: Mesh;
  60978. invertUV?: boolean;
  60979. }, scene?: Nullable<Scene>): Mesh;
  60980. /**
  60981. * Creates a polyhedron mesh
  60982. * * 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
  60983. * * The parameter `size` (positive float, default 1) sets the polygon size
  60984. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  60985. * * 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`
  60986. * * 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
  60987. * * 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)`)
  60988. * * 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
  60989. * * 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
  60990. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60991. * * 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
  60992. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60993. * @param name defines the name of the mesh
  60994. * @param options defines the options used to create the mesh
  60995. * @param scene defines the hosting scene
  60996. * @returns the polyhedron mesh
  60997. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  60998. */
  60999. static CreatePolyhedron(name: string, options: {
  61000. type?: number;
  61001. size?: number;
  61002. sizeX?: number;
  61003. sizeY?: number;
  61004. sizeZ?: number;
  61005. custom?: any;
  61006. faceUV?: Vector4[];
  61007. faceColors?: Color4[];
  61008. flat?: boolean;
  61009. updatable?: boolean;
  61010. sideOrientation?: number;
  61011. frontUVs?: Vector4;
  61012. backUVs?: Vector4;
  61013. }, scene?: Nullable<Scene>): Mesh;
  61014. /**
  61015. * Creates a decal mesh.
  61016. * 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
  61017. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  61018. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  61019. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  61020. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  61021. * @param name defines the name of the mesh
  61022. * @param sourceMesh defines the mesh where the decal must be applied
  61023. * @param options defines the options used to create the mesh
  61024. * @param scene defines the hosting scene
  61025. * @returns the decal mesh
  61026. * @see https://doc.babylonjs.com/how_to/decals
  61027. */
  61028. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  61029. position?: Vector3;
  61030. normal?: Vector3;
  61031. size?: Vector3;
  61032. angle?: number;
  61033. }): Mesh;
  61034. }
  61035. }
  61036. declare module "babylonjs/Meshes/meshSimplification" {
  61037. import { Mesh } from "babylonjs/Meshes/mesh";
  61038. /**
  61039. * A simplifier interface for future simplification implementations
  61040. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61041. */
  61042. export interface ISimplifier {
  61043. /**
  61044. * Simplification of a given mesh according to the given settings.
  61045. * Since this requires computation, it is assumed that the function runs async.
  61046. * @param settings The settings of the simplification, including quality and distance
  61047. * @param successCallback A callback that will be called after the mesh was simplified.
  61048. * @param errorCallback in case of an error, this callback will be called. optional.
  61049. */
  61050. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  61051. }
  61052. /**
  61053. * Expected simplification settings.
  61054. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  61055. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61056. */
  61057. export interface ISimplificationSettings {
  61058. /**
  61059. * Gets or sets the expected quality
  61060. */
  61061. quality: number;
  61062. /**
  61063. * Gets or sets the distance when this optimized version should be used
  61064. */
  61065. distance: number;
  61066. /**
  61067. * Gets an already optimized mesh
  61068. */
  61069. optimizeMesh?: boolean;
  61070. }
  61071. /**
  61072. * Class used to specify simplification options
  61073. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61074. */
  61075. export class SimplificationSettings implements ISimplificationSettings {
  61076. /** expected quality */
  61077. quality: number;
  61078. /** distance when this optimized version should be used */
  61079. distance: number;
  61080. /** already optimized mesh */
  61081. optimizeMesh?: boolean | undefined;
  61082. /**
  61083. * Creates a SimplificationSettings
  61084. * @param quality expected quality
  61085. * @param distance distance when this optimized version should be used
  61086. * @param optimizeMesh already optimized mesh
  61087. */
  61088. constructor(
  61089. /** expected quality */
  61090. quality: number,
  61091. /** distance when this optimized version should be used */
  61092. distance: number,
  61093. /** already optimized mesh */
  61094. optimizeMesh?: boolean | undefined);
  61095. }
  61096. /**
  61097. * Interface used to define a simplification task
  61098. */
  61099. export interface ISimplificationTask {
  61100. /**
  61101. * Array of settings
  61102. */
  61103. settings: Array<ISimplificationSettings>;
  61104. /**
  61105. * Simplification type
  61106. */
  61107. simplificationType: SimplificationType;
  61108. /**
  61109. * Mesh to simplify
  61110. */
  61111. mesh: Mesh;
  61112. /**
  61113. * Callback called on success
  61114. */
  61115. successCallback?: () => void;
  61116. /**
  61117. * Defines if parallel processing can be used
  61118. */
  61119. parallelProcessing: boolean;
  61120. }
  61121. /**
  61122. * Queue used to order the simplification tasks
  61123. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61124. */
  61125. export class SimplificationQueue {
  61126. private _simplificationArray;
  61127. /**
  61128. * Gets a boolean indicating that the process is still running
  61129. */
  61130. running: boolean;
  61131. /**
  61132. * Creates a new queue
  61133. */
  61134. constructor();
  61135. /**
  61136. * Adds a new simplification task
  61137. * @param task defines a task to add
  61138. */
  61139. addTask(task: ISimplificationTask): void;
  61140. /**
  61141. * Execute next task
  61142. */
  61143. executeNext(): void;
  61144. /**
  61145. * Execute a simplification task
  61146. * @param task defines the task to run
  61147. */
  61148. runSimplification(task: ISimplificationTask): void;
  61149. private getSimplifier;
  61150. }
  61151. /**
  61152. * The implemented types of simplification
  61153. * At the moment only Quadratic Error Decimation is implemented
  61154. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61155. */
  61156. export enum SimplificationType {
  61157. /** Quadratic error decimation */
  61158. QUADRATIC = 0
  61159. }
  61160. }
  61161. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  61162. import { Scene } from "babylonjs/scene";
  61163. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  61164. import { ISceneComponent } from "babylonjs/sceneComponent";
  61165. module "babylonjs/scene" {
  61166. interface Scene {
  61167. /** @hidden (Backing field) */
  61168. _simplificationQueue: SimplificationQueue;
  61169. /**
  61170. * Gets or sets the simplification queue attached to the scene
  61171. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61172. */
  61173. simplificationQueue: SimplificationQueue;
  61174. }
  61175. }
  61176. module "babylonjs/Meshes/mesh" {
  61177. interface Mesh {
  61178. /**
  61179. * Simplify the mesh according to the given array of settings.
  61180. * Function will return immediately and will simplify async
  61181. * @param settings a collection of simplification settings
  61182. * @param parallelProcessing should all levels calculate parallel or one after the other
  61183. * @param simplificationType the type of simplification to run
  61184. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  61185. * @returns the current mesh
  61186. */
  61187. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  61188. }
  61189. }
  61190. /**
  61191. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  61192. * created in a scene
  61193. */
  61194. export class SimplicationQueueSceneComponent implements ISceneComponent {
  61195. /**
  61196. * The component name helpfull to identify the component in the list of scene components.
  61197. */
  61198. readonly name: string;
  61199. /**
  61200. * The scene the component belongs to.
  61201. */
  61202. scene: Scene;
  61203. /**
  61204. * Creates a new instance of the component for the given scene
  61205. * @param scene Defines the scene to register the component in
  61206. */
  61207. constructor(scene: Scene);
  61208. /**
  61209. * Registers the component in a given scene
  61210. */
  61211. register(): void;
  61212. /**
  61213. * Rebuilds the elements related to this component in case of
  61214. * context lost for instance.
  61215. */
  61216. rebuild(): void;
  61217. /**
  61218. * Disposes the component and the associated ressources
  61219. */
  61220. dispose(): void;
  61221. private _beforeCameraUpdate;
  61222. }
  61223. }
  61224. declare module "babylonjs/Meshes/Builders/index" {
  61225. export * from "babylonjs/Meshes/Builders/boxBuilder";
  61226. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  61227. export * from "babylonjs/Meshes/Builders/discBuilder";
  61228. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  61229. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  61230. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  61231. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  61232. export * from "babylonjs/Meshes/Builders/torusBuilder";
  61233. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  61234. export * from "babylonjs/Meshes/Builders/linesBuilder";
  61235. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  61236. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  61237. export * from "babylonjs/Meshes/Builders/latheBuilder";
  61238. export * from "babylonjs/Meshes/Builders/planeBuilder";
  61239. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  61240. export * from "babylonjs/Meshes/Builders/groundBuilder";
  61241. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  61242. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  61243. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  61244. export * from "babylonjs/Meshes/Builders/decalBuilder";
  61245. }
  61246. declare module "babylonjs/Meshes/index" {
  61247. export * from "babylonjs/Meshes/abstractMesh";
  61248. export * from "babylonjs/Meshes/buffer";
  61249. export * from "babylonjs/Meshes/Compression/index";
  61250. export * from "babylonjs/Meshes/csg";
  61251. export * from "babylonjs/Meshes/geometry";
  61252. export * from "babylonjs/Meshes/groundMesh";
  61253. export * from "babylonjs/Meshes/trailMesh";
  61254. export * from "babylonjs/Meshes/instancedMesh";
  61255. export * from "babylonjs/Meshes/linesMesh";
  61256. export * from "babylonjs/Meshes/mesh";
  61257. export * from "babylonjs/Meshes/mesh.vertexData";
  61258. export * from "babylonjs/Meshes/meshBuilder";
  61259. export * from "babylonjs/Meshes/meshSimplification";
  61260. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  61261. export * from "babylonjs/Meshes/polygonMesh";
  61262. export * from "babylonjs/Meshes/subMesh";
  61263. export * from "babylonjs/Meshes/meshLODLevel";
  61264. export * from "babylonjs/Meshes/transformNode";
  61265. export * from "babylonjs/Meshes/Builders/index";
  61266. export * from "babylonjs/Meshes/dataBuffer";
  61267. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  61268. }
  61269. declare module "babylonjs/Morph/index" {
  61270. export * from "babylonjs/Morph/morphTarget";
  61271. export * from "babylonjs/Morph/morphTargetManager";
  61272. }
  61273. declare module "babylonjs/Navigation/INavigationEngine" {
  61274. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61275. import { Vector3 } from "babylonjs/Maths/math";
  61276. import { Mesh } from "babylonjs/Meshes/mesh";
  61277. import { Scene } from "babylonjs/scene";
  61278. /**
  61279. * Navigation plugin interface to add navigation constrained by a navigation mesh
  61280. */
  61281. export interface INavigationEnginePlugin {
  61282. /**
  61283. * plugin name
  61284. */
  61285. name: string;
  61286. /**
  61287. * Creates a navigation mesh
  61288. * @param meshes array of all the geometry used to compute the navigatio mesh
  61289. * @param parameters bunch of parameters used to filter geometry
  61290. */
  61291. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61292. /**
  61293. * Create a navigation mesh debug mesh
  61294. * @param scene is where the mesh will be added
  61295. * @returns debug display mesh
  61296. */
  61297. createDebugNavMesh(scene: Scene): Mesh;
  61298. /**
  61299. * Get a navigation mesh constrained position, closest to the parameter position
  61300. * @param position world position
  61301. * @returns the closest point to position constrained by the navigation mesh
  61302. */
  61303. getClosestPoint(position: Vector3): Vector3;
  61304. /**
  61305. * Get a navigation mesh constrained position, within a particular radius
  61306. * @param position world position
  61307. * @param maxRadius the maximum distance to the constrained world position
  61308. * @returns the closest point to position constrained by the navigation mesh
  61309. */
  61310. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61311. /**
  61312. * Compute the final position from a segment made of destination-position
  61313. * @param position world position
  61314. * @param destination world position
  61315. * @returns the resulting point along the navmesh
  61316. */
  61317. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61318. /**
  61319. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61320. * @param start world position
  61321. * @param end world position
  61322. * @returns array containing world position composing the path
  61323. */
  61324. computePath(start: Vector3, end: Vector3): Vector3[];
  61325. /**
  61326. * If this plugin is supported
  61327. * @returns true if plugin is supported
  61328. */
  61329. isSupported(): boolean;
  61330. /**
  61331. * Create a new Crowd so you can add agents
  61332. * @param maxAgents the maximum agent count in the crowd
  61333. * @param maxAgentRadius the maximum radius an agent can have
  61334. * @param scene to attach the crowd to
  61335. * @returns the crowd you can add agents to
  61336. */
  61337. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61338. /**
  61339. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61340. * The queries will try to find a solution within those bounds
  61341. * default is (1,1,1)
  61342. * @param extent x,y,z value that define the extent around the queries point of reference
  61343. */
  61344. setDefaultQueryExtent(extent: Vector3): void;
  61345. /**
  61346. * Get the Bounding box extent specified by setDefaultQueryExtent
  61347. * @returns the box extent values
  61348. */
  61349. getDefaultQueryExtent(): Vector3;
  61350. /**
  61351. * Release all resources
  61352. */
  61353. dispose(): void;
  61354. }
  61355. /**
  61356. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  61357. */
  61358. export interface ICrowd {
  61359. /**
  61360. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61361. * You can attach anything to that node. The node position is updated in the scene update tick.
  61362. * @param pos world position that will be constrained by the navigation mesh
  61363. * @param parameters agent parameters
  61364. * @param transform hooked to the agent that will be update by the scene
  61365. * @returns agent index
  61366. */
  61367. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61368. /**
  61369. * Returns the agent position in world space
  61370. * @param index agent index returned by addAgent
  61371. * @returns world space position
  61372. */
  61373. getAgentPosition(index: number): Vector3;
  61374. /**
  61375. * Gets the agent velocity in world space
  61376. * @param index agent index returned by addAgent
  61377. * @returns world space velocity
  61378. */
  61379. getAgentVelocity(index: number): Vector3;
  61380. /**
  61381. * remove a particular agent previously created
  61382. * @param index agent index returned by addAgent
  61383. */
  61384. removeAgent(index: number): void;
  61385. /**
  61386. * get the list of all agents attached to this crowd
  61387. * @returns list of agent indices
  61388. */
  61389. getAgents(): number[];
  61390. /**
  61391. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61392. * @param deltaTime in seconds
  61393. */
  61394. update(deltaTime: number): void;
  61395. /**
  61396. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61397. * @param index agent index returned by addAgent
  61398. * @param destination targeted world position
  61399. */
  61400. agentGoto(index: number, destination: Vector3): void;
  61401. /**
  61402. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61403. * The queries will try to find a solution within those bounds
  61404. * default is (1,1,1)
  61405. * @param extent x,y,z value that define the extent around the queries point of reference
  61406. */
  61407. setDefaultQueryExtent(extent: Vector3): void;
  61408. /**
  61409. * Get the Bounding box extent specified by setDefaultQueryExtent
  61410. * @returns the box extent values
  61411. */
  61412. getDefaultQueryExtent(): Vector3;
  61413. /**
  61414. * Release all resources
  61415. */
  61416. dispose(): void;
  61417. }
  61418. /**
  61419. * Configures an agent
  61420. */
  61421. export interface IAgentParameters {
  61422. /**
  61423. * Agent radius. [Limit: >= 0]
  61424. */
  61425. radius: number;
  61426. /**
  61427. * Agent height. [Limit: > 0]
  61428. */
  61429. height: number;
  61430. /**
  61431. * Maximum allowed acceleration. [Limit: >= 0]
  61432. */
  61433. maxAcceleration: number;
  61434. /**
  61435. * Maximum allowed speed. [Limit: >= 0]
  61436. */
  61437. maxSpeed: number;
  61438. /**
  61439. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  61440. */
  61441. collisionQueryRange: number;
  61442. /**
  61443. * The path visibility optimization range. [Limit: > 0]
  61444. */
  61445. pathOptimizationRange: number;
  61446. /**
  61447. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  61448. */
  61449. separationWeight: number;
  61450. }
  61451. /**
  61452. * Configures the navigation mesh creation
  61453. */
  61454. export interface INavMeshParameters {
  61455. /**
  61456. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  61457. */
  61458. cs: number;
  61459. /**
  61460. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  61461. */
  61462. ch: number;
  61463. /**
  61464. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  61465. */
  61466. walkableSlopeAngle: number;
  61467. /**
  61468. * Minimum floor to 'ceiling' height that will still allow the floor area to
  61469. * be considered walkable. [Limit: >= 3] [Units: vx]
  61470. */
  61471. walkableHeight: number;
  61472. /**
  61473. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  61474. */
  61475. walkableClimb: number;
  61476. /**
  61477. * The distance to erode/shrink the walkable area of the heightfield away from
  61478. * obstructions. [Limit: >=0] [Units: vx]
  61479. */
  61480. walkableRadius: number;
  61481. /**
  61482. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  61483. */
  61484. maxEdgeLen: number;
  61485. /**
  61486. * The maximum distance a simplfied contour's border edges should deviate
  61487. * the original raw contour. [Limit: >=0] [Units: vx]
  61488. */
  61489. maxSimplificationError: number;
  61490. /**
  61491. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  61492. */
  61493. minRegionArea: number;
  61494. /**
  61495. * Any regions with a span count smaller than this value will, if possible,
  61496. * be merged with larger regions. [Limit: >=0] [Units: vx]
  61497. */
  61498. mergeRegionArea: number;
  61499. /**
  61500. * The maximum number of vertices allowed for polygons generated during the
  61501. * contour to polygon conversion process. [Limit: >= 3]
  61502. */
  61503. maxVertsPerPoly: number;
  61504. /**
  61505. * Sets the sampling distance to use when generating the detail mesh.
  61506. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  61507. */
  61508. detailSampleDist: number;
  61509. /**
  61510. * The maximum distance the detail mesh surface should deviate from heightfield
  61511. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  61512. */
  61513. detailSampleMaxError: number;
  61514. }
  61515. }
  61516. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  61517. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  61518. import { Mesh } from "babylonjs/Meshes/mesh";
  61519. import { Scene } from "babylonjs/scene";
  61520. import { Vector3 } from "babylonjs/Maths/math";
  61521. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61522. /**
  61523. * RecastJS navigation plugin
  61524. */
  61525. export class RecastJSPlugin implements INavigationEnginePlugin {
  61526. /**
  61527. * Reference to the Recast library
  61528. */
  61529. bjsRECAST: any;
  61530. /**
  61531. * plugin name
  61532. */
  61533. name: string;
  61534. /**
  61535. * the first navmesh created. We might extend this to support multiple navmeshes
  61536. */
  61537. navMesh: any;
  61538. /**
  61539. * Initializes the recastJS plugin
  61540. * @param recastInjection can be used to inject your own recast reference
  61541. */
  61542. constructor(recastInjection?: any);
  61543. /**
  61544. * Creates a navigation mesh
  61545. * @param meshes array of all the geometry used to compute the navigatio mesh
  61546. * @param parameters bunch of parameters used to filter geometry
  61547. */
  61548. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61549. /**
  61550. * Create a navigation mesh debug mesh
  61551. * @param scene is where the mesh will be added
  61552. * @returns debug display mesh
  61553. */
  61554. createDebugNavMesh(scene: Scene): Mesh;
  61555. /**
  61556. * Get a navigation mesh constrained position, closest to the parameter position
  61557. * @param position world position
  61558. * @returns the closest point to position constrained by the navigation mesh
  61559. */
  61560. getClosestPoint(position: Vector3): Vector3;
  61561. /**
  61562. * Get a navigation mesh constrained position, within a particular radius
  61563. * @param position world position
  61564. * @param maxRadius the maximum distance to the constrained world position
  61565. * @returns the closest point to position constrained by the navigation mesh
  61566. */
  61567. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61568. /**
  61569. * Compute the final position from a segment made of destination-position
  61570. * @param position world position
  61571. * @param destination world position
  61572. * @returns the resulting point along the navmesh
  61573. */
  61574. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61575. /**
  61576. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61577. * @param start world position
  61578. * @param end world position
  61579. * @returns array containing world position composing the path
  61580. */
  61581. computePath(start: Vector3, end: Vector3): Vector3[];
  61582. /**
  61583. * Create a new Crowd so you can add agents
  61584. * @param maxAgents the maximum agent count in the crowd
  61585. * @param maxAgentRadius the maximum radius an agent can have
  61586. * @param scene to attach the crowd to
  61587. * @returns the crowd you can add agents to
  61588. */
  61589. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61590. /**
  61591. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61592. * The queries will try to find a solution within those bounds
  61593. * default is (1,1,1)
  61594. * @param extent x,y,z value that define the extent around the queries point of reference
  61595. */
  61596. setDefaultQueryExtent(extent: Vector3): void;
  61597. /**
  61598. * Get the Bounding box extent specified by setDefaultQueryExtent
  61599. * @returns the box extent values
  61600. */
  61601. getDefaultQueryExtent(): Vector3;
  61602. /**
  61603. * Disposes
  61604. */
  61605. dispose(): void;
  61606. /**
  61607. * If this plugin is supported
  61608. * @returns true if plugin is supported
  61609. */
  61610. isSupported(): boolean;
  61611. }
  61612. /**
  61613. * Recast detour crowd implementation
  61614. */
  61615. export class RecastJSCrowd implements ICrowd {
  61616. /**
  61617. * Recast/detour plugin
  61618. */
  61619. bjsRECASTPlugin: RecastJSPlugin;
  61620. /**
  61621. * Link to the detour crowd
  61622. */
  61623. recastCrowd: any;
  61624. /**
  61625. * One transform per agent
  61626. */
  61627. transforms: TransformNode[];
  61628. /**
  61629. * All agents created
  61630. */
  61631. agents: number[];
  61632. /**
  61633. * Link to the scene is kept to unregister the crowd from the scene
  61634. */
  61635. private _scene;
  61636. /**
  61637. * Observer for crowd updates
  61638. */
  61639. private _onBeforeAnimationsObserver;
  61640. /**
  61641. * Constructor
  61642. * @param plugin recastJS plugin
  61643. * @param maxAgents the maximum agent count in the crowd
  61644. * @param maxAgentRadius the maximum radius an agent can have
  61645. * @param scene to attach the crowd to
  61646. * @returns the crowd you can add agents to
  61647. */
  61648. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  61649. /**
  61650. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61651. * You can attach anything to that node. The node position is updated in the scene update tick.
  61652. * @param pos world position that will be constrained by the navigation mesh
  61653. * @param parameters agent parameters
  61654. * @param transform hooked to the agent that will be update by the scene
  61655. * @returns agent index
  61656. */
  61657. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61658. /**
  61659. * Returns the agent position in world space
  61660. * @param index agent index returned by addAgent
  61661. * @returns world space position
  61662. */
  61663. getAgentPosition(index: number): Vector3;
  61664. /**
  61665. * Returns the agent velocity in world space
  61666. * @param index agent index returned by addAgent
  61667. * @returns world space velocity
  61668. */
  61669. getAgentVelocity(index: number): Vector3;
  61670. /**
  61671. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61672. * @param index agent index returned by addAgent
  61673. * @param destination targeted world position
  61674. */
  61675. agentGoto(index: number, destination: Vector3): void;
  61676. /**
  61677. * remove a particular agent previously created
  61678. * @param index agent index returned by addAgent
  61679. */
  61680. removeAgent(index: number): void;
  61681. /**
  61682. * get the list of all agents attached to this crowd
  61683. * @returns list of agent indices
  61684. */
  61685. getAgents(): number[];
  61686. /**
  61687. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61688. * @param deltaTime in seconds
  61689. */
  61690. update(deltaTime: number): void;
  61691. /**
  61692. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61693. * The queries will try to find a solution within those bounds
  61694. * default is (1,1,1)
  61695. * @param extent x,y,z value that define the extent around the queries point of reference
  61696. */
  61697. setDefaultQueryExtent(extent: Vector3): void;
  61698. /**
  61699. * Get the Bounding box extent specified by setDefaultQueryExtent
  61700. * @returns the box extent values
  61701. */
  61702. getDefaultQueryExtent(): Vector3;
  61703. /**
  61704. * Release all resources
  61705. */
  61706. dispose(): void;
  61707. }
  61708. }
  61709. declare module "babylonjs/Navigation/Plugins/index" {
  61710. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  61711. }
  61712. declare module "babylonjs/Navigation/index" {
  61713. export * from "babylonjs/Navigation/INavigationEngine";
  61714. export * from "babylonjs/Navigation/Plugins/index";
  61715. }
  61716. declare module "babylonjs/Offline/database" {
  61717. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  61718. /**
  61719. * Class used to enable access to IndexedDB
  61720. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  61721. */
  61722. export class Database implements IOfflineProvider {
  61723. private _callbackManifestChecked;
  61724. private _currentSceneUrl;
  61725. private _db;
  61726. private _enableSceneOffline;
  61727. private _enableTexturesOffline;
  61728. private _manifestVersionFound;
  61729. private _mustUpdateRessources;
  61730. private _hasReachedQuota;
  61731. private _isSupported;
  61732. private _idbFactory;
  61733. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  61734. private static IsUASupportingBlobStorage;
  61735. /**
  61736. * Gets a boolean indicating if Database storate is enabled (off by default)
  61737. */
  61738. static IDBStorageEnabled: boolean;
  61739. /**
  61740. * Gets a boolean indicating if scene must be saved in the database
  61741. */
  61742. readonly enableSceneOffline: boolean;
  61743. /**
  61744. * Gets a boolean indicating if textures must be saved in the database
  61745. */
  61746. readonly enableTexturesOffline: boolean;
  61747. /**
  61748. * Creates a new Database
  61749. * @param urlToScene defines the url to load the scene
  61750. * @param callbackManifestChecked defines the callback to use when manifest is checked
  61751. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  61752. */
  61753. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  61754. private static _ParseURL;
  61755. private static _ReturnFullUrlLocation;
  61756. private _checkManifestFile;
  61757. /**
  61758. * Open the database and make it available
  61759. * @param successCallback defines the callback to call on success
  61760. * @param errorCallback defines the callback to call on error
  61761. */
  61762. open(successCallback: () => void, errorCallback: () => void): void;
  61763. /**
  61764. * Loads an image from the database
  61765. * @param url defines the url to load from
  61766. * @param image defines the target DOM image
  61767. */
  61768. loadImage(url: string, image: HTMLImageElement): void;
  61769. private _loadImageFromDBAsync;
  61770. private _saveImageIntoDBAsync;
  61771. private _checkVersionFromDB;
  61772. private _loadVersionFromDBAsync;
  61773. private _saveVersionIntoDBAsync;
  61774. /**
  61775. * Loads a file from database
  61776. * @param url defines the URL to load from
  61777. * @param sceneLoaded defines a callback to call on success
  61778. * @param progressCallBack defines a callback to call when progress changed
  61779. * @param errorCallback defines a callback to call on error
  61780. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  61781. */
  61782. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  61783. private _loadFileAsync;
  61784. private _saveFileAsync;
  61785. /**
  61786. * Validates if xhr data is correct
  61787. * @param xhr defines the request to validate
  61788. * @param dataType defines the expected data type
  61789. * @returns true if data is correct
  61790. */
  61791. private static _ValidateXHRData;
  61792. }
  61793. }
  61794. declare module "babylonjs/Offline/index" {
  61795. export * from "babylonjs/Offline/database";
  61796. export * from "babylonjs/Offline/IOfflineProvider";
  61797. }
  61798. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  61799. /** @hidden */
  61800. export var gpuUpdateParticlesPixelShader: {
  61801. name: string;
  61802. shader: string;
  61803. };
  61804. }
  61805. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  61806. /** @hidden */
  61807. export var gpuUpdateParticlesVertexShader: {
  61808. name: string;
  61809. shader: string;
  61810. };
  61811. }
  61812. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  61813. /** @hidden */
  61814. export var clipPlaneFragmentDeclaration2: {
  61815. name: string;
  61816. shader: string;
  61817. };
  61818. }
  61819. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  61820. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  61821. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  61822. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61823. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  61824. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  61825. /** @hidden */
  61826. export var gpuRenderParticlesPixelShader: {
  61827. name: string;
  61828. shader: string;
  61829. };
  61830. }
  61831. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  61832. /** @hidden */
  61833. export var clipPlaneVertexDeclaration2: {
  61834. name: string;
  61835. shader: string;
  61836. };
  61837. }
  61838. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  61839. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  61840. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  61841. /** @hidden */
  61842. export var gpuRenderParticlesVertexShader: {
  61843. name: string;
  61844. shader: string;
  61845. };
  61846. }
  61847. declare module "babylonjs/Particles/gpuParticleSystem" {
  61848. import { Nullable } from "babylonjs/types";
  61849. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  61850. import { Observable } from "babylonjs/Misc/observable";
  61851. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  61852. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61853. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  61854. import { Scene, IDisposable } from "babylonjs/scene";
  61855. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  61856. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61857. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  61858. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  61859. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  61860. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  61861. /**
  61862. * This represents a GPU particle system in Babylon
  61863. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  61864. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  61865. */
  61866. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  61867. /**
  61868. * The layer mask we are rendering the particles through.
  61869. */
  61870. layerMask: number;
  61871. private _capacity;
  61872. private _activeCount;
  61873. private _currentActiveCount;
  61874. private _accumulatedCount;
  61875. private _renderEffect;
  61876. private _updateEffect;
  61877. private _buffer0;
  61878. private _buffer1;
  61879. private _spriteBuffer;
  61880. private _updateVAO;
  61881. private _renderVAO;
  61882. private _targetIndex;
  61883. private _sourceBuffer;
  61884. private _targetBuffer;
  61885. private _engine;
  61886. private _currentRenderId;
  61887. private _started;
  61888. private _stopped;
  61889. private _timeDelta;
  61890. private _randomTexture;
  61891. private _randomTexture2;
  61892. private _attributesStrideSize;
  61893. private _updateEffectOptions;
  61894. private _randomTextureSize;
  61895. private _actualFrame;
  61896. private readonly _rawTextureWidth;
  61897. /**
  61898. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  61899. */
  61900. static readonly IsSupported: boolean;
  61901. /**
  61902. * An event triggered when the system is disposed.
  61903. */
  61904. onDisposeObservable: Observable<GPUParticleSystem>;
  61905. /**
  61906. * Gets the maximum number of particles active at the same time.
  61907. * @returns The max number of active particles.
  61908. */
  61909. getCapacity(): number;
  61910. /**
  61911. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  61912. * to override the particles.
  61913. */
  61914. forceDepthWrite: boolean;
  61915. /**
  61916. * Gets or set the number of active particles
  61917. */
  61918. activeParticleCount: number;
  61919. private _preWarmDone;
  61920. /**
  61921. * Is this system ready to be used/rendered
  61922. * @return true if the system is ready
  61923. */
  61924. isReady(): boolean;
  61925. /**
  61926. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61927. * @returns True if it has been started, otherwise false.
  61928. */
  61929. isStarted(): boolean;
  61930. /**
  61931. * Starts the particle system and begins to emit
  61932. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61933. */
  61934. start(delay?: number): void;
  61935. /**
  61936. * Stops the particle system.
  61937. */
  61938. stop(): void;
  61939. /**
  61940. * Remove all active particles
  61941. */
  61942. reset(): void;
  61943. /**
  61944. * Returns the string "GPUParticleSystem"
  61945. * @returns a string containing the class name
  61946. */
  61947. getClassName(): string;
  61948. private _colorGradientsTexture;
  61949. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  61950. /**
  61951. * Adds a new color gradient
  61952. * @param gradient defines the gradient to use (between 0 and 1)
  61953. * @param color1 defines the color to affect to the specified gradient
  61954. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61955. * @returns the current particle system
  61956. */
  61957. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  61958. /**
  61959. * Remove a specific color gradient
  61960. * @param gradient defines the gradient to remove
  61961. * @returns the current particle system
  61962. */
  61963. removeColorGradient(gradient: number): GPUParticleSystem;
  61964. private _angularSpeedGradientsTexture;
  61965. private _sizeGradientsTexture;
  61966. private _velocityGradientsTexture;
  61967. private _limitVelocityGradientsTexture;
  61968. private _dragGradientsTexture;
  61969. private _addFactorGradient;
  61970. /**
  61971. * Adds a new size gradient
  61972. * @param gradient defines the gradient to use (between 0 and 1)
  61973. * @param factor defines the size factor to affect to the specified gradient
  61974. * @returns the current particle system
  61975. */
  61976. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  61977. /**
  61978. * Remove a specific size gradient
  61979. * @param gradient defines the gradient to remove
  61980. * @returns the current particle system
  61981. */
  61982. removeSizeGradient(gradient: number): GPUParticleSystem;
  61983. /**
  61984. * Adds a new angular speed gradient
  61985. * @param gradient defines the gradient to use (between 0 and 1)
  61986. * @param factor defines the angular speed to affect to the specified gradient
  61987. * @returns the current particle system
  61988. */
  61989. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  61990. /**
  61991. * Remove a specific angular speed gradient
  61992. * @param gradient defines the gradient to remove
  61993. * @returns the current particle system
  61994. */
  61995. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  61996. /**
  61997. * Adds a new velocity gradient
  61998. * @param gradient defines the gradient to use (between 0 and 1)
  61999. * @param factor defines the velocity to affect to the specified gradient
  62000. * @returns the current particle system
  62001. */
  62002. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  62003. /**
  62004. * Remove a specific velocity gradient
  62005. * @param gradient defines the gradient to remove
  62006. * @returns the current particle system
  62007. */
  62008. removeVelocityGradient(gradient: number): GPUParticleSystem;
  62009. /**
  62010. * Adds a new limit velocity gradient
  62011. * @param gradient defines the gradient to use (between 0 and 1)
  62012. * @param factor defines the limit velocity value to affect to the specified gradient
  62013. * @returns the current particle system
  62014. */
  62015. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  62016. /**
  62017. * Remove a specific limit velocity gradient
  62018. * @param gradient defines the gradient to remove
  62019. * @returns the current particle system
  62020. */
  62021. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  62022. /**
  62023. * Adds a new drag gradient
  62024. * @param gradient defines the gradient to use (between 0 and 1)
  62025. * @param factor defines the drag value to affect to the specified gradient
  62026. * @returns the current particle system
  62027. */
  62028. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  62029. /**
  62030. * Remove a specific drag gradient
  62031. * @param gradient defines the gradient to remove
  62032. * @returns the current particle system
  62033. */
  62034. removeDragGradient(gradient: number): GPUParticleSystem;
  62035. /**
  62036. * Not supported by GPUParticleSystem
  62037. * @param gradient defines the gradient to use (between 0 and 1)
  62038. * @param factor defines the emit rate value to affect to the specified gradient
  62039. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62040. * @returns the current particle system
  62041. */
  62042. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62043. /**
  62044. * Not supported by GPUParticleSystem
  62045. * @param gradient defines the gradient to remove
  62046. * @returns the current particle system
  62047. */
  62048. removeEmitRateGradient(gradient: number): IParticleSystem;
  62049. /**
  62050. * Not supported by GPUParticleSystem
  62051. * @param gradient defines the gradient to use (between 0 and 1)
  62052. * @param factor defines the start size value to affect to the specified gradient
  62053. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62054. * @returns the current particle system
  62055. */
  62056. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62057. /**
  62058. * Not supported by GPUParticleSystem
  62059. * @param gradient defines the gradient to remove
  62060. * @returns the current particle system
  62061. */
  62062. removeStartSizeGradient(gradient: number): IParticleSystem;
  62063. /**
  62064. * Not supported by GPUParticleSystem
  62065. * @param gradient defines the gradient to use (between 0 and 1)
  62066. * @param min defines the color remap minimal range
  62067. * @param max defines the color remap maximal range
  62068. * @returns the current particle system
  62069. */
  62070. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  62071. /**
  62072. * Not supported by GPUParticleSystem
  62073. * @param gradient defines the gradient to remove
  62074. * @returns the current particle system
  62075. */
  62076. removeColorRemapGradient(): IParticleSystem;
  62077. /**
  62078. * Not supported by GPUParticleSystem
  62079. * @param gradient defines the gradient to use (between 0 and 1)
  62080. * @param min defines the alpha remap minimal range
  62081. * @param max defines the alpha remap maximal range
  62082. * @returns the current particle system
  62083. */
  62084. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  62085. /**
  62086. * Not supported by GPUParticleSystem
  62087. * @param gradient defines the gradient to remove
  62088. * @returns the current particle system
  62089. */
  62090. removeAlphaRemapGradient(): IParticleSystem;
  62091. /**
  62092. * Not supported by GPUParticleSystem
  62093. * @param gradient defines the gradient to use (between 0 and 1)
  62094. * @param color defines the color to affect to the specified gradient
  62095. * @returns the current particle system
  62096. */
  62097. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  62098. /**
  62099. * Not supported by GPUParticleSystem
  62100. * @param gradient defines the gradient to remove
  62101. * @returns the current particle system
  62102. */
  62103. removeRampGradient(): IParticleSystem;
  62104. /**
  62105. * Not supported by GPUParticleSystem
  62106. * @returns the list of ramp gradients
  62107. */
  62108. getRampGradients(): Nullable<Array<Color3Gradient>>;
  62109. /**
  62110. * Not supported by GPUParticleSystem
  62111. * Gets or sets a boolean indicating that ramp gradients must be used
  62112. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  62113. */
  62114. useRampGradients: boolean;
  62115. /**
  62116. * Not supported by GPUParticleSystem
  62117. * @param gradient defines the gradient to use (between 0 and 1)
  62118. * @param factor defines the life time factor to affect to the specified gradient
  62119. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62120. * @returns the current particle system
  62121. */
  62122. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62123. /**
  62124. * Not supported by GPUParticleSystem
  62125. * @param gradient defines the gradient to remove
  62126. * @returns the current particle system
  62127. */
  62128. removeLifeTimeGradient(gradient: number): IParticleSystem;
  62129. /**
  62130. * Instantiates a GPU particle system.
  62131. * 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.
  62132. * @param name The name of the particle system
  62133. * @param options The options used to create the system
  62134. * @param scene The scene the particle system belongs to
  62135. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  62136. */
  62137. constructor(name: string, options: Partial<{
  62138. capacity: number;
  62139. randomTextureSize: number;
  62140. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  62141. protected _reset(): void;
  62142. private _createUpdateVAO;
  62143. private _createRenderVAO;
  62144. private _initialize;
  62145. /** @hidden */
  62146. _recreateUpdateEffect(): void;
  62147. /** @hidden */
  62148. _recreateRenderEffect(): void;
  62149. /**
  62150. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62151. * @param preWarm defines if we are in the pre-warmimg phase
  62152. */
  62153. animate(preWarm?: boolean): void;
  62154. private _createFactorGradientTexture;
  62155. private _createSizeGradientTexture;
  62156. private _createAngularSpeedGradientTexture;
  62157. private _createVelocityGradientTexture;
  62158. private _createLimitVelocityGradientTexture;
  62159. private _createDragGradientTexture;
  62160. private _createColorGradientTexture;
  62161. /**
  62162. * Renders the particle system in its current state
  62163. * @param preWarm defines if the system should only update the particles but not render them
  62164. * @returns the current number of particles
  62165. */
  62166. render(preWarm?: boolean): number;
  62167. /**
  62168. * Rebuilds the particle system
  62169. */
  62170. rebuild(): void;
  62171. private _releaseBuffers;
  62172. private _releaseVAOs;
  62173. /**
  62174. * Disposes the particle system and free the associated resources
  62175. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62176. */
  62177. dispose(disposeTexture?: boolean): void;
  62178. /**
  62179. * Clones the particle system.
  62180. * @param name The name of the cloned object
  62181. * @param newEmitter The new emitter to use
  62182. * @returns the cloned particle system
  62183. */
  62184. clone(name: string, newEmitter: any): GPUParticleSystem;
  62185. /**
  62186. * Serializes the particle system to a JSON object.
  62187. * @returns the JSON object
  62188. */
  62189. serialize(): any;
  62190. /**
  62191. * Parses a JSON object to create a GPU particle system.
  62192. * @param parsedParticleSystem The JSON object to parse
  62193. * @param scene The scene to create the particle system in
  62194. * @param rootUrl The root url to use to load external dependencies like texture
  62195. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62196. * @returns the parsed GPU particle system
  62197. */
  62198. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  62199. }
  62200. }
  62201. declare module "babylonjs/Particles/particleSystemSet" {
  62202. import { Nullable } from "babylonjs/types";
  62203. import { Color3 } from "babylonjs/Maths/math.color";
  62204. import { TransformNode } from "babylonjs/Meshes/transformNode";
  62205. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62206. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62207. import { Scene, IDisposable } from "babylonjs/scene";
  62208. /**
  62209. * Represents a set of particle systems working together to create a specific effect
  62210. */
  62211. export class ParticleSystemSet implements IDisposable {
  62212. /**
  62213. * Gets or sets base Assets URL
  62214. */
  62215. static BaseAssetsUrl: string;
  62216. private _emitterCreationOptions;
  62217. private _emitterNode;
  62218. /**
  62219. * Gets the particle system list
  62220. */
  62221. systems: IParticleSystem[];
  62222. /**
  62223. * Gets the emitter node used with this set
  62224. */
  62225. readonly emitterNode: Nullable<TransformNode>;
  62226. /**
  62227. * Creates a new emitter mesh as a sphere
  62228. * @param options defines the options used to create the sphere
  62229. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  62230. * @param scene defines the hosting scene
  62231. */
  62232. setEmitterAsSphere(options: {
  62233. diameter: number;
  62234. segments: number;
  62235. color: Color3;
  62236. }, renderingGroupId: number, scene: Scene): void;
  62237. /**
  62238. * Starts all particle systems of the set
  62239. * @param emitter defines an optional mesh to use as emitter for the particle systems
  62240. */
  62241. start(emitter?: AbstractMesh): void;
  62242. /**
  62243. * Release all associated resources
  62244. */
  62245. dispose(): void;
  62246. /**
  62247. * Serialize the set into a JSON compatible object
  62248. * @returns a JSON compatible representation of the set
  62249. */
  62250. serialize(): any;
  62251. /**
  62252. * Parse a new ParticleSystemSet from a serialized source
  62253. * @param data defines a JSON compatible representation of the set
  62254. * @param scene defines the hosting scene
  62255. * @param gpu defines if we want GPU particles or CPU particles
  62256. * @returns a new ParticleSystemSet
  62257. */
  62258. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  62259. }
  62260. }
  62261. declare module "babylonjs/Particles/particleHelper" {
  62262. import { Nullable } from "babylonjs/types";
  62263. import { Scene } from "babylonjs/scene";
  62264. import { Vector3 } from "babylonjs/Maths/math.vector";
  62265. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62266. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62267. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  62268. /**
  62269. * This class is made for on one-liner static method to help creating particle system set.
  62270. */
  62271. export class ParticleHelper {
  62272. /**
  62273. * Gets or sets base Assets URL
  62274. */
  62275. static BaseAssetsUrl: string;
  62276. /**
  62277. * Create a default particle system that you can tweak
  62278. * @param emitter defines the emitter to use
  62279. * @param capacity defines the system capacity (default is 500 particles)
  62280. * @param scene defines the hosting scene
  62281. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  62282. * @returns the new Particle system
  62283. */
  62284. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  62285. /**
  62286. * This is the main static method (one-liner) of this helper to create different particle systems
  62287. * @param type This string represents the type to the particle system to create
  62288. * @param scene The scene where the particle system should live
  62289. * @param gpu If the system will use gpu
  62290. * @returns the ParticleSystemSet created
  62291. */
  62292. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  62293. /**
  62294. * Static function used to export a particle system to a ParticleSystemSet variable.
  62295. * Please note that the emitter shape is not exported
  62296. * @param systems defines the particle systems to export
  62297. * @returns the created particle system set
  62298. */
  62299. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  62300. }
  62301. }
  62302. declare module "babylonjs/Particles/particleSystemComponent" {
  62303. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62304. import { Effect } from "babylonjs/Materials/effect";
  62305. import "babylonjs/Shaders/particles.vertex";
  62306. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  62307. module "babylonjs/Engines/engine" {
  62308. interface Engine {
  62309. /**
  62310. * Create an effect to use with particle systems.
  62311. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  62312. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  62313. * @param uniformsNames defines a list of attribute names
  62314. * @param samplers defines an array of string used to represent textures
  62315. * @param defines defines the string containing the defines to use to compile the shaders
  62316. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  62317. * @param onCompiled defines a function to call when the effect creation is successful
  62318. * @param onError defines a function to call when the effect creation has failed
  62319. * @returns the new Effect
  62320. */
  62321. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  62322. }
  62323. }
  62324. module "babylonjs/Meshes/mesh" {
  62325. interface Mesh {
  62326. /**
  62327. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  62328. * @returns an array of IParticleSystem
  62329. */
  62330. getEmittedParticleSystems(): IParticleSystem[];
  62331. /**
  62332. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  62333. * @returns an array of IParticleSystem
  62334. */
  62335. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  62336. }
  62337. }
  62338. /**
  62339. * @hidden
  62340. */
  62341. export var _IDoNeedToBeInTheBuild: number;
  62342. }
  62343. declare module "babylonjs/Particles/pointsCloudSystem" {
  62344. import { Color4 } from "babylonjs/Maths/math";
  62345. import { Mesh } from "babylonjs/Meshes/mesh";
  62346. import { Scene, IDisposable } from "babylonjs/scene";
  62347. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  62348. /** Defines the 4 color options */
  62349. export enum PointColor {
  62350. /** color value */
  62351. Color = 2,
  62352. /** uv value */
  62353. UV = 1,
  62354. /** random value */
  62355. Random = 0,
  62356. /** stated value */
  62357. Stated = 3
  62358. }
  62359. /**
  62360. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  62361. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  62362. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  62363. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  62364. *
  62365. * Full documentation here : TO BE ENTERED
  62366. */
  62367. export class PointsCloudSystem implements IDisposable {
  62368. /**
  62369. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  62370. * Example : var p = SPS.particles[i];
  62371. */
  62372. particles: CloudPoint[];
  62373. /**
  62374. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  62375. */
  62376. nbParticles: number;
  62377. /**
  62378. * This a counter for your own usage. It's not set by any SPS functions.
  62379. */
  62380. counter: number;
  62381. /**
  62382. * The PCS name. This name is also given to the underlying mesh.
  62383. */
  62384. name: string;
  62385. /**
  62386. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  62387. */
  62388. mesh: Mesh;
  62389. /**
  62390. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  62391. * Please read :
  62392. */
  62393. vars: any;
  62394. /**
  62395. * @hidden
  62396. */
  62397. _size: number;
  62398. private _scene;
  62399. private _promises;
  62400. private _positions;
  62401. private _indices;
  62402. private _normals;
  62403. private _colors;
  62404. private _uvs;
  62405. private _indices32;
  62406. private _positions32;
  62407. private _colors32;
  62408. private _uvs32;
  62409. private _updatable;
  62410. private _isVisibilityBoxLocked;
  62411. private _alwaysVisible;
  62412. private _groups;
  62413. private _groupCounter;
  62414. private _computeParticleColor;
  62415. private _computeParticleTexture;
  62416. private _computeParticleRotation;
  62417. private _computeBoundingBox;
  62418. private _isReady;
  62419. /**
  62420. * Creates a PCS (Points Cloud System) object
  62421. * @param name (String) is the PCS name, this will be the underlying mesh name
  62422. * @param pointSize (number) is the size for each point
  62423. * @param scene (Scene) is the scene in which the PCS is added
  62424. * @param options defines the options of the PCS e.g.
  62425. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  62426. */
  62427. constructor(name: string, pointSize: number, scene: Scene, options?: {
  62428. updatable?: boolean;
  62429. });
  62430. /**
  62431. * Builds the PCS underlying mesh. Returns a standard Mesh.
  62432. * If no points were added to the PCS, the returned mesh is just a single point.
  62433. * @returns a promise for the created mesh
  62434. */
  62435. buildMeshAsync(): Promise<Mesh>;
  62436. /**
  62437. * @hidden
  62438. */
  62439. private _buildMesh;
  62440. private _addParticle;
  62441. private _randomUnitVector;
  62442. private _getColorIndicesForCoord;
  62443. private _setPointsColorOrUV;
  62444. private _colorFromTexture;
  62445. private _calculateDensity;
  62446. /**
  62447. * Adds points to the PCS in random positions within a unit sphere
  62448. * @param nb (positive integer) the number of particles to be created from this model
  62449. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  62450. * @returns the number of groups in the system
  62451. */
  62452. addPoints(nb: number, pointFunction?: any): number;
  62453. /**
  62454. * Adds points to the PCS from the surface of the model shape
  62455. * @param mesh is any Mesh object that will be used as a surface model for the points
  62456. * @param nb (positive integer) the number of particles to be created from this model
  62457. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62458. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62459. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62460. * @returns the number of groups in the system
  62461. */
  62462. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62463. /**
  62464. * Adds points to the PCS inside the model shape
  62465. * @param mesh is any Mesh object that will be used as a surface model for the points
  62466. * @param nb (positive integer) the number of particles to be created from this model
  62467. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62468. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62469. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62470. * @returns the number of groups in the system
  62471. */
  62472. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62473. /**
  62474. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  62475. * This method calls `updateParticle()` for each particle of the SPS.
  62476. * For an animated SPS, it is usually called within the render loop.
  62477. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  62478. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  62479. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  62480. * @returns the PCS.
  62481. */
  62482. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  62483. /**
  62484. * Disposes the PCS.
  62485. */
  62486. dispose(): void;
  62487. /**
  62488. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  62489. * doc :
  62490. * @returns the PCS.
  62491. */
  62492. refreshVisibleSize(): PointsCloudSystem;
  62493. /**
  62494. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  62495. * @param size the size (float) of the visibility box
  62496. * note : this doesn't lock the PCS mesh bounding box.
  62497. * doc :
  62498. */
  62499. setVisibilityBox(size: number): void;
  62500. /**
  62501. * Gets whether the PCS is always visible or not
  62502. * doc :
  62503. */
  62504. /**
  62505. * Sets the PCS as always visible or not
  62506. * doc :
  62507. */
  62508. isAlwaysVisible: boolean;
  62509. /**
  62510. * Tells to `setParticles()` to compute the particle rotations or not
  62511. * Default value : false. The PCS is faster when it's set to false
  62512. * Note : particle rotations are only applied to parent particles
  62513. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  62514. */
  62515. computeParticleRotation: boolean;
  62516. /**
  62517. * Tells to `setParticles()` to compute the particle colors or not.
  62518. * Default value : true. The PCS is faster when it's set to false.
  62519. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62520. */
  62521. /**
  62522. * Gets if `setParticles()` computes the particle colors or not.
  62523. * Default value : false. The PCS is faster when it's set to false.
  62524. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62525. */
  62526. computeParticleColor: boolean;
  62527. /**
  62528. * Gets if `setParticles()` computes the particle textures or not.
  62529. * Default value : false. The PCS is faster when it's set to false.
  62530. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  62531. */
  62532. computeParticleTexture: boolean;
  62533. /**
  62534. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  62535. */
  62536. /**
  62537. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  62538. */
  62539. computeBoundingBox: boolean;
  62540. /**
  62541. * This function does nothing. It may be overwritten to set all the particle first values.
  62542. * The PCS doesn't call this function, you may have to call it by your own.
  62543. * doc :
  62544. */
  62545. initParticles(): void;
  62546. /**
  62547. * This function does nothing. It may be overwritten to recycle a particle
  62548. * The PCS doesn't call this function, you can to call it
  62549. * doc :
  62550. * @param particle The particle to recycle
  62551. * @returns the recycled particle
  62552. */
  62553. recycleParticle(particle: CloudPoint): CloudPoint;
  62554. /**
  62555. * Updates a particle : this function should be overwritten by the user.
  62556. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  62557. * doc :
  62558. * @example : just set a particle position or velocity and recycle conditions
  62559. * @param particle The particle to update
  62560. * @returns the updated particle
  62561. */
  62562. updateParticle(particle: CloudPoint): CloudPoint;
  62563. /**
  62564. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  62565. * This does nothing and may be overwritten by the user.
  62566. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62567. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62568. * @param update the boolean update value actually passed to setParticles()
  62569. */
  62570. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62571. /**
  62572. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  62573. * This will be passed three parameters.
  62574. * This does nothing and may be overwritten by the user.
  62575. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62576. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62577. * @param update the boolean update value actually passed to setParticles()
  62578. */
  62579. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62580. }
  62581. }
  62582. declare module "babylonjs/Particles/cloudPoint" {
  62583. import { Nullable } from "babylonjs/types";
  62584. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  62585. import { Mesh } from "babylonjs/Meshes/mesh";
  62586. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  62587. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  62588. /**
  62589. * Represents one particle of a points cloud system.
  62590. */
  62591. export class CloudPoint {
  62592. /**
  62593. * particle global index
  62594. */
  62595. idx: number;
  62596. /**
  62597. * The color of the particle
  62598. */
  62599. color: Nullable<Color4>;
  62600. /**
  62601. * The world space position of the particle.
  62602. */
  62603. position: Vector3;
  62604. /**
  62605. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  62606. */
  62607. rotation: Vector3;
  62608. /**
  62609. * The world space rotation quaternion of the particle.
  62610. */
  62611. rotationQuaternion: Nullable<Quaternion>;
  62612. /**
  62613. * The uv of the particle.
  62614. */
  62615. uv: Nullable<Vector2>;
  62616. /**
  62617. * The current speed of the particle.
  62618. */
  62619. velocity: Vector3;
  62620. /**
  62621. * The pivot point in the particle local space.
  62622. */
  62623. pivot: Vector3;
  62624. /**
  62625. * Must the particle be translated from its pivot point in its local space ?
  62626. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  62627. * Default : false
  62628. */
  62629. translateFromPivot: boolean;
  62630. /**
  62631. * Index of this particle in the global "positions" array (Internal use)
  62632. * @hidden
  62633. */
  62634. _pos: number;
  62635. /**
  62636. * @hidden Index of this particle in the global "indices" array (Internal use)
  62637. */
  62638. _ind: number;
  62639. /**
  62640. * Group this particle belongs to
  62641. */
  62642. _group: PointsGroup;
  62643. /**
  62644. * Group id of this particle
  62645. */
  62646. groupId: number;
  62647. /**
  62648. * Index of the particle in its group id (Internal use)
  62649. */
  62650. idxInGroup: number;
  62651. /**
  62652. * @hidden Particle BoundingInfo object (Internal use)
  62653. */
  62654. _boundingInfo: BoundingInfo;
  62655. /**
  62656. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  62657. */
  62658. _pcs: PointsCloudSystem;
  62659. /**
  62660. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  62661. */
  62662. _stillInvisible: boolean;
  62663. /**
  62664. * @hidden Last computed particle rotation matrix
  62665. */
  62666. _rotationMatrix: number[];
  62667. /**
  62668. * Parent particle Id, if any.
  62669. * Default null.
  62670. */
  62671. parentId: Nullable<number>;
  62672. /**
  62673. * @hidden Internal global position in the PCS.
  62674. */
  62675. _globalPosition: Vector3;
  62676. /**
  62677. * Creates a Point Cloud object.
  62678. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  62679. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  62680. * @param group (PointsGroup) is the group the particle belongs to
  62681. * @param groupId (integer) is the group identifier in the PCS.
  62682. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  62683. * @param pcs defines the PCS it is associated to
  62684. */
  62685. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  62686. /**
  62687. * get point size
  62688. */
  62689. /**
  62690. * Set point size
  62691. */
  62692. size: Vector3;
  62693. /**
  62694. * Legacy support, changed quaternion to rotationQuaternion
  62695. */
  62696. /**
  62697. * Legacy support, changed quaternion to rotationQuaternion
  62698. */
  62699. quaternion: Nullable<Quaternion>;
  62700. /**
  62701. * Returns a boolean. True if the particle intersects a mesh, else false
  62702. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  62703. * @param target is the object (point or mesh) what the intersection is computed against
  62704. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  62705. * @returns true if it intersects
  62706. */
  62707. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  62708. /**
  62709. * get the rotation matrix of the particle
  62710. * @hidden
  62711. */
  62712. getRotationMatrix(m: Matrix): void;
  62713. }
  62714. /**
  62715. * Represents a group of points in a points cloud system
  62716. * * PCS internal tool, don't use it manually.
  62717. */
  62718. export class PointsGroup {
  62719. /**
  62720. * The group id
  62721. * @hidden
  62722. */
  62723. groupID: number;
  62724. /**
  62725. * image data for group (internal use)
  62726. * @hidden
  62727. */
  62728. _groupImageData: Nullable<ArrayBufferView>;
  62729. /**
  62730. * Image Width (internal use)
  62731. * @hidden
  62732. */
  62733. _groupImgWidth: number;
  62734. /**
  62735. * Image Height (internal use)
  62736. * @hidden
  62737. */
  62738. _groupImgHeight: number;
  62739. /**
  62740. * Custom position function (internal use)
  62741. * @hidden
  62742. */
  62743. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  62744. /**
  62745. * density per facet for surface points
  62746. * @hidden
  62747. */
  62748. _groupDensity: number[];
  62749. /**
  62750. * Only when points are colored by texture carries pointer to texture list array
  62751. * @hidden
  62752. */
  62753. _textureNb: number;
  62754. /**
  62755. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  62756. * PCS internal tool, don't use it manually.
  62757. * @hidden
  62758. */
  62759. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  62760. }
  62761. }
  62762. declare module "babylonjs/Particles/index" {
  62763. export * from "babylonjs/Particles/baseParticleSystem";
  62764. export * from "babylonjs/Particles/EmitterTypes/index";
  62765. export * from "babylonjs/Particles/gpuParticleSystem";
  62766. export * from "babylonjs/Particles/IParticleSystem";
  62767. export * from "babylonjs/Particles/particle";
  62768. export * from "babylonjs/Particles/particleHelper";
  62769. export * from "babylonjs/Particles/particleSystem";
  62770. export * from "babylonjs/Particles/particleSystemComponent";
  62771. export * from "babylonjs/Particles/particleSystemSet";
  62772. export * from "babylonjs/Particles/solidParticle";
  62773. export * from "babylonjs/Particles/solidParticleSystem";
  62774. export * from "babylonjs/Particles/cloudPoint";
  62775. export * from "babylonjs/Particles/pointsCloudSystem";
  62776. export * from "babylonjs/Particles/subEmitter";
  62777. }
  62778. declare module "babylonjs/Physics/physicsEngineComponent" {
  62779. import { Nullable } from "babylonjs/types";
  62780. import { Observable, Observer } from "babylonjs/Misc/observable";
  62781. import { Vector3 } from "babylonjs/Maths/math.vector";
  62782. import { Mesh } from "babylonjs/Meshes/mesh";
  62783. import { ISceneComponent } from "babylonjs/sceneComponent";
  62784. import { Scene } from "babylonjs/scene";
  62785. import { Node } from "babylonjs/node";
  62786. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  62787. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62788. module "babylonjs/scene" {
  62789. interface Scene {
  62790. /** @hidden (Backing field) */
  62791. _physicsEngine: Nullable<IPhysicsEngine>;
  62792. /**
  62793. * Gets the current physics engine
  62794. * @returns a IPhysicsEngine or null if none attached
  62795. */
  62796. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  62797. /**
  62798. * Enables physics to the current scene
  62799. * @param gravity defines the scene's gravity for the physics engine
  62800. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  62801. * @return a boolean indicating if the physics engine was initialized
  62802. */
  62803. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  62804. /**
  62805. * Disables and disposes the physics engine associated with the scene
  62806. */
  62807. disablePhysicsEngine(): void;
  62808. /**
  62809. * Gets a boolean indicating if there is an active physics engine
  62810. * @returns a boolean indicating if there is an active physics engine
  62811. */
  62812. isPhysicsEnabled(): boolean;
  62813. /**
  62814. * Deletes a physics compound impostor
  62815. * @param compound defines the compound to delete
  62816. */
  62817. deleteCompoundImpostor(compound: any): void;
  62818. /**
  62819. * An event triggered when physic simulation is about to be run
  62820. */
  62821. onBeforePhysicsObservable: Observable<Scene>;
  62822. /**
  62823. * An event triggered when physic simulation has been done
  62824. */
  62825. onAfterPhysicsObservable: Observable<Scene>;
  62826. }
  62827. }
  62828. module "babylonjs/Meshes/abstractMesh" {
  62829. interface AbstractMesh {
  62830. /** @hidden */
  62831. _physicsImpostor: Nullable<PhysicsImpostor>;
  62832. /**
  62833. * Gets or sets impostor used for physic simulation
  62834. * @see http://doc.babylonjs.com/features/physics_engine
  62835. */
  62836. physicsImpostor: Nullable<PhysicsImpostor>;
  62837. /**
  62838. * Gets the current physics impostor
  62839. * @see http://doc.babylonjs.com/features/physics_engine
  62840. * @returns a physics impostor or null
  62841. */
  62842. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  62843. /** Apply a physic impulse to the mesh
  62844. * @param force defines the force to apply
  62845. * @param contactPoint defines where to apply the force
  62846. * @returns the current mesh
  62847. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  62848. */
  62849. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  62850. /**
  62851. * Creates a physic joint between two meshes
  62852. * @param otherMesh defines the other mesh to use
  62853. * @param pivot1 defines the pivot to use on this mesh
  62854. * @param pivot2 defines the pivot to use on the other mesh
  62855. * @param options defines additional options (can be plugin dependent)
  62856. * @returns the current mesh
  62857. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  62858. */
  62859. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  62860. /** @hidden */
  62861. _disposePhysicsObserver: Nullable<Observer<Node>>;
  62862. }
  62863. }
  62864. /**
  62865. * Defines the physics engine scene component responsible to manage a physics engine
  62866. */
  62867. export class PhysicsEngineSceneComponent implements ISceneComponent {
  62868. /**
  62869. * The component name helpful to identify the component in the list of scene components.
  62870. */
  62871. readonly name: string;
  62872. /**
  62873. * The scene the component belongs to.
  62874. */
  62875. scene: Scene;
  62876. /**
  62877. * Creates a new instance of the component for the given scene
  62878. * @param scene Defines the scene to register the component in
  62879. */
  62880. constructor(scene: Scene);
  62881. /**
  62882. * Registers the component in a given scene
  62883. */
  62884. register(): void;
  62885. /**
  62886. * Rebuilds the elements related to this component in case of
  62887. * context lost for instance.
  62888. */
  62889. rebuild(): void;
  62890. /**
  62891. * Disposes the component and the associated ressources
  62892. */
  62893. dispose(): void;
  62894. }
  62895. }
  62896. declare module "babylonjs/Physics/physicsHelper" {
  62897. import { Nullable } from "babylonjs/types";
  62898. import { Vector3 } from "babylonjs/Maths/math.vector";
  62899. import { Mesh } from "babylonjs/Meshes/mesh";
  62900. import { Scene } from "babylonjs/scene";
  62901. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62902. /**
  62903. * A helper for physics simulations
  62904. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62905. */
  62906. export class PhysicsHelper {
  62907. private _scene;
  62908. private _physicsEngine;
  62909. /**
  62910. * Initializes the Physics helper
  62911. * @param scene Babylon.js scene
  62912. */
  62913. constructor(scene: Scene);
  62914. /**
  62915. * Applies a radial explosion impulse
  62916. * @param origin the origin of the explosion
  62917. * @param radiusOrEventOptions the radius or the options of radial explosion
  62918. * @param strength the explosion strength
  62919. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62920. * @returns A physics radial explosion event, or null
  62921. */
  62922. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62923. /**
  62924. * Applies a radial explosion force
  62925. * @param origin the origin of the explosion
  62926. * @param radiusOrEventOptions the radius or the options of radial explosion
  62927. * @param strength the explosion strength
  62928. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62929. * @returns A physics radial explosion event, or null
  62930. */
  62931. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62932. /**
  62933. * Creates a gravitational field
  62934. * @param origin the origin of the explosion
  62935. * @param radiusOrEventOptions the radius or the options of radial explosion
  62936. * @param strength the explosion strength
  62937. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62938. * @returns A physics gravitational field event, or null
  62939. */
  62940. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  62941. /**
  62942. * Creates a physics updraft event
  62943. * @param origin the origin of the updraft
  62944. * @param radiusOrEventOptions the radius or the options of the updraft
  62945. * @param strength the strength of the updraft
  62946. * @param height the height of the updraft
  62947. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  62948. * @returns A physics updraft event, or null
  62949. */
  62950. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  62951. /**
  62952. * Creates a physics vortex event
  62953. * @param origin the of the vortex
  62954. * @param radiusOrEventOptions the radius or the options of the vortex
  62955. * @param strength the strength of the vortex
  62956. * @param height the height of the vortex
  62957. * @returns a Physics vortex event, or null
  62958. * A physics vortex event or null
  62959. */
  62960. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  62961. }
  62962. /**
  62963. * Represents a physics radial explosion event
  62964. */
  62965. class PhysicsRadialExplosionEvent {
  62966. private _scene;
  62967. private _options;
  62968. private _sphere;
  62969. private _dataFetched;
  62970. /**
  62971. * Initializes a radial explosioin event
  62972. * @param _scene BabylonJS scene
  62973. * @param _options The options for the vortex event
  62974. */
  62975. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  62976. /**
  62977. * Returns the data related to the radial explosion event (sphere).
  62978. * @returns The radial explosion event data
  62979. */
  62980. getData(): PhysicsRadialExplosionEventData;
  62981. /**
  62982. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  62983. * @param impostor A physics imposter
  62984. * @param origin the origin of the explosion
  62985. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  62986. */
  62987. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  62988. /**
  62989. * Triggers affecterd impostors callbacks
  62990. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  62991. */
  62992. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  62993. /**
  62994. * Disposes the sphere.
  62995. * @param force Specifies if the sphere should be disposed by force
  62996. */
  62997. dispose(force?: boolean): void;
  62998. /*** Helpers ***/
  62999. private _prepareSphere;
  63000. private _intersectsWithSphere;
  63001. }
  63002. /**
  63003. * Represents a gravitational field event
  63004. */
  63005. class PhysicsGravitationalFieldEvent {
  63006. private _physicsHelper;
  63007. private _scene;
  63008. private _origin;
  63009. private _options;
  63010. private _tickCallback;
  63011. private _sphere;
  63012. private _dataFetched;
  63013. /**
  63014. * Initializes the physics gravitational field event
  63015. * @param _physicsHelper A physics helper
  63016. * @param _scene BabylonJS scene
  63017. * @param _origin The origin position of the gravitational field event
  63018. * @param _options The options for the vortex event
  63019. */
  63020. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  63021. /**
  63022. * Returns the data related to the gravitational field event (sphere).
  63023. * @returns A gravitational field event
  63024. */
  63025. getData(): PhysicsGravitationalFieldEventData;
  63026. /**
  63027. * Enables the gravitational field.
  63028. */
  63029. enable(): void;
  63030. /**
  63031. * Disables the gravitational field.
  63032. */
  63033. disable(): void;
  63034. /**
  63035. * Disposes the sphere.
  63036. * @param force The force to dispose from the gravitational field event
  63037. */
  63038. dispose(force?: boolean): void;
  63039. private _tick;
  63040. }
  63041. /**
  63042. * Represents a physics updraft event
  63043. */
  63044. class PhysicsUpdraftEvent {
  63045. private _scene;
  63046. private _origin;
  63047. private _options;
  63048. private _physicsEngine;
  63049. private _originTop;
  63050. private _originDirection;
  63051. private _tickCallback;
  63052. private _cylinder;
  63053. private _cylinderPosition;
  63054. private _dataFetched;
  63055. /**
  63056. * Initializes the physics updraft event
  63057. * @param _scene BabylonJS scene
  63058. * @param _origin The origin position of the updraft
  63059. * @param _options The options for the updraft event
  63060. */
  63061. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  63062. /**
  63063. * Returns the data related to the updraft event (cylinder).
  63064. * @returns A physics updraft event
  63065. */
  63066. getData(): PhysicsUpdraftEventData;
  63067. /**
  63068. * Enables the updraft.
  63069. */
  63070. enable(): void;
  63071. /**
  63072. * Disables the updraft.
  63073. */
  63074. disable(): void;
  63075. /**
  63076. * Disposes the cylinder.
  63077. * @param force Specifies if the updraft should be disposed by force
  63078. */
  63079. dispose(force?: boolean): void;
  63080. private getImpostorHitData;
  63081. private _tick;
  63082. /*** Helpers ***/
  63083. private _prepareCylinder;
  63084. private _intersectsWithCylinder;
  63085. }
  63086. /**
  63087. * Represents a physics vortex event
  63088. */
  63089. class PhysicsVortexEvent {
  63090. private _scene;
  63091. private _origin;
  63092. private _options;
  63093. private _physicsEngine;
  63094. private _originTop;
  63095. private _tickCallback;
  63096. private _cylinder;
  63097. private _cylinderPosition;
  63098. private _dataFetched;
  63099. /**
  63100. * Initializes the physics vortex event
  63101. * @param _scene The BabylonJS scene
  63102. * @param _origin The origin position of the vortex
  63103. * @param _options The options for the vortex event
  63104. */
  63105. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  63106. /**
  63107. * Returns the data related to the vortex event (cylinder).
  63108. * @returns The physics vortex event data
  63109. */
  63110. getData(): PhysicsVortexEventData;
  63111. /**
  63112. * Enables the vortex.
  63113. */
  63114. enable(): void;
  63115. /**
  63116. * Disables the cortex.
  63117. */
  63118. disable(): void;
  63119. /**
  63120. * Disposes the sphere.
  63121. * @param force
  63122. */
  63123. dispose(force?: boolean): void;
  63124. private getImpostorHitData;
  63125. private _tick;
  63126. /*** Helpers ***/
  63127. private _prepareCylinder;
  63128. private _intersectsWithCylinder;
  63129. }
  63130. /**
  63131. * Options fot the radial explosion event
  63132. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63133. */
  63134. export class PhysicsRadialExplosionEventOptions {
  63135. /**
  63136. * The radius of the sphere for the radial explosion.
  63137. */
  63138. radius: number;
  63139. /**
  63140. * The strenth of the explosion.
  63141. */
  63142. strength: number;
  63143. /**
  63144. * The strenght of the force in correspondence to the distance of the affected object
  63145. */
  63146. falloff: PhysicsRadialImpulseFalloff;
  63147. /**
  63148. * Sphere options for the radial explosion.
  63149. */
  63150. sphere: {
  63151. segments: number;
  63152. diameter: number;
  63153. };
  63154. /**
  63155. * Sphere options for the radial explosion.
  63156. */
  63157. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  63158. }
  63159. /**
  63160. * Options fot the updraft event
  63161. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63162. */
  63163. export class PhysicsUpdraftEventOptions {
  63164. /**
  63165. * The radius of the cylinder for the vortex
  63166. */
  63167. radius: number;
  63168. /**
  63169. * The strenth of the updraft.
  63170. */
  63171. strength: number;
  63172. /**
  63173. * The height of the cylinder for the updraft.
  63174. */
  63175. height: number;
  63176. /**
  63177. * The mode for the the updraft.
  63178. */
  63179. updraftMode: PhysicsUpdraftMode;
  63180. }
  63181. /**
  63182. * Options fot the vortex event
  63183. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63184. */
  63185. export class PhysicsVortexEventOptions {
  63186. /**
  63187. * The radius of the cylinder for the vortex
  63188. */
  63189. radius: number;
  63190. /**
  63191. * The strenth of the vortex.
  63192. */
  63193. strength: number;
  63194. /**
  63195. * The height of the cylinder for the vortex.
  63196. */
  63197. height: number;
  63198. /**
  63199. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  63200. */
  63201. centripetalForceThreshold: number;
  63202. /**
  63203. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  63204. */
  63205. centripetalForceMultiplier: number;
  63206. /**
  63207. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  63208. */
  63209. centrifugalForceMultiplier: number;
  63210. /**
  63211. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  63212. */
  63213. updraftForceMultiplier: number;
  63214. }
  63215. /**
  63216. * The strenght of the force in correspondence to the distance of the affected object
  63217. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63218. */
  63219. export enum PhysicsRadialImpulseFalloff {
  63220. /** Defines that impulse is constant in strength across it's whole radius */
  63221. Constant = 0,
  63222. /** Defines that impulse gets weaker if it's further from the origin */
  63223. Linear = 1
  63224. }
  63225. /**
  63226. * The strength of the force in correspondence to the distance of the affected object
  63227. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63228. */
  63229. export enum PhysicsUpdraftMode {
  63230. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  63231. Center = 0,
  63232. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  63233. Perpendicular = 1
  63234. }
  63235. /**
  63236. * Interface for a physics hit data
  63237. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63238. */
  63239. export interface PhysicsHitData {
  63240. /**
  63241. * The force applied at the contact point
  63242. */
  63243. force: Vector3;
  63244. /**
  63245. * The contact point
  63246. */
  63247. contactPoint: Vector3;
  63248. /**
  63249. * The distance from the origin to the contact point
  63250. */
  63251. distanceFromOrigin: number;
  63252. }
  63253. /**
  63254. * Interface for radial explosion event data
  63255. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63256. */
  63257. export interface PhysicsRadialExplosionEventData {
  63258. /**
  63259. * A sphere used for the radial explosion event
  63260. */
  63261. sphere: Mesh;
  63262. }
  63263. /**
  63264. * Interface for gravitational field event data
  63265. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63266. */
  63267. export interface PhysicsGravitationalFieldEventData {
  63268. /**
  63269. * A sphere mesh used for the gravitational field event
  63270. */
  63271. sphere: Mesh;
  63272. }
  63273. /**
  63274. * Interface for updraft event data
  63275. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63276. */
  63277. export interface PhysicsUpdraftEventData {
  63278. /**
  63279. * A cylinder used for the updraft event
  63280. */
  63281. cylinder: Mesh;
  63282. }
  63283. /**
  63284. * Interface for vortex event data
  63285. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63286. */
  63287. export interface PhysicsVortexEventData {
  63288. /**
  63289. * A cylinder used for the vortex event
  63290. */
  63291. cylinder: Mesh;
  63292. }
  63293. /**
  63294. * Interface for an affected physics impostor
  63295. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63296. */
  63297. export interface PhysicsAffectedImpostorWithData {
  63298. /**
  63299. * The impostor affected by the effect
  63300. */
  63301. impostor: PhysicsImpostor;
  63302. /**
  63303. * The data about the hit/horce from the explosion
  63304. */
  63305. hitData: PhysicsHitData;
  63306. }
  63307. }
  63308. declare module "babylonjs/Physics/Plugins/index" {
  63309. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  63310. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  63311. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  63312. }
  63313. declare module "babylonjs/Physics/index" {
  63314. export * from "babylonjs/Physics/IPhysicsEngine";
  63315. export * from "babylonjs/Physics/physicsEngine";
  63316. export * from "babylonjs/Physics/physicsEngineComponent";
  63317. export * from "babylonjs/Physics/physicsHelper";
  63318. export * from "babylonjs/Physics/physicsImpostor";
  63319. export * from "babylonjs/Physics/physicsJoint";
  63320. export * from "babylonjs/Physics/Plugins/index";
  63321. }
  63322. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  63323. /** @hidden */
  63324. export var blackAndWhitePixelShader: {
  63325. name: string;
  63326. shader: string;
  63327. };
  63328. }
  63329. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  63330. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63331. import { Camera } from "babylonjs/Cameras/camera";
  63332. import { Engine } from "babylonjs/Engines/engine";
  63333. import "babylonjs/Shaders/blackAndWhite.fragment";
  63334. /**
  63335. * Post process used to render in black and white
  63336. */
  63337. export class BlackAndWhitePostProcess extends PostProcess {
  63338. /**
  63339. * Linear about to convert he result to black and white (default: 1)
  63340. */
  63341. degree: number;
  63342. /**
  63343. * Creates a black and white post process
  63344. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  63345. * @param name The name of the effect.
  63346. * @param options The required width/height ratio to downsize to before computing the render pass.
  63347. * @param camera The camera to apply the render pass to.
  63348. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63349. * @param engine The engine which the post process will be applied. (default: current engine)
  63350. * @param reusable If the post process can be reused on the same frame. (default: false)
  63351. */
  63352. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63353. }
  63354. }
  63355. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  63356. import { Nullable } from "babylonjs/types";
  63357. import { Camera } from "babylonjs/Cameras/camera";
  63358. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63359. import { Engine } from "babylonjs/Engines/engine";
  63360. /**
  63361. * This represents a set of one or more post processes in Babylon.
  63362. * A post process can be used to apply a shader to a texture after it is rendered.
  63363. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63364. */
  63365. export class PostProcessRenderEffect {
  63366. private _postProcesses;
  63367. private _getPostProcesses;
  63368. private _singleInstance;
  63369. private _cameras;
  63370. private _indicesForCamera;
  63371. /**
  63372. * Name of the effect
  63373. * @hidden
  63374. */
  63375. _name: string;
  63376. /**
  63377. * Instantiates a post process render effect.
  63378. * A post process can be used to apply a shader to a texture after it is rendered.
  63379. * @param engine The engine the effect is tied to
  63380. * @param name The name of the effect
  63381. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  63382. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  63383. */
  63384. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  63385. /**
  63386. * Checks if all the post processes in the effect are supported.
  63387. */
  63388. readonly isSupported: boolean;
  63389. /**
  63390. * Updates the current state of the effect
  63391. * @hidden
  63392. */
  63393. _update(): void;
  63394. /**
  63395. * Attaches the effect on cameras
  63396. * @param cameras The camera to attach to.
  63397. * @hidden
  63398. */
  63399. _attachCameras(cameras: Camera): void;
  63400. /**
  63401. * Attaches the effect on cameras
  63402. * @param cameras The camera to attach to.
  63403. * @hidden
  63404. */
  63405. _attachCameras(cameras: Camera[]): void;
  63406. /**
  63407. * Detaches the effect on cameras
  63408. * @param cameras The camera to detatch from.
  63409. * @hidden
  63410. */
  63411. _detachCameras(cameras: Camera): void;
  63412. /**
  63413. * Detatches the effect on cameras
  63414. * @param cameras The camera to detatch from.
  63415. * @hidden
  63416. */
  63417. _detachCameras(cameras: Camera[]): void;
  63418. /**
  63419. * Enables the effect on given cameras
  63420. * @param cameras The camera to enable.
  63421. * @hidden
  63422. */
  63423. _enable(cameras: Camera): void;
  63424. /**
  63425. * Enables the effect on given cameras
  63426. * @param cameras The camera to enable.
  63427. * @hidden
  63428. */
  63429. _enable(cameras: Nullable<Camera[]>): void;
  63430. /**
  63431. * Disables the effect on the given cameras
  63432. * @param cameras The camera to disable.
  63433. * @hidden
  63434. */
  63435. _disable(cameras: Camera): void;
  63436. /**
  63437. * Disables the effect on the given cameras
  63438. * @param cameras The camera to disable.
  63439. * @hidden
  63440. */
  63441. _disable(cameras: Nullable<Camera[]>): void;
  63442. /**
  63443. * Gets a list of the post processes contained in the effect.
  63444. * @param camera The camera to get the post processes on.
  63445. * @returns The list of the post processes in the effect.
  63446. */
  63447. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  63448. }
  63449. }
  63450. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  63451. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63452. /** @hidden */
  63453. export var extractHighlightsPixelShader: {
  63454. name: string;
  63455. shader: string;
  63456. };
  63457. }
  63458. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  63459. import { Nullable } from "babylonjs/types";
  63460. import { Camera } from "babylonjs/Cameras/camera";
  63461. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63462. import { Engine } from "babylonjs/Engines/engine";
  63463. import "babylonjs/Shaders/extractHighlights.fragment";
  63464. /**
  63465. * 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.
  63466. */
  63467. export class ExtractHighlightsPostProcess extends PostProcess {
  63468. /**
  63469. * The luminance threshold, pixels below this value will be set to black.
  63470. */
  63471. threshold: number;
  63472. /** @hidden */
  63473. _exposure: number;
  63474. /**
  63475. * Post process which has the input texture to be used when performing highlight extraction
  63476. * @hidden
  63477. */
  63478. _inputPostProcess: Nullable<PostProcess>;
  63479. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63480. }
  63481. }
  63482. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  63483. /** @hidden */
  63484. export var bloomMergePixelShader: {
  63485. name: string;
  63486. shader: string;
  63487. };
  63488. }
  63489. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  63490. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63491. import { Nullable } from "babylonjs/types";
  63492. import { Engine } from "babylonjs/Engines/engine";
  63493. import { Camera } from "babylonjs/Cameras/camera";
  63494. import "babylonjs/Shaders/bloomMerge.fragment";
  63495. /**
  63496. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63497. */
  63498. export class BloomMergePostProcess extends PostProcess {
  63499. /** Weight of the bloom to be added to the original input. */
  63500. weight: number;
  63501. /**
  63502. * Creates a new instance of @see BloomMergePostProcess
  63503. * @param name The name of the effect.
  63504. * @param originalFromInput Post process which's input will be used for the merge.
  63505. * @param blurred Blurred highlights post process which's output will be used.
  63506. * @param weight Weight of the bloom to be added to the original input.
  63507. * @param options The required width/height ratio to downsize to before computing the render pass.
  63508. * @param camera The camera to apply the render pass to.
  63509. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63510. * @param engine The engine which the post process will be applied. (default: current engine)
  63511. * @param reusable If the post process can be reused on the same frame. (default: false)
  63512. * @param textureType Type of textures used when performing the post process. (default: 0)
  63513. * @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)
  63514. */
  63515. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  63516. /** Weight of the bloom to be added to the original input. */
  63517. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63518. }
  63519. }
  63520. declare module "babylonjs/PostProcesses/bloomEffect" {
  63521. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63522. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63523. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63524. import { Camera } from "babylonjs/Cameras/camera";
  63525. import { Scene } from "babylonjs/scene";
  63526. /**
  63527. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  63528. */
  63529. export class BloomEffect extends PostProcessRenderEffect {
  63530. private bloomScale;
  63531. /**
  63532. * @hidden Internal
  63533. */
  63534. _effects: Array<PostProcess>;
  63535. /**
  63536. * @hidden Internal
  63537. */
  63538. _downscale: ExtractHighlightsPostProcess;
  63539. private _blurX;
  63540. private _blurY;
  63541. private _merge;
  63542. /**
  63543. * The luminance threshold to find bright areas of the image to bloom.
  63544. */
  63545. threshold: number;
  63546. /**
  63547. * The strength of the bloom.
  63548. */
  63549. weight: number;
  63550. /**
  63551. * Specifies the size of the bloom blur kernel, relative to the final output size
  63552. */
  63553. kernel: number;
  63554. /**
  63555. * Creates a new instance of @see BloomEffect
  63556. * @param scene The scene the effect belongs to.
  63557. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  63558. * @param bloomKernel The size of the kernel to be used when applying the blur.
  63559. * @param bloomWeight The the strength of bloom.
  63560. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63561. * @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)
  63562. */
  63563. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  63564. /**
  63565. * Disposes each of the internal effects for a given camera.
  63566. * @param camera The camera to dispose the effect on.
  63567. */
  63568. disposeEffects(camera: Camera): void;
  63569. /**
  63570. * @hidden Internal
  63571. */
  63572. _updateEffects(): void;
  63573. /**
  63574. * Internal
  63575. * @returns if all the contained post processes are ready.
  63576. * @hidden
  63577. */
  63578. _isReady(): boolean;
  63579. }
  63580. }
  63581. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  63582. /** @hidden */
  63583. export var chromaticAberrationPixelShader: {
  63584. name: string;
  63585. shader: string;
  63586. };
  63587. }
  63588. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  63589. import { Vector2 } from "babylonjs/Maths/math.vector";
  63590. import { Nullable } from "babylonjs/types";
  63591. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63592. import { Camera } from "babylonjs/Cameras/camera";
  63593. import { Engine } from "babylonjs/Engines/engine";
  63594. import "babylonjs/Shaders/chromaticAberration.fragment";
  63595. /**
  63596. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  63597. */
  63598. export class ChromaticAberrationPostProcess extends PostProcess {
  63599. /**
  63600. * The amount of seperation of rgb channels (default: 30)
  63601. */
  63602. aberrationAmount: number;
  63603. /**
  63604. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  63605. */
  63606. radialIntensity: number;
  63607. /**
  63608. * 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))
  63609. */
  63610. direction: Vector2;
  63611. /**
  63612. * 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))
  63613. */
  63614. centerPosition: Vector2;
  63615. /**
  63616. * Creates a new instance ChromaticAberrationPostProcess
  63617. * @param name The name of the effect.
  63618. * @param screenWidth The width of the screen to apply the effect on.
  63619. * @param screenHeight The height of the screen to apply the effect on.
  63620. * @param options The required width/height ratio to downsize to before computing the render pass.
  63621. * @param camera The camera to apply the render pass to.
  63622. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63623. * @param engine The engine which the post process will be applied. (default: current engine)
  63624. * @param reusable If the post process can be reused on the same frame. (default: false)
  63625. * @param textureType Type of textures used when performing the post process. (default: 0)
  63626. * @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)
  63627. */
  63628. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63629. }
  63630. }
  63631. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  63632. /** @hidden */
  63633. export var circleOfConfusionPixelShader: {
  63634. name: string;
  63635. shader: string;
  63636. };
  63637. }
  63638. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  63639. import { Nullable } from "babylonjs/types";
  63640. import { Engine } from "babylonjs/Engines/engine";
  63641. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63642. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63643. import { Camera } from "babylonjs/Cameras/camera";
  63644. import "babylonjs/Shaders/circleOfConfusion.fragment";
  63645. /**
  63646. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  63647. */
  63648. export class CircleOfConfusionPostProcess extends PostProcess {
  63649. /**
  63650. * 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.
  63651. */
  63652. lensSize: number;
  63653. /**
  63654. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63655. */
  63656. fStop: number;
  63657. /**
  63658. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63659. */
  63660. focusDistance: number;
  63661. /**
  63662. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  63663. */
  63664. focalLength: number;
  63665. private _depthTexture;
  63666. /**
  63667. * Creates a new instance CircleOfConfusionPostProcess
  63668. * @param name The name of the effect.
  63669. * @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.
  63670. * @param options The required width/height ratio to downsize to before computing the render pass.
  63671. * @param camera The camera to apply the render pass to.
  63672. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63673. * @param engine The engine which the post process will be applied. (default: current engine)
  63674. * @param reusable If the post process can be reused on the same frame. (default: false)
  63675. * @param textureType Type of textures used when performing the post process. (default: 0)
  63676. * @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)
  63677. */
  63678. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63679. /**
  63680. * 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.
  63681. */
  63682. depthTexture: RenderTargetTexture;
  63683. }
  63684. }
  63685. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  63686. /** @hidden */
  63687. export var colorCorrectionPixelShader: {
  63688. name: string;
  63689. shader: string;
  63690. };
  63691. }
  63692. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  63693. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63694. import { Engine } from "babylonjs/Engines/engine";
  63695. import { Camera } from "babylonjs/Cameras/camera";
  63696. import "babylonjs/Shaders/colorCorrection.fragment";
  63697. /**
  63698. *
  63699. * This post-process allows the modification of rendered colors by using
  63700. * a 'look-up table' (LUT). This effect is also called Color Grading.
  63701. *
  63702. * The object needs to be provided an url to a texture containing the color
  63703. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  63704. * Use an image editing software to tweak the LUT to match your needs.
  63705. *
  63706. * For an example of a color LUT, see here:
  63707. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  63708. * For explanations on color grading, see here:
  63709. * @see http://udn.epicgames.com/Three/ColorGrading.html
  63710. *
  63711. */
  63712. export class ColorCorrectionPostProcess extends PostProcess {
  63713. private _colorTableTexture;
  63714. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63715. }
  63716. }
  63717. declare module "babylonjs/Shaders/convolution.fragment" {
  63718. /** @hidden */
  63719. export var convolutionPixelShader: {
  63720. name: string;
  63721. shader: string;
  63722. };
  63723. }
  63724. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  63725. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63726. import { Nullable } from "babylonjs/types";
  63727. import { Camera } from "babylonjs/Cameras/camera";
  63728. import { Engine } from "babylonjs/Engines/engine";
  63729. import "babylonjs/Shaders/convolution.fragment";
  63730. /**
  63731. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  63732. * input texture to perform effects such as edge detection or sharpening
  63733. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63734. */
  63735. export class ConvolutionPostProcess extends PostProcess {
  63736. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63737. kernel: number[];
  63738. /**
  63739. * Creates a new instance ConvolutionPostProcess
  63740. * @param name The name of the effect.
  63741. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  63742. * @param options The required width/height ratio to downsize to before computing the render pass.
  63743. * @param camera The camera to apply the render pass to.
  63744. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63745. * @param engine The engine which the post process will be applied. (default: current engine)
  63746. * @param reusable If the post process can be reused on the same frame. (default: false)
  63747. * @param textureType Type of textures used when performing the post process. (default: 0)
  63748. */
  63749. constructor(name: string,
  63750. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63751. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63752. /**
  63753. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63754. */
  63755. static EdgeDetect0Kernel: number[];
  63756. /**
  63757. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63758. */
  63759. static EdgeDetect1Kernel: number[];
  63760. /**
  63761. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63762. */
  63763. static EdgeDetect2Kernel: number[];
  63764. /**
  63765. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63766. */
  63767. static SharpenKernel: number[];
  63768. /**
  63769. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63770. */
  63771. static EmbossKernel: number[];
  63772. /**
  63773. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63774. */
  63775. static GaussianKernel: number[];
  63776. }
  63777. }
  63778. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  63779. import { Nullable } from "babylonjs/types";
  63780. import { Vector2 } from "babylonjs/Maths/math.vector";
  63781. import { Camera } from "babylonjs/Cameras/camera";
  63782. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63783. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  63784. import { Engine } from "babylonjs/Engines/engine";
  63785. import { Scene } from "babylonjs/scene";
  63786. /**
  63787. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  63788. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  63789. * based on samples that have a large difference in distance than the center pixel.
  63790. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  63791. */
  63792. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  63793. direction: Vector2;
  63794. /**
  63795. * Creates a new instance CircleOfConfusionPostProcess
  63796. * @param name The name of the effect.
  63797. * @param scene The scene the effect belongs to.
  63798. * @param direction The direction the blur should be applied.
  63799. * @param kernel The size of the kernel used to blur.
  63800. * @param options The required width/height ratio to downsize to before computing the render pass.
  63801. * @param camera The camera to apply the render pass to.
  63802. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  63803. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  63804. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63805. * @param engine The engine which the post process will be applied. (default: current engine)
  63806. * @param reusable If the post process can be reused on the same frame. (default: false)
  63807. * @param textureType Type of textures used when performing the post process. (default: 0)
  63808. * @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)
  63809. */
  63810. 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);
  63811. }
  63812. }
  63813. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  63814. /** @hidden */
  63815. export var depthOfFieldMergePixelShader: {
  63816. name: string;
  63817. shader: string;
  63818. };
  63819. }
  63820. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  63821. import { Nullable } from "babylonjs/types";
  63822. import { Camera } from "babylonjs/Cameras/camera";
  63823. import { Effect } from "babylonjs/Materials/effect";
  63824. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63825. import { Engine } from "babylonjs/Engines/engine";
  63826. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  63827. /**
  63828. * Options to be set when merging outputs from the default pipeline.
  63829. */
  63830. export class DepthOfFieldMergePostProcessOptions {
  63831. /**
  63832. * The original image to merge on top of
  63833. */
  63834. originalFromInput: PostProcess;
  63835. /**
  63836. * Parameters to perform the merge of the depth of field effect
  63837. */
  63838. depthOfField?: {
  63839. circleOfConfusion: PostProcess;
  63840. blurSteps: Array<PostProcess>;
  63841. };
  63842. /**
  63843. * Parameters to perform the merge of bloom effect
  63844. */
  63845. bloom?: {
  63846. blurred: PostProcess;
  63847. weight: number;
  63848. };
  63849. }
  63850. /**
  63851. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63852. */
  63853. export class DepthOfFieldMergePostProcess extends PostProcess {
  63854. private blurSteps;
  63855. /**
  63856. * Creates a new instance of DepthOfFieldMergePostProcess
  63857. * @param name The name of the effect.
  63858. * @param originalFromInput Post process which's input will be used for the merge.
  63859. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  63860. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  63861. * @param options The required width/height ratio to downsize to before computing the render pass.
  63862. * @param camera The camera to apply the render pass to.
  63863. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63864. * @param engine The engine which the post process will be applied. (default: current engine)
  63865. * @param reusable If the post process can be reused on the same frame. (default: false)
  63866. * @param textureType Type of textures used when performing the post process. (default: 0)
  63867. * @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)
  63868. */
  63869. 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);
  63870. /**
  63871. * Updates the effect with the current post process compile time values and recompiles the shader.
  63872. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  63873. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  63874. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  63875. * @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
  63876. * @param onCompiled Called when the shader has been compiled.
  63877. * @param onError Called if there is an error when compiling a shader.
  63878. */
  63879. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  63880. }
  63881. }
  63882. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  63883. import { Nullable } from "babylonjs/types";
  63884. import { Camera } from "babylonjs/Cameras/camera";
  63885. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63886. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63887. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63888. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63889. import { Scene } from "babylonjs/scene";
  63890. /**
  63891. * Specifies the level of max blur that should be applied when using the depth of field effect
  63892. */
  63893. export enum DepthOfFieldEffectBlurLevel {
  63894. /**
  63895. * Subtle blur
  63896. */
  63897. Low = 0,
  63898. /**
  63899. * Medium blur
  63900. */
  63901. Medium = 1,
  63902. /**
  63903. * Large blur
  63904. */
  63905. High = 2
  63906. }
  63907. /**
  63908. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  63909. */
  63910. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  63911. private _circleOfConfusion;
  63912. /**
  63913. * @hidden Internal, blurs from high to low
  63914. */
  63915. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  63916. private _depthOfFieldBlurY;
  63917. private _dofMerge;
  63918. /**
  63919. * @hidden Internal post processes in depth of field effect
  63920. */
  63921. _effects: Array<PostProcess>;
  63922. /**
  63923. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  63924. */
  63925. focalLength: number;
  63926. /**
  63927. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63928. */
  63929. fStop: number;
  63930. /**
  63931. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63932. */
  63933. focusDistance: number;
  63934. /**
  63935. * 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.
  63936. */
  63937. lensSize: number;
  63938. /**
  63939. * Creates a new instance DepthOfFieldEffect
  63940. * @param scene The scene the effect belongs to.
  63941. * @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.
  63942. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63943. * @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)
  63944. */
  63945. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  63946. /**
  63947. * Get the current class name of the current effet
  63948. * @returns "DepthOfFieldEffect"
  63949. */
  63950. getClassName(): string;
  63951. /**
  63952. * 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.
  63953. */
  63954. depthTexture: RenderTargetTexture;
  63955. /**
  63956. * Disposes each of the internal effects for a given camera.
  63957. * @param camera The camera to dispose the effect on.
  63958. */
  63959. disposeEffects(camera: Camera): void;
  63960. /**
  63961. * @hidden Internal
  63962. */
  63963. _updateEffects(): void;
  63964. /**
  63965. * Internal
  63966. * @returns if all the contained post processes are ready.
  63967. * @hidden
  63968. */
  63969. _isReady(): boolean;
  63970. }
  63971. }
  63972. declare module "babylonjs/Shaders/displayPass.fragment" {
  63973. /** @hidden */
  63974. export var displayPassPixelShader: {
  63975. name: string;
  63976. shader: string;
  63977. };
  63978. }
  63979. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  63980. import { Nullable } from "babylonjs/types";
  63981. import { Camera } from "babylonjs/Cameras/camera";
  63982. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63983. import { Engine } from "babylonjs/Engines/engine";
  63984. import "babylonjs/Shaders/displayPass.fragment";
  63985. /**
  63986. * DisplayPassPostProcess which produces an output the same as it's input
  63987. */
  63988. export class DisplayPassPostProcess extends PostProcess {
  63989. /**
  63990. * Creates the DisplayPassPostProcess
  63991. * @param name The name of the effect.
  63992. * @param options The required width/height ratio to downsize to before computing the render pass.
  63993. * @param camera The camera to apply the render pass to.
  63994. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63995. * @param engine The engine which the post process will be applied. (default: current engine)
  63996. * @param reusable If the post process can be reused on the same frame. (default: false)
  63997. */
  63998. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63999. }
  64000. }
  64001. declare module "babylonjs/Shaders/filter.fragment" {
  64002. /** @hidden */
  64003. export var filterPixelShader: {
  64004. name: string;
  64005. shader: string;
  64006. };
  64007. }
  64008. declare module "babylonjs/PostProcesses/filterPostProcess" {
  64009. import { Nullable } from "babylonjs/types";
  64010. import { Matrix } from "babylonjs/Maths/math.vector";
  64011. import { Camera } from "babylonjs/Cameras/camera";
  64012. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64013. import { Engine } from "babylonjs/Engines/engine";
  64014. import "babylonjs/Shaders/filter.fragment";
  64015. /**
  64016. * Applies a kernel filter to the image
  64017. */
  64018. export class FilterPostProcess extends PostProcess {
  64019. /** The matrix to be applied to the image */
  64020. kernelMatrix: Matrix;
  64021. /**
  64022. *
  64023. * @param name The name of the effect.
  64024. * @param kernelMatrix The matrix to be applied to the image
  64025. * @param options The required width/height ratio to downsize to before computing the render pass.
  64026. * @param camera The camera to apply the render pass to.
  64027. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64028. * @param engine The engine which the post process will be applied. (default: current engine)
  64029. * @param reusable If the post process can be reused on the same frame. (default: false)
  64030. */
  64031. constructor(name: string,
  64032. /** The matrix to be applied to the image */
  64033. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64034. }
  64035. }
  64036. declare module "babylonjs/Shaders/fxaa.fragment" {
  64037. /** @hidden */
  64038. export var fxaaPixelShader: {
  64039. name: string;
  64040. shader: string;
  64041. };
  64042. }
  64043. declare module "babylonjs/Shaders/fxaa.vertex" {
  64044. /** @hidden */
  64045. export var fxaaVertexShader: {
  64046. name: string;
  64047. shader: string;
  64048. };
  64049. }
  64050. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  64051. import { Nullable } from "babylonjs/types";
  64052. import { Camera } from "babylonjs/Cameras/camera";
  64053. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64054. import { Engine } from "babylonjs/Engines/engine";
  64055. import "babylonjs/Shaders/fxaa.fragment";
  64056. import "babylonjs/Shaders/fxaa.vertex";
  64057. /**
  64058. * Fxaa post process
  64059. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  64060. */
  64061. export class FxaaPostProcess extends PostProcess {
  64062. /** @hidden */
  64063. texelWidth: number;
  64064. /** @hidden */
  64065. texelHeight: number;
  64066. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  64067. private _getDefines;
  64068. }
  64069. }
  64070. declare module "babylonjs/Shaders/grain.fragment" {
  64071. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  64072. /** @hidden */
  64073. export var grainPixelShader: {
  64074. name: string;
  64075. shader: string;
  64076. };
  64077. }
  64078. declare module "babylonjs/PostProcesses/grainPostProcess" {
  64079. import { Nullable } from "babylonjs/types";
  64080. import { Camera } from "babylonjs/Cameras/camera";
  64081. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64082. import { Engine } from "babylonjs/Engines/engine";
  64083. import "babylonjs/Shaders/grain.fragment";
  64084. /**
  64085. * The GrainPostProcess adds noise to the image at mid luminance levels
  64086. */
  64087. export class GrainPostProcess extends PostProcess {
  64088. /**
  64089. * The intensity of the grain added (default: 30)
  64090. */
  64091. intensity: number;
  64092. /**
  64093. * If the grain should be randomized on every frame
  64094. */
  64095. animated: boolean;
  64096. /**
  64097. * Creates a new instance of @see GrainPostProcess
  64098. * @param name The name of the effect.
  64099. * @param options The required width/height ratio to downsize to before computing the render pass.
  64100. * @param camera The camera to apply the render pass to.
  64101. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64102. * @param engine The engine which the post process will be applied. (default: current engine)
  64103. * @param reusable If the post process can be reused on the same frame. (default: false)
  64104. * @param textureType Type of textures used when performing the post process. (default: 0)
  64105. * @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)
  64106. */
  64107. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64108. }
  64109. }
  64110. declare module "babylonjs/Shaders/highlights.fragment" {
  64111. /** @hidden */
  64112. export var highlightsPixelShader: {
  64113. name: string;
  64114. shader: string;
  64115. };
  64116. }
  64117. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  64118. import { Nullable } from "babylonjs/types";
  64119. import { Camera } from "babylonjs/Cameras/camera";
  64120. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64121. import { Engine } from "babylonjs/Engines/engine";
  64122. import "babylonjs/Shaders/highlights.fragment";
  64123. /**
  64124. * Extracts highlights from the image
  64125. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  64126. */
  64127. export class HighlightsPostProcess extends PostProcess {
  64128. /**
  64129. * Extracts highlights from the image
  64130. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  64131. * @param name The name of the effect.
  64132. * @param options The required width/height ratio to downsize to before computing the render pass.
  64133. * @param camera The camera to apply the render pass to.
  64134. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64135. * @param engine The engine which the post process will be applied. (default: current engine)
  64136. * @param reusable If the post process can be reused on the same frame. (default: false)
  64137. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  64138. */
  64139. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  64140. }
  64141. }
  64142. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  64143. /** @hidden */
  64144. export var mrtFragmentDeclaration: {
  64145. name: string;
  64146. shader: string;
  64147. };
  64148. }
  64149. declare module "babylonjs/Shaders/geometry.fragment" {
  64150. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  64151. /** @hidden */
  64152. export var geometryPixelShader: {
  64153. name: string;
  64154. shader: string;
  64155. };
  64156. }
  64157. declare module "babylonjs/Shaders/geometry.vertex" {
  64158. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  64159. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  64160. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  64161. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  64162. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  64163. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  64164. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  64165. /** @hidden */
  64166. export var geometryVertexShader: {
  64167. name: string;
  64168. shader: string;
  64169. };
  64170. }
  64171. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  64172. import { Matrix } from "babylonjs/Maths/math.vector";
  64173. import { SubMesh } from "babylonjs/Meshes/subMesh";
  64174. import { Mesh } from "babylonjs/Meshes/mesh";
  64175. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  64176. import { Effect } from "babylonjs/Materials/effect";
  64177. import { Scene } from "babylonjs/scene";
  64178. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64179. import "babylonjs/Shaders/geometry.fragment";
  64180. import "babylonjs/Shaders/geometry.vertex";
  64181. /** @hidden */
  64182. interface ISavedTransformationMatrix {
  64183. world: Matrix;
  64184. viewProjection: Matrix;
  64185. }
  64186. /**
  64187. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  64188. */
  64189. export class GeometryBufferRenderer {
  64190. /**
  64191. * Constant used to retrieve the position texture index in the G-Buffer textures array
  64192. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  64193. */
  64194. static readonly POSITION_TEXTURE_TYPE: number;
  64195. /**
  64196. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  64197. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  64198. */
  64199. static readonly VELOCITY_TEXTURE_TYPE: number;
  64200. /**
  64201. * Dictionary used to store the previous transformation matrices of each rendered mesh
  64202. * in order to compute objects velocities when enableVelocity is set to "true"
  64203. * @hidden
  64204. */
  64205. _previousTransformationMatrices: {
  64206. [index: number]: ISavedTransformationMatrix;
  64207. };
  64208. /**
  64209. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  64210. * in order to compute objects velocities when enableVelocity is set to "true"
  64211. * @hidden
  64212. */
  64213. _previousBonesTransformationMatrices: {
  64214. [index: number]: Float32Array;
  64215. };
  64216. /**
  64217. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  64218. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  64219. */
  64220. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  64221. private _scene;
  64222. private _multiRenderTarget;
  64223. private _ratio;
  64224. private _enablePosition;
  64225. private _enableVelocity;
  64226. private _positionIndex;
  64227. private _velocityIndex;
  64228. protected _effect: Effect;
  64229. protected _cachedDefines: string;
  64230. /**
  64231. * Set the render list (meshes to be rendered) used in the G buffer.
  64232. */
  64233. renderList: Mesh[];
  64234. /**
  64235. * Gets wether or not G buffer are supported by the running hardware.
  64236. * This requires draw buffer supports
  64237. */
  64238. readonly isSupported: boolean;
  64239. /**
  64240. * Returns the index of the given texture type in the G-Buffer textures array
  64241. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  64242. * @returns the index of the given texture type in the G-Buffer textures array
  64243. */
  64244. getTextureIndex(textureType: number): number;
  64245. /**
  64246. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  64247. */
  64248. /**
  64249. * Sets whether or not objects positions are enabled for the G buffer.
  64250. */
  64251. enablePosition: boolean;
  64252. /**
  64253. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  64254. */
  64255. /**
  64256. * Sets wether or not objects velocities are enabled for the G buffer.
  64257. */
  64258. enableVelocity: boolean;
  64259. /**
  64260. * Gets the scene associated with the buffer.
  64261. */
  64262. readonly scene: Scene;
  64263. /**
  64264. * Gets the ratio used by the buffer during its creation.
  64265. * How big is the buffer related to the main canvas.
  64266. */
  64267. readonly ratio: number;
  64268. /** @hidden */
  64269. static _SceneComponentInitialization: (scene: Scene) => void;
  64270. /**
  64271. * Creates a new G Buffer for the scene
  64272. * @param scene The scene the buffer belongs to
  64273. * @param ratio How big is the buffer related to the main canvas.
  64274. */
  64275. constructor(scene: Scene, ratio?: number);
  64276. /**
  64277. * Checks wether everything is ready to render a submesh to the G buffer.
  64278. * @param subMesh the submesh to check readiness for
  64279. * @param useInstances is the mesh drawn using instance or not
  64280. * @returns true if ready otherwise false
  64281. */
  64282. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  64283. /**
  64284. * Gets the current underlying G Buffer.
  64285. * @returns the buffer
  64286. */
  64287. getGBuffer(): MultiRenderTarget;
  64288. /**
  64289. * Gets the number of samples used to render the buffer (anti aliasing).
  64290. */
  64291. /**
  64292. * Sets the number of samples used to render the buffer (anti aliasing).
  64293. */
  64294. samples: number;
  64295. /**
  64296. * Disposes the renderer and frees up associated resources.
  64297. */
  64298. dispose(): void;
  64299. protected _createRenderTargets(): void;
  64300. private _copyBonesTransformationMatrices;
  64301. }
  64302. }
  64303. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  64304. import { Nullable } from "babylonjs/types";
  64305. import { Scene } from "babylonjs/scene";
  64306. import { ISceneComponent } from "babylonjs/sceneComponent";
  64307. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  64308. module "babylonjs/scene" {
  64309. interface Scene {
  64310. /** @hidden (Backing field) */
  64311. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64312. /**
  64313. * Gets or Sets the current geometry buffer associated to the scene.
  64314. */
  64315. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64316. /**
  64317. * Enables a GeometryBufferRender and associates it with the scene
  64318. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  64319. * @returns the GeometryBufferRenderer
  64320. */
  64321. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  64322. /**
  64323. * Disables the GeometryBufferRender associated with the scene
  64324. */
  64325. disableGeometryBufferRenderer(): void;
  64326. }
  64327. }
  64328. /**
  64329. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  64330. * in several rendering techniques.
  64331. */
  64332. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  64333. /**
  64334. * The component name helpful to identify the component in the list of scene components.
  64335. */
  64336. readonly name: string;
  64337. /**
  64338. * The scene the component belongs to.
  64339. */
  64340. scene: Scene;
  64341. /**
  64342. * Creates a new instance of the component for the given scene
  64343. * @param scene Defines the scene to register the component in
  64344. */
  64345. constructor(scene: Scene);
  64346. /**
  64347. * Registers the component in a given scene
  64348. */
  64349. register(): void;
  64350. /**
  64351. * Rebuilds the elements related to this component in case of
  64352. * context lost for instance.
  64353. */
  64354. rebuild(): void;
  64355. /**
  64356. * Disposes the component and the associated ressources
  64357. */
  64358. dispose(): void;
  64359. private _gatherRenderTargets;
  64360. }
  64361. }
  64362. declare module "babylonjs/Shaders/motionBlur.fragment" {
  64363. /** @hidden */
  64364. export var motionBlurPixelShader: {
  64365. name: string;
  64366. shader: string;
  64367. };
  64368. }
  64369. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  64370. import { Nullable } from "babylonjs/types";
  64371. import { Camera } from "babylonjs/Cameras/camera";
  64372. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64373. import { Scene } from "babylonjs/scene";
  64374. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64375. import "babylonjs/Animations/animatable";
  64376. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  64377. import "babylonjs/Shaders/motionBlur.fragment";
  64378. import { Engine } from "babylonjs/Engines/engine";
  64379. /**
  64380. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  64381. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  64382. * As an example, all you have to do is to create the post-process:
  64383. * var mb = new BABYLON.MotionBlurPostProcess(
  64384. * 'mb', // The name of the effect.
  64385. * scene, // The scene containing the objects to blur according to their velocity.
  64386. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  64387. * camera // The camera to apply the render pass to.
  64388. * );
  64389. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  64390. */
  64391. export class MotionBlurPostProcess extends PostProcess {
  64392. /**
  64393. * Defines how much the image is blurred by the movement. Default value is equal to 1
  64394. */
  64395. motionStrength: number;
  64396. /**
  64397. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  64398. */
  64399. /**
  64400. * Sets the number of iterations to be used for motion blur quality
  64401. */
  64402. motionBlurSamples: number;
  64403. private _motionBlurSamples;
  64404. private _geometryBufferRenderer;
  64405. /**
  64406. * Creates a new instance MotionBlurPostProcess
  64407. * @param name The name of the effect.
  64408. * @param scene The scene containing the objects to blur according to their velocity.
  64409. * @param options The required width/height ratio to downsize to before computing the render pass.
  64410. * @param camera The camera to apply the render pass to.
  64411. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64412. * @param engine The engine which the post process will be applied. (default: current engine)
  64413. * @param reusable If the post process can be reused on the same frame. (default: false)
  64414. * @param textureType Type of textures used when performing the post process. (default: 0)
  64415. * @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)
  64416. */
  64417. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64418. /**
  64419. * Excludes the given skinned mesh from computing bones velocities.
  64420. * 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.
  64421. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  64422. */
  64423. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64424. /**
  64425. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  64426. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  64427. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  64428. */
  64429. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64430. /**
  64431. * Disposes the post process.
  64432. * @param camera The camera to dispose the post process on.
  64433. */
  64434. dispose(camera?: Camera): void;
  64435. }
  64436. }
  64437. declare module "babylonjs/Shaders/refraction.fragment" {
  64438. /** @hidden */
  64439. export var refractionPixelShader: {
  64440. name: string;
  64441. shader: string;
  64442. };
  64443. }
  64444. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  64445. import { Color3 } from "babylonjs/Maths/math.color";
  64446. import { Camera } from "babylonjs/Cameras/camera";
  64447. import { Texture } from "babylonjs/Materials/Textures/texture";
  64448. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64449. import { Engine } from "babylonjs/Engines/engine";
  64450. import "babylonjs/Shaders/refraction.fragment";
  64451. /**
  64452. * Post process which applies a refractin texture
  64453. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64454. */
  64455. export class RefractionPostProcess extends PostProcess {
  64456. /** the base color of the refraction (used to taint the rendering) */
  64457. color: Color3;
  64458. /** simulated refraction depth */
  64459. depth: number;
  64460. /** the coefficient of the base color (0 to remove base color tainting) */
  64461. colorLevel: number;
  64462. private _refTexture;
  64463. private _ownRefractionTexture;
  64464. /**
  64465. * Gets or sets the refraction texture
  64466. * Please note that you are responsible for disposing the texture if you set it manually
  64467. */
  64468. refractionTexture: Texture;
  64469. /**
  64470. * Initializes the RefractionPostProcess
  64471. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64472. * @param name The name of the effect.
  64473. * @param refractionTextureUrl Url of the refraction texture to use
  64474. * @param color the base color of the refraction (used to taint the rendering)
  64475. * @param depth simulated refraction depth
  64476. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  64477. * @param camera The camera to apply the render pass to.
  64478. * @param options The required width/height ratio to downsize to before computing the render pass.
  64479. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64480. * @param engine The engine which the post process will be applied. (default: current engine)
  64481. * @param reusable If the post process can be reused on the same frame. (default: false)
  64482. */
  64483. constructor(name: string, refractionTextureUrl: string,
  64484. /** the base color of the refraction (used to taint the rendering) */
  64485. color: Color3,
  64486. /** simulated refraction depth */
  64487. depth: number,
  64488. /** the coefficient of the base color (0 to remove base color tainting) */
  64489. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64490. /**
  64491. * Disposes of the post process
  64492. * @param camera Camera to dispose post process on
  64493. */
  64494. dispose(camera: Camera): void;
  64495. }
  64496. }
  64497. declare module "babylonjs/Shaders/sharpen.fragment" {
  64498. /** @hidden */
  64499. export var sharpenPixelShader: {
  64500. name: string;
  64501. shader: string;
  64502. };
  64503. }
  64504. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  64505. import { Nullable } from "babylonjs/types";
  64506. import { Camera } from "babylonjs/Cameras/camera";
  64507. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64508. import "babylonjs/Shaders/sharpen.fragment";
  64509. import { Engine } from "babylonjs/Engines/engine";
  64510. /**
  64511. * The SharpenPostProcess applies a sharpen kernel to every pixel
  64512. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  64513. */
  64514. export class SharpenPostProcess extends PostProcess {
  64515. /**
  64516. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  64517. */
  64518. colorAmount: number;
  64519. /**
  64520. * How much sharpness should be applied (default: 0.3)
  64521. */
  64522. edgeAmount: number;
  64523. /**
  64524. * Creates a new instance ConvolutionPostProcess
  64525. * @param name The name of the effect.
  64526. * @param options The required width/height ratio to downsize to before computing the render pass.
  64527. * @param camera The camera to apply the render pass to.
  64528. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64529. * @param engine The engine which the post process will be applied. (default: current engine)
  64530. * @param reusable If the post process can be reused on the same frame. (default: false)
  64531. * @param textureType Type of textures used when performing the post process. (default: 0)
  64532. * @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)
  64533. */
  64534. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64535. }
  64536. }
  64537. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  64538. import { Nullable } from "babylonjs/types";
  64539. import { Camera } from "babylonjs/Cameras/camera";
  64540. import { Engine } from "babylonjs/Engines/engine";
  64541. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  64542. import { IInspectable } from "babylonjs/Misc/iInspectable";
  64543. /**
  64544. * PostProcessRenderPipeline
  64545. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64546. */
  64547. export class PostProcessRenderPipeline {
  64548. private engine;
  64549. private _renderEffects;
  64550. private _renderEffectsForIsolatedPass;
  64551. /**
  64552. * List of inspectable custom properties (used by the Inspector)
  64553. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  64554. */
  64555. inspectableCustomProperties: IInspectable[];
  64556. /**
  64557. * @hidden
  64558. */
  64559. protected _cameras: Camera[];
  64560. /** @hidden */
  64561. _name: string;
  64562. /**
  64563. * Gets pipeline name
  64564. */
  64565. readonly name: string;
  64566. /** Gets the list of attached cameras */
  64567. readonly cameras: Camera[];
  64568. /**
  64569. * Initializes a PostProcessRenderPipeline
  64570. * @param engine engine to add the pipeline to
  64571. * @param name name of the pipeline
  64572. */
  64573. constructor(engine: Engine, name: string);
  64574. /**
  64575. * Gets the class name
  64576. * @returns "PostProcessRenderPipeline"
  64577. */
  64578. getClassName(): string;
  64579. /**
  64580. * If all the render effects in the pipeline are supported
  64581. */
  64582. readonly isSupported: boolean;
  64583. /**
  64584. * Adds an effect to the pipeline
  64585. * @param renderEffect the effect to add
  64586. */
  64587. addEffect(renderEffect: PostProcessRenderEffect): void;
  64588. /** @hidden */
  64589. _rebuild(): void;
  64590. /** @hidden */
  64591. _enableEffect(renderEffectName: string, cameras: Camera): void;
  64592. /** @hidden */
  64593. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  64594. /** @hidden */
  64595. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64596. /** @hidden */
  64597. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64598. /** @hidden */
  64599. _attachCameras(cameras: Camera, unique: boolean): void;
  64600. /** @hidden */
  64601. _attachCameras(cameras: Camera[], unique: boolean): void;
  64602. /** @hidden */
  64603. _detachCameras(cameras: Camera): void;
  64604. /** @hidden */
  64605. _detachCameras(cameras: Nullable<Camera[]>): void;
  64606. /** @hidden */
  64607. _update(): void;
  64608. /** @hidden */
  64609. _reset(): void;
  64610. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  64611. /**
  64612. * Disposes of the pipeline
  64613. */
  64614. dispose(): void;
  64615. }
  64616. }
  64617. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  64618. import { Camera } from "babylonjs/Cameras/camera";
  64619. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64620. /**
  64621. * PostProcessRenderPipelineManager class
  64622. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64623. */
  64624. export class PostProcessRenderPipelineManager {
  64625. private _renderPipelines;
  64626. /**
  64627. * Initializes a PostProcessRenderPipelineManager
  64628. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64629. */
  64630. constructor();
  64631. /**
  64632. * Gets the list of supported render pipelines
  64633. */
  64634. readonly supportedPipelines: PostProcessRenderPipeline[];
  64635. /**
  64636. * Adds a pipeline to the manager
  64637. * @param renderPipeline The pipeline to add
  64638. */
  64639. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  64640. /**
  64641. * Attaches a camera to the pipeline
  64642. * @param renderPipelineName The name of the pipeline to attach to
  64643. * @param cameras the camera to attach
  64644. * @param unique if the camera can be attached multiple times to the pipeline
  64645. */
  64646. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  64647. /**
  64648. * Detaches a camera from the pipeline
  64649. * @param renderPipelineName The name of the pipeline to detach from
  64650. * @param cameras the camera to detach
  64651. */
  64652. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  64653. /**
  64654. * Enables an effect by name on a pipeline
  64655. * @param renderPipelineName the name of the pipeline to enable the effect in
  64656. * @param renderEffectName the name of the effect to enable
  64657. * @param cameras the cameras that the effect should be enabled on
  64658. */
  64659. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64660. /**
  64661. * Disables an effect by name on a pipeline
  64662. * @param renderPipelineName the name of the pipeline to disable the effect in
  64663. * @param renderEffectName the name of the effect to disable
  64664. * @param cameras the cameras that the effect should be disabled on
  64665. */
  64666. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64667. /**
  64668. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  64669. */
  64670. update(): void;
  64671. /** @hidden */
  64672. _rebuild(): void;
  64673. /**
  64674. * Disposes of the manager and pipelines
  64675. */
  64676. dispose(): void;
  64677. }
  64678. }
  64679. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  64680. import { ISceneComponent } from "babylonjs/sceneComponent";
  64681. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  64682. import { Scene } from "babylonjs/scene";
  64683. module "babylonjs/scene" {
  64684. interface Scene {
  64685. /** @hidden (Backing field) */
  64686. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64687. /**
  64688. * Gets the postprocess render pipeline manager
  64689. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64690. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64691. */
  64692. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64693. }
  64694. }
  64695. /**
  64696. * Defines the Render Pipeline scene component responsible to rendering pipelines
  64697. */
  64698. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  64699. /**
  64700. * The component name helpfull to identify the component in the list of scene components.
  64701. */
  64702. readonly name: string;
  64703. /**
  64704. * The scene the component belongs to.
  64705. */
  64706. scene: Scene;
  64707. /**
  64708. * Creates a new instance of the component for the given scene
  64709. * @param scene Defines the scene to register the component in
  64710. */
  64711. constructor(scene: Scene);
  64712. /**
  64713. * Registers the component in a given scene
  64714. */
  64715. register(): void;
  64716. /**
  64717. * Rebuilds the elements related to this component in case of
  64718. * context lost for instance.
  64719. */
  64720. rebuild(): void;
  64721. /**
  64722. * Disposes the component and the associated ressources
  64723. */
  64724. dispose(): void;
  64725. private _gatherRenderTargets;
  64726. }
  64727. }
  64728. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  64729. import { Nullable } from "babylonjs/types";
  64730. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64731. import { Camera } from "babylonjs/Cameras/camera";
  64732. import { IDisposable } from "babylonjs/scene";
  64733. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  64734. import { Scene } from "babylonjs/scene";
  64735. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  64736. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  64737. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  64738. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  64739. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64740. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64741. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  64742. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64743. import { Animation } from "babylonjs/Animations/animation";
  64744. /**
  64745. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  64746. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64747. */
  64748. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64749. private _scene;
  64750. private _camerasToBeAttached;
  64751. /**
  64752. * ID of the sharpen post process,
  64753. */
  64754. private readonly SharpenPostProcessId;
  64755. /**
  64756. * @ignore
  64757. * ID of the image processing post process;
  64758. */
  64759. readonly ImageProcessingPostProcessId: string;
  64760. /**
  64761. * @ignore
  64762. * ID of the Fast Approximate Anti-Aliasing post process;
  64763. */
  64764. readonly FxaaPostProcessId: string;
  64765. /**
  64766. * ID of the chromatic aberration post process,
  64767. */
  64768. private readonly ChromaticAberrationPostProcessId;
  64769. /**
  64770. * ID of the grain post process
  64771. */
  64772. private readonly GrainPostProcessId;
  64773. /**
  64774. * Sharpen post process which will apply a sharpen convolution to enhance edges
  64775. */
  64776. sharpen: SharpenPostProcess;
  64777. private _sharpenEffect;
  64778. private bloom;
  64779. /**
  64780. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  64781. */
  64782. depthOfField: DepthOfFieldEffect;
  64783. /**
  64784. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64785. */
  64786. fxaa: FxaaPostProcess;
  64787. /**
  64788. * Image post processing pass used to perform operations such as tone mapping or color grading.
  64789. */
  64790. imageProcessing: ImageProcessingPostProcess;
  64791. /**
  64792. * Chromatic aberration post process which will shift rgb colors in the image
  64793. */
  64794. chromaticAberration: ChromaticAberrationPostProcess;
  64795. private _chromaticAberrationEffect;
  64796. /**
  64797. * Grain post process which add noise to the image
  64798. */
  64799. grain: GrainPostProcess;
  64800. private _grainEffect;
  64801. /**
  64802. * Glow post process which adds a glow to emissive areas of the image
  64803. */
  64804. private _glowLayer;
  64805. /**
  64806. * Animations which can be used to tweak settings over a period of time
  64807. */
  64808. animations: Animation[];
  64809. private _imageProcessingConfigurationObserver;
  64810. private _sharpenEnabled;
  64811. private _bloomEnabled;
  64812. private _depthOfFieldEnabled;
  64813. private _depthOfFieldBlurLevel;
  64814. private _fxaaEnabled;
  64815. private _imageProcessingEnabled;
  64816. private _defaultPipelineTextureType;
  64817. private _bloomScale;
  64818. private _chromaticAberrationEnabled;
  64819. private _grainEnabled;
  64820. private _buildAllowed;
  64821. /**
  64822. * Gets active scene
  64823. */
  64824. readonly scene: Scene;
  64825. /**
  64826. * Enable or disable the sharpen process from the pipeline
  64827. */
  64828. sharpenEnabled: boolean;
  64829. private _resizeObserver;
  64830. private _hardwareScaleLevel;
  64831. private _bloomKernel;
  64832. /**
  64833. * Specifies the size of the bloom blur kernel, relative to the final output size
  64834. */
  64835. bloomKernel: number;
  64836. /**
  64837. * Specifies the weight of the bloom in the final rendering
  64838. */
  64839. private _bloomWeight;
  64840. /**
  64841. * Specifies the luma threshold for the area that will be blurred by the bloom
  64842. */
  64843. private _bloomThreshold;
  64844. private _hdr;
  64845. /**
  64846. * The strength of the bloom.
  64847. */
  64848. bloomWeight: number;
  64849. /**
  64850. * The strength of the bloom.
  64851. */
  64852. bloomThreshold: number;
  64853. /**
  64854. * The scale of the bloom, lower value will provide better performance.
  64855. */
  64856. bloomScale: number;
  64857. /**
  64858. * Enable or disable the bloom from the pipeline
  64859. */
  64860. bloomEnabled: boolean;
  64861. private _rebuildBloom;
  64862. /**
  64863. * If the depth of field is enabled.
  64864. */
  64865. depthOfFieldEnabled: boolean;
  64866. /**
  64867. * Blur level of the depth of field effect. (Higher blur will effect performance)
  64868. */
  64869. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  64870. /**
  64871. * If the anti aliasing is enabled.
  64872. */
  64873. fxaaEnabled: boolean;
  64874. private _samples;
  64875. /**
  64876. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  64877. */
  64878. samples: number;
  64879. /**
  64880. * If image processing is enabled.
  64881. */
  64882. imageProcessingEnabled: boolean;
  64883. /**
  64884. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  64885. */
  64886. glowLayerEnabled: boolean;
  64887. /**
  64888. * Gets the glow layer (or null if not defined)
  64889. */
  64890. readonly glowLayer: Nullable<GlowLayer>;
  64891. /**
  64892. * Enable or disable the chromaticAberration process from the pipeline
  64893. */
  64894. chromaticAberrationEnabled: boolean;
  64895. /**
  64896. * Enable or disable the grain process from the pipeline
  64897. */
  64898. grainEnabled: boolean;
  64899. /**
  64900. * @constructor
  64901. * @param name - The rendering pipeline name (default: "")
  64902. * @param hdr - If high dynamic range textures should be used (default: true)
  64903. * @param scene - The scene linked to this pipeline (default: the last created scene)
  64904. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  64905. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  64906. */
  64907. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  64908. /**
  64909. * Get the class name
  64910. * @returns "DefaultRenderingPipeline"
  64911. */
  64912. getClassName(): string;
  64913. /**
  64914. * Force the compilation of the entire pipeline.
  64915. */
  64916. prepare(): void;
  64917. private _hasCleared;
  64918. private _prevPostProcess;
  64919. private _prevPrevPostProcess;
  64920. private _setAutoClearAndTextureSharing;
  64921. private _depthOfFieldSceneObserver;
  64922. private _buildPipeline;
  64923. private _disposePostProcesses;
  64924. /**
  64925. * Adds a camera to the pipeline
  64926. * @param camera the camera to be added
  64927. */
  64928. addCamera(camera: Camera): void;
  64929. /**
  64930. * Removes a camera from the pipeline
  64931. * @param camera the camera to remove
  64932. */
  64933. removeCamera(camera: Camera): void;
  64934. /**
  64935. * Dispose of the pipeline and stop all post processes
  64936. */
  64937. dispose(): void;
  64938. /**
  64939. * Serialize the rendering pipeline (Used when exporting)
  64940. * @returns the serialized object
  64941. */
  64942. serialize(): any;
  64943. /**
  64944. * Parse the serialized pipeline
  64945. * @param source Source pipeline.
  64946. * @param scene The scene to load the pipeline to.
  64947. * @param rootUrl The URL of the serialized pipeline.
  64948. * @returns An instantiated pipeline from the serialized object.
  64949. */
  64950. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  64951. }
  64952. }
  64953. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  64954. /** @hidden */
  64955. export var lensHighlightsPixelShader: {
  64956. name: string;
  64957. shader: string;
  64958. };
  64959. }
  64960. declare module "babylonjs/Shaders/depthOfField.fragment" {
  64961. /** @hidden */
  64962. export var depthOfFieldPixelShader: {
  64963. name: string;
  64964. shader: string;
  64965. };
  64966. }
  64967. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  64968. import { Camera } from "babylonjs/Cameras/camera";
  64969. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64970. import { Scene } from "babylonjs/scene";
  64971. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64972. import "babylonjs/Shaders/chromaticAberration.fragment";
  64973. import "babylonjs/Shaders/lensHighlights.fragment";
  64974. import "babylonjs/Shaders/depthOfField.fragment";
  64975. /**
  64976. * BABYLON.JS Chromatic Aberration GLSL Shader
  64977. * Author: Olivier Guyot
  64978. * Separates very slightly R, G and B colors on the edges of the screen
  64979. * Inspired by Francois Tarlier & Martins Upitis
  64980. */
  64981. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  64982. /**
  64983. * @ignore
  64984. * The chromatic aberration PostProcess id in the pipeline
  64985. */
  64986. LensChromaticAberrationEffect: string;
  64987. /**
  64988. * @ignore
  64989. * The highlights enhancing PostProcess id in the pipeline
  64990. */
  64991. HighlightsEnhancingEffect: string;
  64992. /**
  64993. * @ignore
  64994. * The depth-of-field PostProcess id in the pipeline
  64995. */
  64996. LensDepthOfFieldEffect: string;
  64997. private _scene;
  64998. private _depthTexture;
  64999. private _grainTexture;
  65000. private _chromaticAberrationPostProcess;
  65001. private _highlightsPostProcess;
  65002. private _depthOfFieldPostProcess;
  65003. private _edgeBlur;
  65004. private _grainAmount;
  65005. private _chromaticAberration;
  65006. private _distortion;
  65007. private _highlightsGain;
  65008. private _highlightsThreshold;
  65009. private _dofDistance;
  65010. private _dofAperture;
  65011. private _dofDarken;
  65012. private _dofPentagon;
  65013. private _blurNoise;
  65014. /**
  65015. * @constructor
  65016. *
  65017. * Effect parameters are as follow:
  65018. * {
  65019. * chromatic_aberration: number; // from 0 to x (1 for realism)
  65020. * edge_blur: number; // from 0 to x (1 for realism)
  65021. * distortion: number; // from 0 to x (1 for realism)
  65022. * grain_amount: number; // from 0 to 1
  65023. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  65024. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  65025. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  65026. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  65027. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  65028. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  65029. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  65030. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  65031. * }
  65032. * Note: if an effect parameter is unset, effect is disabled
  65033. *
  65034. * @param name The rendering pipeline name
  65035. * @param parameters - An object containing all parameters (see above)
  65036. * @param scene The scene linked to this pipeline
  65037. * @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)
  65038. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65039. */
  65040. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  65041. /**
  65042. * Get the class name
  65043. * @returns "LensRenderingPipeline"
  65044. */
  65045. getClassName(): string;
  65046. /**
  65047. * Gets associated scene
  65048. */
  65049. readonly scene: Scene;
  65050. /**
  65051. * Gets or sets the edge blur
  65052. */
  65053. edgeBlur: number;
  65054. /**
  65055. * Gets or sets the grain amount
  65056. */
  65057. grainAmount: number;
  65058. /**
  65059. * Gets or sets the chromatic aberration amount
  65060. */
  65061. chromaticAberration: number;
  65062. /**
  65063. * Gets or sets the depth of field aperture
  65064. */
  65065. dofAperture: number;
  65066. /**
  65067. * Gets or sets the edge distortion
  65068. */
  65069. edgeDistortion: number;
  65070. /**
  65071. * Gets or sets the depth of field distortion
  65072. */
  65073. dofDistortion: number;
  65074. /**
  65075. * Gets or sets the darken out of focus amount
  65076. */
  65077. darkenOutOfFocus: number;
  65078. /**
  65079. * Gets or sets a boolean indicating if blur noise is enabled
  65080. */
  65081. blurNoise: boolean;
  65082. /**
  65083. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  65084. */
  65085. pentagonBokeh: boolean;
  65086. /**
  65087. * Gets or sets the highlight grain amount
  65088. */
  65089. highlightsGain: number;
  65090. /**
  65091. * Gets or sets the highlight threshold
  65092. */
  65093. highlightsThreshold: number;
  65094. /**
  65095. * Sets the amount of blur at the edges
  65096. * @param amount blur amount
  65097. */
  65098. setEdgeBlur(amount: number): void;
  65099. /**
  65100. * Sets edge blur to 0
  65101. */
  65102. disableEdgeBlur(): void;
  65103. /**
  65104. * Sets the amout of grain
  65105. * @param amount Amount of grain
  65106. */
  65107. setGrainAmount(amount: number): void;
  65108. /**
  65109. * Set grain amount to 0
  65110. */
  65111. disableGrain(): void;
  65112. /**
  65113. * Sets the chromatic aberration amount
  65114. * @param amount amount of chromatic aberration
  65115. */
  65116. setChromaticAberration(amount: number): void;
  65117. /**
  65118. * Sets chromatic aberration amount to 0
  65119. */
  65120. disableChromaticAberration(): void;
  65121. /**
  65122. * Sets the EdgeDistortion amount
  65123. * @param amount amount of EdgeDistortion
  65124. */
  65125. setEdgeDistortion(amount: number): void;
  65126. /**
  65127. * Sets edge distortion to 0
  65128. */
  65129. disableEdgeDistortion(): void;
  65130. /**
  65131. * Sets the FocusDistance amount
  65132. * @param amount amount of FocusDistance
  65133. */
  65134. setFocusDistance(amount: number): void;
  65135. /**
  65136. * Disables depth of field
  65137. */
  65138. disableDepthOfField(): void;
  65139. /**
  65140. * Sets the Aperture amount
  65141. * @param amount amount of Aperture
  65142. */
  65143. setAperture(amount: number): void;
  65144. /**
  65145. * Sets the DarkenOutOfFocus amount
  65146. * @param amount amount of DarkenOutOfFocus
  65147. */
  65148. setDarkenOutOfFocus(amount: number): void;
  65149. private _pentagonBokehIsEnabled;
  65150. /**
  65151. * Creates a pentagon bokeh effect
  65152. */
  65153. enablePentagonBokeh(): void;
  65154. /**
  65155. * Disables the pentagon bokeh effect
  65156. */
  65157. disablePentagonBokeh(): void;
  65158. /**
  65159. * Enables noise blur
  65160. */
  65161. enableNoiseBlur(): void;
  65162. /**
  65163. * Disables noise blur
  65164. */
  65165. disableNoiseBlur(): void;
  65166. /**
  65167. * Sets the HighlightsGain amount
  65168. * @param amount amount of HighlightsGain
  65169. */
  65170. setHighlightsGain(amount: number): void;
  65171. /**
  65172. * Sets the HighlightsThreshold amount
  65173. * @param amount amount of HighlightsThreshold
  65174. */
  65175. setHighlightsThreshold(amount: number): void;
  65176. /**
  65177. * Disables highlights
  65178. */
  65179. disableHighlights(): void;
  65180. /**
  65181. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  65182. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  65183. */
  65184. dispose(disableDepthRender?: boolean): void;
  65185. private _createChromaticAberrationPostProcess;
  65186. private _createHighlightsPostProcess;
  65187. private _createDepthOfFieldPostProcess;
  65188. private _createGrainTexture;
  65189. }
  65190. }
  65191. declare module "babylonjs/Shaders/ssao2.fragment" {
  65192. /** @hidden */
  65193. export var ssao2PixelShader: {
  65194. name: string;
  65195. shader: string;
  65196. };
  65197. }
  65198. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  65199. /** @hidden */
  65200. export var ssaoCombinePixelShader: {
  65201. name: string;
  65202. shader: string;
  65203. };
  65204. }
  65205. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  65206. import { Camera } from "babylonjs/Cameras/camera";
  65207. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65208. import { Scene } from "babylonjs/scene";
  65209. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65210. import "babylonjs/Shaders/ssao2.fragment";
  65211. import "babylonjs/Shaders/ssaoCombine.fragment";
  65212. /**
  65213. * Render pipeline to produce ssao effect
  65214. */
  65215. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  65216. /**
  65217. * @ignore
  65218. * The PassPostProcess id in the pipeline that contains the original scene color
  65219. */
  65220. SSAOOriginalSceneColorEffect: string;
  65221. /**
  65222. * @ignore
  65223. * The SSAO PostProcess id in the pipeline
  65224. */
  65225. SSAORenderEffect: string;
  65226. /**
  65227. * @ignore
  65228. * The horizontal blur PostProcess id in the pipeline
  65229. */
  65230. SSAOBlurHRenderEffect: string;
  65231. /**
  65232. * @ignore
  65233. * The vertical blur PostProcess id in the pipeline
  65234. */
  65235. SSAOBlurVRenderEffect: string;
  65236. /**
  65237. * @ignore
  65238. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65239. */
  65240. SSAOCombineRenderEffect: string;
  65241. /**
  65242. * The output strength of the SSAO post-process. Default value is 1.0.
  65243. */
  65244. totalStrength: number;
  65245. /**
  65246. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  65247. */
  65248. maxZ: number;
  65249. /**
  65250. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  65251. */
  65252. minZAspect: number;
  65253. private _samples;
  65254. /**
  65255. * Number of samples used for the SSAO calculations. Default value is 8
  65256. */
  65257. samples: number;
  65258. private _textureSamples;
  65259. /**
  65260. * Number of samples to use for antialiasing
  65261. */
  65262. textureSamples: number;
  65263. /**
  65264. * Ratio object used for SSAO ratio and blur ratio
  65265. */
  65266. private _ratio;
  65267. /**
  65268. * Dynamically generated sphere sampler.
  65269. */
  65270. private _sampleSphere;
  65271. /**
  65272. * Blur filter offsets
  65273. */
  65274. private _samplerOffsets;
  65275. private _expensiveBlur;
  65276. /**
  65277. * If bilateral blur should be used
  65278. */
  65279. expensiveBlur: boolean;
  65280. /**
  65281. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  65282. */
  65283. radius: number;
  65284. /**
  65285. * The base color of the SSAO post-process
  65286. * The final result is "base + ssao" between [0, 1]
  65287. */
  65288. base: number;
  65289. /**
  65290. * Support test.
  65291. */
  65292. static readonly IsSupported: boolean;
  65293. private _scene;
  65294. private _depthTexture;
  65295. private _normalTexture;
  65296. private _randomTexture;
  65297. private _originalColorPostProcess;
  65298. private _ssaoPostProcess;
  65299. private _blurHPostProcess;
  65300. private _blurVPostProcess;
  65301. private _ssaoCombinePostProcess;
  65302. /**
  65303. * Gets active scene
  65304. */
  65305. readonly scene: Scene;
  65306. /**
  65307. * @constructor
  65308. * @param name The rendering pipeline name
  65309. * @param scene The scene linked to this pipeline
  65310. * @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 }
  65311. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65312. */
  65313. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65314. /**
  65315. * Get the class name
  65316. * @returns "SSAO2RenderingPipeline"
  65317. */
  65318. getClassName(): string;
  65319. /**
  65320. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65321. */
  65322. dispose(disableGeometryBufferRenderer?: boolean): void;
  65323. private _createBlurPostProcess;
  65324. /** @hidden */
  65325. _rebuild(): void;
  65326. private _bits;
  65327. private _radicalInverse_VdC;
  65328. private _hammersley;
  65329. private _hemisphereSample_uniform;
  65330. private _generateHemisphere;
  65331. private _createSSAOPostProcess;
  65332. private _createSSAOCombinePostProcess;
  65333. private _createRandomTexture;
  65334. /**
  65335. * Serialize the rendering pipeline (Used when exporting)
  65336. * @returns the serialized object
  65337. */
  65338. serialize(): any;
  65339. /**
  65340. * Parse the serialized pipeline
  65341. * @param source Source pipeline.
  65342. * @param scene The scene to load the pipeline to.
  65343. * @param rootUrl The URL of the serialized pipeline.
  65344. * @returns An instantiated pipeline from the serialized object.
  65345. */
  65346. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  65347. }
  65348. }
  65349. declare module "babylonjs/Shaders/ssao.fragment" {
  65350. /** @hidden */
  65351. export var ssaoPixelShader: {
  65352. name: string;
  65353. shader: string;
  65354. };
  65355. }
  65356. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  65357. import { Camera } from "babylonjs/Cameras/camera";
  65358. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65359. import { Scene } from "babylonjs/scene";
  65360. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65361. import "babylonjs/Shaders/ssao.fragment";
  65362. import "babylonjs/Shaders/ssaoCombine.fragment";
  65363. /**
  65364. * Render pipeline to produce ssao effect
  65365. */
  65366. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  65367. /**
  65368. * @ignore
  65369. * The PassPostProcess id in the pipeline that contains the original scene color
  65370. */
  65371. SSAOOriginalSceneColorEffect: string;
  65372. /**
  65373. * @ignore
  65374. * The SSAO PostProcess id in the pipeline
  65375. */
  65376. SSAORenderEffect: string;
  65377. /**
  65378. * @ignore
  65379. * The horizontal blur PostProcess id in the pipeline
  65380. */
  65381. SSAOBlurHRenderEffect: string;
  65382. /**
  65383. * @ignore
  65384. * The vertical blur PostProcess id in the pipeline
  65385. */
  65386. SSAOBlurVRenderEffect: string;
  65387. /**
  65388. * @ignore
  65389. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65390. */
  65391. SSAOCombineRenderEffect: string;
  65392. /**
  65393. * The output strength of the SSAO post-process. Default value is 1.0.
  65394. */
  65395. totalStrength: number;
  65396. /**
  65397. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  65398. */
  65399. radius: number;
  65400. /**
  65401. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  65402. * Must not be equal to fallOff and superior to fallOff.
  65403. * Default value is 0.0075
  65404. */
  65405. area: number;
  65406. /**
  65407. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  65408. * Must not be equal to area and inferior to area.
  65409. * Default value is 0.000001
  65410. */
  65411. fallOff: number;
  65412. /**
  65413. * The base color of the SSAO post-process
  65414. * The final result is "base + ssao" between [0, 1]
  65415. */
  65416. base: number;
  65417. private _scene;
  65418. private _depthTexture;
  65419. private _randomTexture;
  65420. private _originalColorPostProcess;
  65421. private _ssaoPostProcess;
  65422. private _blurHPostProcess;
  65423. private _blurVPostProcess;
  65424. private _ssaoCombinePostProcess;
  65425. private _firstUpdate;
  65426. /**
  65427. * Gets active scene
  65428. */
  65429. readonly scene: Scene;
  65430. /**
  65431. * @constructor
  65432. * @param name - The rendering pipeline name
  65433. * @param scene - The scene linked to this pipeline
  65434. * @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 }
  65435. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  65436. */
  65437. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65438. /**
  65439. * Get the class name
  65440. * @returns "SSAORenderingPipeline"
  65441. */
  65442. getClassName(): string;
  65443. /**
  65444. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65445. */
  65446. dispose(disableDepthRender?: boolean): void;
  65447. private _createBlurPostProcess;
  65448. /** @hidden */
  65449. _rebuild(): void;
  65450. private _createSSAOPostProcess;
  65451. private _createSSAOCombinePostProcess;
  65452. private _createRandomTexture;
  65453. }
  65454. }
  65455. declare module "babylonjs/Shaders/standard.fragment" {
  65456. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65457. /** @hidden */
  65458. export var standardPixelShader: {
  65459. name: string;
  65460. shader: string;
  65461. };
  65462. }
  65463. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  65464. import { Nullable } from "babylonjs/types";
  65465. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  65466. import { Camera } from "babylonjs/Cameras/camera";
  65467. import { Texture } from "babylonjs/Materials/Textures/texture";
  65468. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65469. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65470. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  65471. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  65472. import { IDisposable } from "babylonjs/scene";
  65473. import { SpotLight } from "babylonjs/Lights/spotLight";
  65474. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  65475. import { Scene } from "babylonjs/scene";
  65476. import { Animation } from "babylonjs/Animations/animation";
  65477. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65478. import "babylonjs/Shaders/standard.fragment";
  65479. /**
  65480. * Standard rendering pipeline
  65481. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65482. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  65483. */
  65484. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  65485. /**
  65486. * Public members
  65487. */
  65488. /**
  65489. * Post-process which contains the original scene color before the pipeline applies all the effects
  65490. */
  65491. originalPostProcess: Nullable<PostProcess>;
  65492. /**
  65493. * Post-process used to down scale an image x4
  65494. */
  65495. downSampleX4PostProcess: Nullable<PostProcess>;
  65496. /**
  65497. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  65498. */
  65499. brightPassPostProcess: Nullable<PostProcess>;
  65500. /**
  65501. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  65502. */
  65503. blurHPostProcesses: PostProcess[];
  65504. /**
  65505. * Post-process array storing all the vertical blur post-processes used by the pipeline
  65506. */
  65507. blurVPostProcesses: PostProcess[];
  65508. /**
  65509. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  65510. */
  65511. textureAdderPostProcess: Nullable<PostProcess>;
  65512. /**
  65513. * Post-process used to create volumetric lighting effect
  65514. */
  65515. volumetricLightPostProcess: Nullable<PostProcess>;
  65516. /**
  65517. * Post-process used to smooth the previous volumetric light post-process on the X axis
  65518. */
  65519. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  65520. /**
  65521. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  65522. */
  65523. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  65524. /**
  65525. * Post-process used to merge the volumetric light effect and the real scene color
  65526. */
  65527. volumetricLightMergePostProces: Nullable<PostProcess>;
  65528. /**
  65529. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  65530. */
  65531. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  65532. /**
  65533. * Base post-process used to calculate the average luminance of the final image for HDR
  65534. */
  65535. luminancePostProcess: Nullable<PostProcess>;
  65536. /**
  65537. * Post-processes used to create down sample post-processes in order to get
  65538. * the average luminance of the final image for HDR
  65539. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  65540. */
  65541. luminanceDownSamplePostProcesses: PostProcess[];
  65542. /**
  65543. * Post-process used to create a HDR effect (light adaptation)
  65544. */
  65545. hdrPostProcess: Nullable<PostProcess>;
  65546. /**
  65547. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  65548. */
  65549. textureAdderFinalPostProcess: Nullable<PostProcess>;
  65550. /**
  65551. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  65552. */
  65553. lensFlareFinalPostProcess: Nullable<PostProcess>;
  65554. /**
  65555. * Post-process used to merge the final HDR post-process and the real scene color
  65556. */
  65557. hdrFinalPostProcess: Nullable<PostProcess>;
  65558. /**
  65559. * Post-process used to create a lens flare effect
  65560. */
  65561. lensFlarePostProcess: Nullable<PostProcess>;
  65562. /**
  65563. * Post-process that merges the result of the lens flare post-process and the real scene color
  65564. */
  65565. lensFlareComposePostProcess: Nullable<PostProcess>;
  65566. /**
  65567. * Post-process used to create a motion blur effect
  65568. */
  65569. motionBlurPostProcess: Nullable<PostProcess>;
  65570. /**
  65571. * Post-process used to create a depth of field effect
  65572. */
  65573. depthOfFieldPostProcess: Nullable<PostProcess>;
  65574. /**
  65575. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  65576. */
  65577. fxaaPostProcess: Nullable<FxaaPostProcess>;
  65578. /**
  65579. * Represents the brightness threshold in order to configure the illuminated surfaces
  65580. */
  65581. brightThreshold: number;
  65582. /**
  65583. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  65584. */
  65585. blurWidth: number;
  65586. /**
  65587. * Sets if the blur for highlighted surfaces must be only horizontal
  65588. */
  65589. horizontalBlur: boolean;
  65590. /**
  65591. * Gets the overall exposure used by the pipeline
  65592. */
  65593. /**
  65594. * Sets the overall exposure used by the pipeline
  65595. */
  65596. exposure: number;
  65597. /**
  65598. * Texture used typically to simulate "dirty" on camera lens
  65599. */
  65600. lensTexture: Nullable<Texture>;
  65601. /**
  65602. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  65603. */
  65604. volumetricLightCoefficient: number;
  65605. /**
  65606. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  65607. */
  65608. volumetricLightPower: number;
  65609. /**
  65610. * Used the set the blur intensity to smooth the volumetric lights
  65611. */
  65612. volumetricLightBlurScale: number;
  65613. /**
  65614. * Light (spot or directional) used to generate the volumetric lights rays
  65615. * The source light must have a shadow generate so the pipeline can get its
  65616. * depth map
  65617. */
  65618. sourceLight: Nullable<SpotLight | DirectionalLight>;
  65619. /**
  65620. * For eye adaptation, represents the minimum luminance the eye can see
  65621. */
  65622. hdrMinimumLuminance: number;
  65623. /**
  65624. * For eye adaptation, represents the decrease luminance speed
  65625. */
  65626. hdrDecreaseRate: number;
  65627. /**
  65628. * For eye adaptation, represents the increase luminance speed
  65629. */
  65630. hdrIncreaseRate: number;
  65631. /**
  65632. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65633. */
  65634. /**
  65635. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65636. */
  65637. hdrAutoExposure: boolean;
  65638. /**
  65639. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  65640. */
  65641. lensColorTexture: Nullable<Texture>;
  65642. /**
  65643. * The overall strengh for the lens flare effect
  65644. */
  65645. lensFlareStrength: number;
  65646. /**
  65647. * Dispersion coefficient for lens flare ghosts
  65648. */
  65649. lensFlareGhostDispersal: number;
  65650. /**
  65651. * Main lens flare halo width
  65652. */
  65653. lensFlareHaloWidth: number;
  65654. /**
  65655. * Based on the lens distortion effect, defines how much the lens flare result
  65656. * is distorted
  65657. */
  65658. lensFlareDistortionStrength: number;
  65659. /**
  65660. * Configures the blur intensity used for for lens flare (halo)
  65661. */
  65662. lensFlareBlurWidth: number;
  65663. /**
  65664. * Lens star texture must be used to simulate rays on the flares and is available
  65665. * in the documentation
  65666. */
  65667. lensStarTexture: Nullable<Texture>;
  65668. /**
  65669. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  65670. * flare effect by taking account of the dirt texture
  65671. */
  65672. lensFlareDirtTexture: Nullable<Texture>;
  65673. /**
  65674. * Represents the focal length for the depth of field effect
  65675. */
  65676. depthOfFieldDistance: number;
  65677. /**
  65678. * Represents the blur intensity for the blurred part of the depth of field effect
  65679. */
  65680. depthOfFieldBlurWidth: number;
  65681. /**
  65682. * Gets how much the image is blurred by the movement while using the motion blur post-process
  65683. */
  65684. /**
  65685. * Sets how much the image is blurred by the movement while using the motion blur post-process
  65686. */
  65687. motionStrength: number;
  65688. /**
  65689. * Gets wether or not the motion blur post-process is object based or screen based.
  65690. */
  65691. /**
  65692. * Sets wether or not the motion blur post-process should be object based or screen based
  65693. */
  65694. objectBasedMotionBlur: boolean;
  65695. /**
  65696. * List of animations for the pipeline (IAnimatable implementation)
  65697. */
  65698. animations: Animation[];
  65699. /**
  65700. * Private members
  65701. */
  65702. private _scene;
  65703. private _currentDepthOfFieldSource;
  65704. private _basePostProcess;
  65705. private _fixedExposure;
  65706. private _currentExposure;
  65707. private _hdrAutoExposure;
  65708. private _hdrCurrentLuminance;
  65709. private _motionStrength;
  65710. private _isObjectBasedMotionBlur;
  65711. private _floatTextureType;
  65712. private _camerasToBeAttached;
  65713. private _ratio;
  65714. private _bloomEnabled;
  65715. private _depthOfFieldEnabled;
  65716. private _vlsEnabled;
  65717. private _lensFlareEnabled;
  65718. private _hdrEnabled;
  65719. private _motionBlurEnabled;
  65720. private _fxaaEnabled;
  65721. private _motionBlurSamples;
  65722. private _volumetricLightStepsCount;
  65723. private _samples;
  65724. /**
  65725. * @ignore
  65726. * Specifies if the bloom pipeline is enabled
  65727. */
  65728. BloomEnabled: boolean;
  65729. /**
  65730. * @ignore
  65731. * Specifies if the depth of field pipeline is enabed
  65732. */
  65733. DepthOfFieldEnabled: boolean;
  65734. /**
  65735. * @ignore
  65736. * Specifies if the lens flare pipeline is enabed
  65737. */
  65738. LensFlareEnabled: boolean;
  65739. /**
  65740. * @ignore
  65741. * Specifies if the HDR pipeline is enabled
  65742. */
  65743. HDREnabled: boolean;
  65744. /**
  65745. * @ignore
  65746. * Specifies if the volumetric lights scattering effect is enabled
  65747. */
  65748. VLSEnabled: boolean;
  65749. /**
  65750. * @ignore
  65751. * Specifies if the motion blur effect is enabled
  65752. */
  65753. MotionBlurEnabled: boolean;
  65754. /**
  65755. * Specifies if anti-aliasing is enabled
  65756. */
  65757. fxaaEnabled: boolean;
  65758. /**
  65759. * Specifies the number of steps used to calculate the volumetric lights
  65760. * Typically in interval [50, 200]
  65761. */
  65762. volumetricLightStepsCount: number;
  65763. /**
  65764. * Specifies the number of samples used for the motion blur effect
  65765. * Typically in interval [16, 64]
  65766. */
  65767. motionBlurSamples: number;
  65768. /**
  65769. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  65770. */
  65771. samples: number;
  65772. /**
  65773. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65774. * @constructor
  65775. * @param name The rendering pipeline name
  65776. * @param scene The scene linked to this pipeline
  65777. * @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)
  65778. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  65779. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65780. */
  65781. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  65782. private _buildPipeline;
  65783. private _createDownSampleX4PostProcess;
  65784. private _createBrightPassPostProcess;
  65785. private _createBlurPostProcesses;
  65786. private _createTextureAdderPostProcess;
  65787. private _createVolumetricLightPostProcess;
  65788. private _createLuminancePostProcesses;
  65789. private _createHdrPostProcess;
  65790. private _createLensFlarePostProcess;
  65791. private _createDepthOfFieldPostProcess;
  65792. private _createMotionBlurPostProcess;
  65793. private _getDepthTexture;
  65794. private _disposePostProcesses;
  65795. /**
  65796. * Dispose of the pipeline and stop all post processes
  65797. */
  65798. dispose(): void;
  65799. /**
  65800. * Serialize the rendering pipeline (Used when exporting)
  65801. * @returns the serialized object
  65802. */
  65803. serialize(): any;
  65804. /**
  65805. * Parse the serialized pipeline
  65806. * @param source Source pipeline.
  65807. * @param scene The scene to load the pipeline to.
  65808. * @param rootUrl The URL of the serialized pipeline.
  65809. * @returns An instantiated pipeline from the serialized object.
  65810. */
  65811. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  65812. /**
  65813. * Luminance steps
  65814. */
  65815. static LuminanceSteps: number;
  65816. }
  65817. }
  65818. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  65819. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  65820. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  65821. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  65822. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  65823. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  65824. }
  65825. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  65826. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  65827. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  65828. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65829. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  65830. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65831. }
  65832. declare module "babylonjs/Shaders/tonemap.fragment" {
  65833. /** @hidden */
  65834. export var tonemapPixelShader: {
  65835. name: string;
  65836. shader: string;
  65837. };
  65838. }
  65839. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  65840. import { Camera } from "babylonjs/Cameras/camera";
  65841. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65842. import "babylonjs/Shaders/tonemap.fragment";
  65843. import { Engine } from "babylonjs/Engines/engine";
  65844. /** Defines operator used for tonemapping */
  65845. export enum TonemappingOperator {
  65846. /** Hable */
  65847. Hable = 0,
  65848. /** Reinhard */
  65849. Reinhard = 1,
  65850. /** HejiDawson */
  65851. HejiDawson = 2,
  65852. /** Photographic */
  65853. Photographic = 3
  65854. }
  65855. /**
  65856. * Defines a post process to apply tone mapping
  65857. */
  65858. export class TonemapPostProcess extends PostProcess {
  65859. private _operator;
  65860. /** Defines the required exposure adjustement */
  65861. exposureAdjustment: number;
  65862. /**
  65863. * Creates a new TonemapPostProcess
  65864. * @param name defines the name of the postprocess
  65865. * @param _operator defines the operator to use
  65866. * @param exposureAdjustment defines the required exposure adjustement
  65867. * @param camera defines the camera to use (can be null)
  65868. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  65869. * @param engine defines the hosting engine (can be ignore if camera is set)
  65870. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  65871. */
  65872. constructor(name: string, _operator: TonemappingOperator,
  65873. /** Defines the required exposure adjustement */
  65874. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  65875. }
  65876. }
  65877. declare module "babylonjs/Shaders/depth.vertex" {
  65878. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65879. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65880. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65881. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65882. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65883. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65884. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65885. /** @hidden */
  65886. export var depthVertexShader: {
  65887. name: string;
  65888. shader: string;
  65889. };
  65890. }
  65891. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  65892. /** @hidden */
  65893. export var volumetricLightScatteringPixelShader: {
  65894. name: string;
  65895. shader: string;
  65896. };
  65897. }
  65898. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  65899. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65900. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65901. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65902. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65903. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65904. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65905. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65906. /** @hidden */
  65907. export var volumetricLightScatteringPassVertexShader: {
  65908. name: string;
  65909. shader: string;
  65910. };
  65911. }
  65912. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  65913. /** @hidden */
  65914. export var volumetricLightScatteringPassPixelShader: {
  65915. name: string;
  65916. shader: string;
  65917. };
  65918. }
  65919. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  65920. import { Vector3 } from "babylonjs/Maths/math.vector";
  65921. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65922. import { Mesh } from "babylonjs/Meshes/mesh";
  65923. import { Camera } from "babylonjs/Cameras/camera";
  65924. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65925. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65926. import { Scene } from "babylonjs/scene";
  65927. import "babylonjs/Meshes/Builders/planeBuilder";
  65928. import "babylonjs/Shaders/depth.vertex";
  65929. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  65930. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  65931. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  65932. import { Engine } from "babylonjs/Engines/engine";
  65933. /**
  65934. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  65935. */
  65936. export class VolumetricLightScatteringPostProcess extends PostProcess {
  65937. private _volumetricLightScatteringPass;
  65938. private _volumetricLightScatteringRTT;
  65939. private _viewPort;
  65940. private _screenCoordinates;
  65941. private _cachedDefines;
  65942. /**
  65943. * If not undefined, the mesh position is computed from the attached node position
  65944. */
  65945. attachedNode: {
  65946. position: Vector3;
  65947. };
  65948. /**
  65949. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  65950. */
  65951. customMeshPosition: Vector3;
  65952. /**
  65953. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  65954. */
  65955. useCustomMeshPosition: boolean;
  65956. /**
  65957. * If the post-process should inverse the light scattering direction
  65958. */
  65959. invert: boolean;
  65960. /**
  65961. * The internal mesh used by the post-process
  65962. */
  65963. mesh: Mesh;
  65964. /**
  65965. * @hidden
  65966. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  65967. */
  65968. useDiffuseColor: boolean;
  65969. /**
  65970. * Array containing the excluded meshes not rendered in the internal pass
  65971. */
  65972. excludedMeshes: AbstractMesh[];
  65973. /**
  65974. * Controls the overall intensity of the post-process
  65975. */
  65976. exposure: number;
  65977. /**
  65978. * Dissipates each sample's contribution in range [0, 1]
  65979. */
  65980. decay: number;
  65981. /**
  65982. * Controls the overall intensity of each sample
  65983. */
  65984. weight: number;
  65985. /**
  65986. * Controls the density of each sample
  65987. */
  65988. density: number;
  65989. /**
  65990. * @constructor
  65991. * @param name The post-process name
  65992. * @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)
  65993. * @param camera The camera that the post-process will be attached to
  65994. * @param mesh The mesh used to create the light scattering
  65995. * @param samples The post-process quality, default 100
  65996. * @param samplingModeThe post-process filtering mode
  65997. * @param engine The babylon engine
  65998. * @param reusable If the post-process is reusable
  65999. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  66000. */
  66001. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  66002. /**
  66003. * Returns the string "VolumetricLightScatteringPostProcess"
  66004. * @returns "VolumetricLightScatteringPostProcess"
  66005. */
  66006. getClassName(): string;
  66007. private _isReady;
  66008. /**
  66009. * Sets the new light position for light scattering effect
  66010. * @param position The new custom light position
  66011. */
  66012. setCustomMeshPosition(position: Vector3): void;
  66013. /**
  66014. * Returns the light position for light scattering effect
  66015. * @return Vector3 The custom light position
  66016. */
  66017. getCustomMeshPosition(): Vector3;
  66018. /**
  66019. * Disposes the internal assets and detaches the post-process from the camera
  66020. */
  66021. dispose(camera: Camera): void;
  66022. /**
  66023. * Returns the render target texture used by the post-process
  66024. * @return the render target texture used by the post-process
  66025. */
  66026. getPass(): RenderTargetTexture;
  66027. private _meshExcluded;
  66028. private _createPass;
  66029. private _updateMeshScreenCoordinates;
  66030. /**
  66031. * Creates a default mesh for the Volumeric Light Scattering post-process
  66032. * @param name The mesh name
  66033. * @param scene The scene where to create the mesh
  66034. * @return the default mesh
  66035. */
  66036. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  66037. }
  66038. }
  66039. declare module "babylonjs/PostProcesses/index" {
  66040. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  66041. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  66042. export * from "babylonjs/PostProcesses/bloomEffect";
  66043. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  66044. export * from "babylonjs/PostProcesses/blurPostProcess";
  66045. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  66046. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  66047. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  66048. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  66049. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  66050. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  66051. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  66052. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  66053. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  66054. export * from "babylonjs/PostProcesses/filterPostProcess";
  66055. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  66056. export * from "babylonjs/PostProcesses/grainPostProcess";
  66057. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  66058. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  66059. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  66060. export * from "babylonjs/PostProcesses/passPostProcess";
  66061. export * from "babylonjs/PostProcesses/postProcess";
  66062. export * from "babylonjs/PostProcesses/postProcessManager";
  66063. export * from "babylonjs/PostProcesses/refractionPostProcess";
  66064. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  66065. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  66066. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  66067. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  66068. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  66069. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  66070. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  66071. }
  66072. declare module "babylonjs/Probes/index" {
  66073. export * from "babylonjs/Probes/reflectionProbe";
  66074. }
  66075. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  66076. import { Scene } from "babylonjs/scene";
  66077. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66078. import { SmartArray } from "babylonjs/Misc/smartArray";
  66079. import { ISceneComponent } from "babylonjs/sceneComponent";
  66080. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  66081. import "babylonjs/Meshes/Builders/boxBuilder";
  66082. import "babylonjs/Shaders/color.fragment";
  66083. import "babylonjs/Shaders/color.vertex";
  66084. import { Color3 } from "babylonjs/Maths/math.color";
  66085. module "babylonjs/scene" {
  66086. interface Scene {
  66087. /** @hidden (Backing field) */
  66088. _boundingBoxRenderer: BoundingBoxRenderer;
  66089. /** @hidden (Backing field) */
  66090. _forceShowBoundingBoxes: boolean;
  66091. /**
  66092. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  66093. */
  66094. forceShowBoundingBoxes: boolean;
  66095. /**
  66096. * Gets the bounding box renderer associated with the scene
  66097. * @returns a BoundingBoxRenderer
  66098. */
  66099. getBoundingBoxRenderer(): BoundingBoxRenderer;
  66100. }
  66101. }
  66102. module "babylonjs/Meshes/abstractMesh" {
  66103. interface AbstractMesh {
  66104. /** @hidden (Backing field) */
  66105. _showBoundingBox: boolean;
  66106. /**
  66107. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  66108. */
  66109. showBoundingBox: boolean;
  66110. }
  66111. }
  66112. /**
  66113. * Component responsible of rendering the bounding box of the meshes in a scene.
  66114. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66115. */
  66116. export class BoundingBoxRenderer implements ISceneComponent {
  66117. /**
  66118. * The component name helpfull to identify the component in the list of scene components.
  66119. */
  66120. readonly name: string;
  66121. /**
  66122. * The scene the component belongs to.
  66123. */
  66124. scene: Scene;
  66125. /**
  66126. * Color of the bounding box lines placed in front of an object
  66127. */
  66128. frontColor: Color3;
  66129. /**
  66130. * Color of the bounding box lines placed behind an object
  66131. */
  66132. backColor: Color3;
  66133. /**
  66134. * Defines if the renderer should show the back lines or not
  66135. */
  66136. showBackLines: boolean;
  66137. /**
  66138. * @hidden
  66139. */
  66140. renderList: SmartArray<BoundingBox>;
  66141. private _colorShader;
  66142. private _vertexBuffers;
  66143. private _indexBuffer;
  66144. private _fillIndexBuffer;
  66145. private _fillIndexData;
  66146. /**
  66147. * Instantiates a new bounding box renderer in a scene.
  66148. * @param scene the scene the renderer renders in
  66149. */
  66150. constructor(scene: Scene);
  66151. /**
  66152. * Registers the component in a given scene
  66153. */
  66154. register(): void;
  66155. private _evaluateSubMesh;
  66156. private _activeMesh;
  66157. private _prepareRessources;
  66158. private _createIndexBuffer;
  66159. /**
  66160. * Rebuilds the elements related to this component in case of
  66161. * context lost for instance.
  66162. */
  66163. rebuild(): void;
  66164. /**
  66165. * @hidden
  66166. */
  66167. reset(): void;
  66168. /**
  66169. * Render the bounding boxes of a specific rendering group
  66170. * @param renderingGroupId defines the rendering group to render
  66171. */
  66172. render(renderingGroupId: number): void;
  66173. /**
  66174. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66175. * @param mesh Define the mesh to render the occlusion bounding box for
  66176. */
  66177. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  66178. /**
  66179. * Dispose and release the resources attached to this renderer.
  66180. */
  66181. dispose(): void;
  66182. }
  66183. }
  66184. declare module "babylonjs/Shaders/depth.fragment" {
  66185. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  66186. /** @hidden */
  66187. export var depthPixelShader: {
  66188. name: string;
  66189. shader: string;
  66190. };
  66191. }
  66192. declare module "babylonjs/Rendering/depthRenderer" {
  66193. import { Nullable } from "babylonjs/types";
  66194. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66195. import { Scene } from "babylonjs/scene";
  66196. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  66197. import { Camera } from "babylonjs/Cameras/camera";
  66198. import "babylonjs/Shaders/depth.fragment";
  66199. import "babylonjs/Shaders/depth.vertex";
  66200. /**
  66201. * This represents a depth renderer in Babylon.
  66202. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  66203. */
  66204. export class DepthRenderer {
  66205. private _scene;
  66206. private _depthMap;
  66207. private _effect;
  66208. private readonly _storeNonLinearDepth;
  66209. private readonly _clearColor;
  66210. /** Get if the depth renderer is using packed depth or not */
  66211. readonly isPacked: boolean;
  66212. private _cachedDefines;
  66213. private _camera;
  66214. /**
  66215. * Specifiess that the depth renderer will only be used within
  66216. * the camera it is created for.
  66217. * This can help forcing its rendering during the camera processing.
  66218. */
  66219. useOnlyInActiveCamera: boolean;
  66220. /** @hidden */
  66221. static _SceneComponentInitialization: (scene: Scene) => void;
  66222. /**
  66223. * Instantiates a depth renderer
  66224. * @param scene The scene the renderer belongs to
  66225. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  66226. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  66227. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  66228. */
  66229. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  66230. /**
  66231. * Creates the depth rendering effect and checks if the effect is ready.
  66232. * @param subMesh The submesh to be used to render the depth map of
  66233. * @param useInstances If multiple world instances should be used
  66234. * @returns if the depth renderer is ready to render the depth map
  66235. */
  66236. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66237. /**
  66238. * Gets the texture which the depth map will be written to.
  66239. * @returns The depth map texture
  66240. */
  66241. getDepthMap(): RenderTargetTexture;
  66242. /**
  66243. * Disposes of the depth renderer.
  66244. */
  66245. dispose(): void;
  66246. }
  66247. }
  66248. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  66249. import { Nullable } from "babylonjs/types";
  66250. import { Scene } from "babylonjs/scene";
  66251. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  66252. import { Camera } from "babylonjs/Cameras/camera";
  66253. import { ISceneComponent } from "babylonjs/sceneComponent";
  66254. module "babylonjs/scene" {
  66255. interface Scene {
  66256. /** @hidden (Backing field) */
  66257. _depthRenderer: {
  66258. [id: string]: DepthRenderer;
  66259. };
  66260. /**
  66261. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  66262. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  66263. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  66264. * @returns the created depth renderer
  66265. */
  66266. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  66267. /**
  66268. * Disables a depth renderer for a given camera
  66269. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  66270. */
  66271. disableDepthRenderer(camera?: Nullable<Camera>): void;
  66272. }
  66273. }
  66274. /**
  66275. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  66276. * in several rendering techniques.
  66277. */
  66278. export class DepthRendererSceneComponent implements ISceneComponent {
  66279. /**
  66280. * The component name helpfull to identify the component in the list of scene components.
  66281. */
  66282. readonly name: string;
  66283. /**
  66284. * The scene the component belongs to.
  66285. */
  66286. scene: Scene;
  66287. /**
  66288. * Creates a new instance of the component for the given scene
  66289. * @param scene Defines the scene to register the component in
  66290. */
  66291. constructor(scene: Scene);
  66292. /**
  66293. * Registers the component in a given scene
  66294. */
  66295. register(): void;
  66296. /**
  66297. * Rebuilds the elements related to this component in case of
  66298. * context lost for instance.
  66299. */
  66300. rebuild(): void;
  66301. /**
  66302. * Disposes the component and the associated ressources
  66303. */
  66304. dispose(): void;
  66305. private _gatherRenderTargets;
  66306. private _gatherActiveCameraRenderTargets;
  66307. }
  66308. }
  66309. declare module "babylonjs/Shaders/outline.fragment" {
  66310. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66311. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  66312. /** @hidden */
  66313. export var outlinePixelShader: {
  66314. name: string;
  66315. shader: string;
  66316. };
  66317. }
  66318. declare module "babylonjs/Shaders/outline.vertex" {
  66319. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  66320. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  66321. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  66322. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  66323. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66324. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  66325. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  66326. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  66327. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  66328. /** @hidden */
  66329. export var outlineVertexShader: {
  66330. name: string;
  66331. shader: string;
  66332. };
  66333. }
  66334. declare module "babylonjs/Rendering/outlineRenderer" {
  66335. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66336. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  66337. import { Scene } from "babylonjs/scene";
  66338. import { ISceneComponent } from "babylonjs/sceneComponent";
  66339. import "babylonjs/Shaders/outline.fragment";
  66340. import "babylonjs/Shaders/outline.vertex";
  66341. module "babylonjs/scene" {
  66342. interface Scene {
  66343. /** @hidden */
  66344. _outlineRenderer: OutlineRenderer;
  66345. /**
  66346. * Gets the outline renderer associated with the scene
  66347. * @returns a OutlineRenderer
  66348. */
  66349. getOutlineRenderer(): OutlineRenderer;
  66350. }
  66351. }
  66352. module "babylonjs/Meshes/abstractMesh" {
  66353. interface AbstractMesh {
  66354. /** @hidden (Backing field) */
  66355. _renderOutline: boolean;
  66356. /**
  66357. * Gets or sets a boolean indicating if the outline must be rendered as well
  66358. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  66359. */
  66360. renderOutline: boolean;
  66361. /** @hidden (Backing field) */
  66362. _renderOverlay: boolean;
  66363. /**
  66364. * Gets or sets a boolean indicating if the overlay must be rendered as well
  66365. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  66366. */
  66367. renderOverlay: boolean;
  66368. }
  66369. }
  66370. /**
  66371. * This class is responsible to draw bothe outline/overlay of meshes.
  66372. * It should not be used directly but through the available method on mesh.
  66373. */
  66374. export class OutlineRenderer implements ISceneComponent {
  66375. /**
  66376. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  66377. */
  66378. private static _StencilReference;
  66379. /**
  66380. * The name of the component. Each component must have a unique name.
  66381. */
  66382. name: string;
  66383. /**
  66384. * The scene the component belongs to.
  66385. */
  66386. scene: Scene;
  66387. /**
  66388. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  66389. */
  66390. zOffset: number;
  66391. private _engine;
  66392. private _effect;
  66393. private _cachedDefines;
  66394. private _savedDepthWrite;
  66395. /**
  66396. * Instantiates a new outline renderer. (There could be only one per scene).
  66397. * @param scene Defines the scene it belongs to
  66398. */
  66399. constructor(scene: Scene);
  66400. /**
  66401. * Register the component to one instance of a scene.
  66402. */
  66403. register(): void;
  66404. /**
  66405. * Rebuilds the elements related to this component in case of
  66406. * context lost for instance.
  66407. */
  66408. rebuild(): void;
  66409. /**
  66410. * Disposes the component and the associated ressources.
  66411. */
  66412. dispose(): void;
  66413. /**
  66414. * Renders the outline in the canvas.
  66415. * @param subMesh Defines the sumesh to render
  66416. * @param batch Defines the batch of meshes in case of instances
  66417. * @param useOverlay Defines if the rendering is for the overlay or the outline
  66418. */
  66419. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  66420. /**
  66421. * Returns whether or not the outline renderer is ready for a given submesh.
  66422. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  66423. * @param subMesh Defines the submesh to check readyness for
  66424. * @param useInstances Defines wheter wee are trying to render instances or not
  66425. * @returns true if ready otherwise false
  66426. */
  66427. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66428. private _beforeRenderingMesh;
  66429. private _afterRenderingMesh;
  66430. }
  66431. }
  66432. declare module "babylonjs/Rendering/index" {
  66433. export * from "babylonjs/Rendering/boundingBoxRenderer";
  66434. export * from "babylonjs/Rendering/depthRenderer";
  66435. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  66436. export * from "babylonjs/Rendering/edgesRenderer";
  66437. export * from "babylonjs/Rendering/geometryBufferRenderer";
  66438. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  66439. export * from "babylonjs/Rendering/outlineRenderer";
  66440. export * from "babylonjs/Rendering/renderingGroup";
  66441. export * from "babylonjs/Rendering/renderingManager";
  66442. export * from "babylonjs/Rendering/utilityLayerRenderer";
  66443. }
  66444. declare module "babylonjs/Sprites/spritePackedManager" {
  66445. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  66446. import { Scene } from "babylonjs/scene";
  66447. /**
  66448. * Class used to manage multiple sprites of different sizes on the same spritesheet
  66449. * @see http://doc.babylonjs.com/babylon101/sprites
  66450. */
  66451. export class SpritePackedManager extends SpriteManager {
  66452. /** defines the packed manager's name */
  66453. name: string;
  66454. /**
  66455. * Creates a new sprite manager from a packed sprite sheet
  66456. * @param name defines the manager's name
  66457. * @param imgUrl defines the sprite sheet url
  66458. * @param capacity defines the maximum allowed number of sprites
  66459. * @param scene defines the hosting scene
  66460. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  66461. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  66462. * @param samplingMode defines the smapling mode to use with spritesheet
  66463. * @param fromPacked set to true; do not alter
  66464. */
  66465. constructor(
  66466. /** defines the packed manager's name */
  66467. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  66468. }
  66469. }
  66470. declare module "babylonjs/Sprites/index" {
  66471. export * from "babylonjs/Sprites/sprite";
  66472. export * from "babylonjs/Sprites/spriteManager";
  66473. export * from "babylonjs/Sprites/spritePackedManager";
  66474. export * from "babylonjs/Sprites/spriteSceneComponent";
  66475. }
  66476. declare module "babylonjs/States/index" {
  66477. export * from "babylonjs/States/alphaCullingState";
  66478. export * from "babylonjs/States/depthCullingState";
  66479. export * from "babylonjs/States/stencilState";
  66480. }
  66481. declare module "babylonjs/Misc/assetsManager" {
  66482. import { Scene } from "babylonjs/scene";
  66483. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66484. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  66485. import { Skeleton } from "babylonjs/Bones/skeleton";
  66486. import { Observable } from "babylonjs/Misc/observable";
  66487. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  66488. import { Texture } from "babylonjs/Materials/Textures/texture";
  66489. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  66490. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  66491. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  66492. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  66493. /**
  66494. * Defines the list of states available for a task inside a AssetsManager
  66495. */
  66496. export enum AssetTaskState {
  66497. /**
  66498. * Initialization
  66499. */
  66500. INIT = 0,
  66501. /**
  66502. * Running
  66503. */
  66504. RUNNING = 1,
  66505. /**
  66506. * Done
  66507. */
  66508. DONE = 2,
  66509. /**
  66510. * Error
  66511. */
  66512. ERROR = 3
  66513. }
  66514. /**
  66515. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  66516. */
  66517. export abstract class AbstractAssetTask {
  66518. /**
  66519. * Task name
  66520. */ name: string;
  66521. /**
  66522. * Callback called when the task is successful
  66523. */
  66524. onSuccess: (task: any) => void;
  66525. /**
  66526. * Callback called when the task is not successful
  66527. */
  66528. onError: (task: any, message?: string, exception?: any) => void;
  66529. /**
  66530. * Creates a new AssetsManager
  66531. * @param name defines the name of the task
  66532. */
  66533. constructor(
  66534. /**
  66535. * Task name
  66536. */ name: string);
  66537. private _isCompleted;
  66538. private _taskState;
  66539. private _errorObject;
  66540. /**
  66541. * Get if the task is completed
  66542. */
  66543. readonly isCompleted: boolean;
  66544. /**
  66545. * Gets the current state of the task
  66546. */
  66547. readonly taskState: AssetTaskState;
  66548. /**
  66549. * Gets the current error object (if task is in error)
  66550. */
  66551. readonly errorObject: {
  66552. message?: string;
  66553. exception?: any;
  66554. };
  66555. /**
  66556. * Internal only
  66557. * @hidden
  66558. */
  66559. _setErrorObject(message?: string, exception?: any): void;
  66560. /**
  66561. * Execute the current task
  66562. * @param scene defines the scene where you want your assets to be loaded
  66563. * @param onSuccess is a callback called when the task is successfully executed
  66564. * @param onError is a callback called if an error occurs
  66565. */
  66566. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66567. /**
  66568. * Execute the current task
  66569. * @param scene defines the scene where you want your assets to be loaded
  66570. * @param onSuccess is a callback called when the task is successfully executed
  66571. * @param onError is a callback called if an error occurs
  66572. */
  66573. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66574. /**
  66575. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  66576. * This can be used with failed tasks that have the reason for failure fixed.
  66577. */
  66578. reset(): void;
  66579. private onErrorCallback;
  66580. private onDoneCallback;
  66581. }
  66582. /**
  66583. * Define the interface used by progress events raised during assets loading
  66584. */
  66585. export interface IAssetsProgressEvent {
  66586. /**
  66587. * Defines the number of remaining tasks to process
  66588. */
  66589. remainingCount: number;
  66590. /**
  66591. * Defines the total number of tasks
  66592. */
  66593. totalCount: number;
  66594. /**
  66595. * Defines the task that was just processed
  66596. */
  66597. task: AbstractAssetTask;
  66598. }
  66599. /**
  66600. * Class used to share progress information about assets loading
  66601. */
  66602. export class AssetsProgressEvent implements IAssetsProgressEvent {
  66603. /**
  66604. * Defines the number of remaining tasks to process
  66605. */
  66606. remainingCount: number;
  66607. /**
  66608. * Defines the total number of tasks
  66609. */
  66610. totalCount: number;
  66611. /**
  66612. * Defines the task that was just processed
  66613. */
  66614. task: AbstractAssetTask;
  66615. /**
  66616. * Creates a AssetsProgressEvent
  66617. * @param remainingCount defines the number of remaining tasks to process
  66618. * @param totalCount defines the total number of tasks
  66619. * @param task defines the task that was just processed
  66620. */
  66621. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  66622. }
  66623. /**
  66624. * Define a task used by AssetsManager to load meshes
  66625. */
  66626. export class MeshAssetTask extends AbstractAssetTask {
  66627. /**
  66628. * Defines the name of the task
  66629. */
  66630. name: string;
  66631. /**
  66632. * Defines the list of mesh's names you want to load
  66633. */
  66634. meshesNames: any;
  66635. /**
  66636. * Defines the root url to use as a base to load your meshes and associated resources
  66637. */
  66638. rootUrl: string;
  66639. /**
  66640. * Defines the filename of the scene to load from
  66641. */
  66642. sceneFilename: string;
  66643. /**
  66644. * Gets the list of loaded meshes
  66645. */
  66646. loadedMeshes: Array<AbstractMesh>;
  66647. /**
  66648. * Gets the list of loaded particle systems
  66649. */
  66650. loadedParticleSystems: Array<IParticleSystem>;
  66651. /**
  66652. * Gets the list of loaded skeletons
  66653. */
  66654. loadedSkeletons: Array<Skeleton>;
  66655. /**
  66656. * Gets the list of loaded animation groups
  66657. */
  66658. loadedAnimationGroups: Array<AnimationGroup>;
  66659. /**
  66660. * Callback called when the task is successful
  66661. */
  66662. onSuccess: (task: MeshAssetTask) => void;
  66663. /**
  66664. * Callback called when the task is successful
  66665. */
  66666. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  66667. /**
  66668. * Creates a new MeshAssetTask
  66669. * @param name defines the name of the task
  66670. * @param meshesNames defines the list of mesh's names you want to load
  66671. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  66672. * @param sceneFilename defines the filename of the scene to load from
  66673. */
  66674. constructor(
  66675. /**
  66676. * Defines the name of the task
  66677. */
  66678. name: string,
  66679. /**
  66680. * Defines the list of mesh's names you want to load
  66681. */
  66682. meshesNames: any,
  66683. /**
  66684. * Defines the root url to use as a base to load your meshes and associated resources
  66685. */
  66686. rootUrl: string,
  66687. /**
  66688. * Defines the filename of the scene to load from
  66689. */
  66690. sceneFilename: string);
  66691. /**
  66692. * Execute the current task
  66693. * @param scene defines the scene where you want your assets to be loaded
  66694. * @param onSuccess is a callback called when the task is successfully executed
  66695. * @param onError is a callback called if an error occurs
  66696. */
  66697. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66698. }
  66699. /**
  66700. * Define a task used by AssetsManager to load text content
  66701. */
  66702. export class TextFileAssetTask extends AbstractAssetTask {
  66703. /**
  66704. * Defines the name of the task
  66705. */
  66706. name: string;
  66707. /**
  66708. * Defines the location of the file to load
  66709. */
  66710. url: string;
  66711. /**
  66712. * Gets the loaded text string
  66713. */
  66714. text: string;
  66715. /**
  66716. * Callback called when the task is successful
  66717. */
  66718. onSuccess: (task: TextFileAssetTask) => void;
  66719. /**
  66720. * Callback called when the task is successful
  66721. */
  66722. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  66723. /**
  66724. * Creates a new TextFileAssetTask object
  66725. * @param name defines the name of the task
  66726. * @param url defines the location of the file to load
  66727. */
  66728. constructor(
  66729. /**
  66730. * Defines the name of the task
  66731. */
  66732. name: string,
  66733. /**
  66734. * Defines the location of the file to load
  66735. */
  66736. url: string);
  66737. /**
  66738. * Execute the current task
  66739. * @param scene defines the scene where you want your assets to be loaded
  66740. * @param onSuccess is a callback called when the task is successfully executed
  66741. * @param onError is a callback called if an error occurs
  66742. */
  66743. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66744. }
  66745. /**
  66746. * Define a task used by AssetsManager to load binary data
  66747. */
  66748. export class BinaryFileAssetTask extends AbstractAssetTask {
  66749. /**
  66750. * Defines the name of the task
  66751. */
  66752. name: string;
  66753. /**
  66754. * Defines the location of the file to load
  66755. */
  66756. url: string;
  66757. /**
  66758. * Gets the lodaded data (as an array buffer)
  66759. */
  66760. data: ArrayBuffer;
  66761. /**
  66762. * Callback called when the task is successful
  66763. */
  66764. onSuccess: (task: BinaryFileAssetTask) => void;
  66765. /**
  66766. * Callback called when the task is successful
  66767. */
  66768. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  66769. /**
  66770. * Creates a new BinaryFileAssetTask object
  66771. * @param name defines the name of the new task
  66772. * @param url defines the location of the file to load
  66773. */
  66774. constructor(
  66775. /**
  66776. * Defines the name of the task
  66777. */
  66778. name: string,
  66779. /**
  66780. * Defines the location of the file to load
  66781. */
  66782. url: string);
  66783. /**
  66784. * Execute the current task
  66785. * @param scene defines the scene where you want your assets to be loaded
  66786. * @param onSuccess is a callback called when the task is successfully executed
  66787. * @param onError is a callback called if an error occurs
  66788. */
  66789. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66790. }
  66791. /**
  66792. * Define a task used by AssetsManager to load images
  66793. */
  66794. export class ImageAssetTask extends AbstractAssetTask {
  66795. /**
  66796. * Defines the name of the task
  66797. */
  66798. name: string;
  66799. /**
  66800. * Defines the location of the image to load
  66801. */
  66802. url: string;
  66803. /**
  66804. * Gets the loaded images
  66805. */
  66806. image: HTMLImageElement;
  66807. /**
  66808. * Callback called when the task is successful
  66809. */
  66810. onSuccess: (task: ImageAssetTask) => void;
  66811. /**
  66812. * Callback called when the task is successful
  66813. */
  66814. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  66815. /**
  66816. * Creates a new ImageAssetTask
  66817. * @param name defines the name of the task
  66818. * @param url defines the location of the image to load
  66819. */
  66820. constructor(
  66821. /**
  66822. * Defines the name of the task
  66823. */
  66824. name: string,
  66825. /**
  66826. * Defines the location of the image to load
  66827. */
  66828. url: string);
  66829. /**
  66830. * Execute the current task
  66831. * @param scene defines the scene where you want your assets to be loaded
  66832. * @param onSuccess is a callback called when the task is successfully executed
  66833. * @param onError is a callback called if an error occurs
  66834. */
  66835. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66836. }
  66837. /**
  66838. * Defines the interface used by texture loading tasks
  66839. */
  66840. export interface ITextureAssetTask<TEX extends BaseTexture> {
  66841. /**
  66842. * Gets the loaded texture
  66843. */
  66844. texture: TEX;
  66845. }
  66846. /**
  66847. * Define a task used by AssetsManager to load 2D textures
  66848. */
  66849. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  66850. /**
  66851. * Defines the name of the task
  66852. */
  66853. name: string;
  66854. /**
  66855. * Defines the location of the file to load
  66856. */
  66857. url: string;
  66858. /**
  66859. * Defines if mipmap should not be generated (default is false)
  66860. */
  66861. noMipmap?: boolean | undefined;
  66862. /**
  66863. * Defines if texture must be inverted on Y axis (default is false)
  66864. */
  66865. invertY?: boolean | undefined;
  66866. /**
  66867. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66868. */
  66869. samplingMode: number;
  66870. /**
  66871. * Gets the loaded texture
  66872. */
  66873. texture: Texture;
  66874. /**
  66875. * Callback called when the task is successful
  66876. */
  66877. onSuccess: (task: TextureAssetTask) => void;
  66878. /**
  66879. * Callback called when the task is successful
  66880. */
  66881. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  66882. /**
  66883. * Creates a new TextureAssetTask object
  66884. * @param name defines the name of the task
  66885. * @param url defines the location of the file to load
  66886. * @param noMipmap defines if mipmap should not be generated (default is false)
  66887. * @param invertY defines if texture must be inverted on Y axis (default is false)
  66888. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66889. */
  66890. constructor(
  66891. /**
  66892. * Defines the name of the task
  66893. */
  66894. name: string,
  66895. /**
  66896. * Defines the location of the file to load
  66897. */
  66898. url: string,
  66899. /**
  66900. * Defines if mipmap should not be generated (default is false)
  66901. */
  66902. noMipmap?: boolean | undefined,
  66903. /**
  66904. * Defines if texture must be inverted on Y axis (default is false)
  66905. */
  66906. invertY?: boolean | undefined,
  66907. /**
  66908. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66909. */
  66910. samplingMode?: number);
  66911. /**
  66912. * Execute the current task
  66913. * @param scene defines the scene where you want your assets to be loaded
  66914. * @param onSuccess is a callback called when the task is successfully executed
  66915. * @param onError is a callback called if an error occurs
  66916. */
  66917. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66918. }
  66919. /**
  66920. * Define a task used by AssetsManager to load cube textures
  66921. */
  66922. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  66923. /**
  66924. * Defines the name of the task
  66925. */
  66926. name: string;
  66927. /**
  66928. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66929. */
  66930. url: string;
  66931. /**
  66932. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66933. */
  66934. extensions?: string[] | undefined;
  66935. /**
  66936. * Defines if mipmaps should not be generated (default is false)
  66937. */
  66938. noMipmap?: boolean | undefined;
  66939. /**
  66940. * Defines the explicit list of files (undefined by default)
  66941. */
  66942. files?: string[] | undefined;
  66943. /**
  66944. * Gets the loaded texture
  66945. */
  66946. texture: CubeTexture;
  66947. /**
  66948. * Callback called when the task is successful
  66949. */
  66950. onSuccess: (task: CubeTextureAssetTask) => void;
  66951. /**
  66952. * Callback called when the task is successful
  66953. */
  66954. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  66955. /**
  66956. * Creates a new CubeTextureAssetTask
  66957. * @param name defines the name of the task
  66958. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66959. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66960. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66961. * @param files defines the explicit list of files (undefined by default)
  66962. */
  66963. constructor(
  66964. /**
  66965. * Defines the name of the task
  66966. */
  66967. name: string,
  66968. /**
  66969. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66970. */
  66971. url: string,
  66972. /**
  66973. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66974. */
  66975. extensions?: string[] | undefined,
  66976. /**
  66977. * Defines if mipmaps should not be generated (default is false)
  66978. */
  66979. noMipmap?: boolean | undefined,
  66980. /**
  66981. * Defines the explicit list of files (undefined by default)
  66982. */
  66983. files?: string[] | undefined);
  66984. /**
  66985. * Execute the current task
  66986. * @param scene defines the scene where you want your assets to be loaded
  66987. * @param onSuccess is a callback called when the task is successfully executed
  66988. * @param onError is a callback called if an error occurs
  66989. */
  66990. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66991. }
  66992. /**
  66993. * Define a task used by AssetsManager to load HDR cube textures
  66994. */
  66995. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  66996. /**
  66997. * Defines the name of the task
  66998. */
  66999. name: string;
  67000. /**
  67001. * Defines the location of the file to load
  67002. */
  67003. url: string;
  67004. /**
  67005. * Defines the desired size (the more it increases the longer the generation will be)
  67006. */
  67007. size: number;
  67008. /**
  67009. * Defines if mipmaps should not be generated (default is false)
  67010. */
  67011. noMipmap: boolean;
  67012. /**
  67013. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  67014. */
  67015. generateHarmonics: boolean;
  67016. /**
  67017. * 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)
  67018. */
  67019. gammaSpace: boolean;
  67020. /**
  67021. * Internal Use Only
  67022. */
  67023. reserved: boolean;
  67024. /**
  67025. * Gets the loaded texture
  67026. */
  67027. texture: HDRCubeTexture;
  67028. /**
  67029. * Callback called when the task is successful
  67030. */
  67031. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  67032. /**
  67033. * Callback called when the task is successful
  67034. */
  67035. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  67036. /**
  67037. * Creates a new HDRCubeTextureAssetTask object
  67038. * @param name defines the name of the task
  67039. * @param url defines the location of the file to load
  67040. * @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.
  67041. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67042. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  67043. * @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)
  67044. * @param reserved Internal use only
  67045. */
  67046. constructor(
  67047. /**
  67048. * Defines the name of the task
  67049. */
  67050. name: string,
  67051. /**
  67052. * Defines the location of the file to load
  67053. */
  67054. url: string,
  67055. /**
  67056. * Defines the desired size (the more it increases the longer the generation will be)
  67057. */
  67058. size: number,
  67059. /**
  67060. * Defines if mipmaps should not be generated (default is false)
  67061. */
  67062. noMipmap?: boolean,
  67063. /**
  67064. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  67065. */
  67066. generateHarmonics?: boolean,
  67067. /**
  67068. * 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)
  67069. */
  67070. gammaSpace?: boolean,
  67071. /**
  67072. * Internal Use Only
  67073. */
  67074. reserved?: boolean);
  67075. /**
  67076. * Execute the current task
  67077. * @param scene defines the scene where you want your assets to be loaded
  67078. * @param onSuccess is a callback called when the task is successfully executed
  67079. * @param onError is a callback called if an error occurs
  67080. */
  67081. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67082. }
  67083. /**
  67084. * Define a task used by AssetsManager to load Equirectangular cube textures
  67085. */
  67086. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  67087. /**
  67088. * Defines the name of the task
  67089. */
  67090. name: string;
  67091. /**
  67092. * Defines the location of the file to load
  67093. */
  67094. url: string;
  67095. /**
  67096. * Defines the desired size (the more it increases the longer the generation will be)
  67097. */
  67098. size: number;
  67099. /**
  67100. * Defines if mipmaps should not be generated (default is false)
  67101. */
  67102. noMipmap: boolean;
  67103. /**
  67104. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  67105. * but the standard material would require them in Gamma space) (default is true)
  67106. */
  67107. gammaSpace: boolean;
  67108. /**
  67109. * Gets the loaded texture
  67110. */
  67111. texture: EquiRectangularCubeTexture;
  67112. /**
  67113. * Callback called when the task is successful
  67114. */
  67115. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  67116. /**
  67117. * Callback called when the task is successful
  67118. */
  67119. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  67120. /**
  67121. * Creates a new EquiRectangularCubeTextureAssetTask object
  67122. * @param name defines the name of the task
  67123. * @param url defines the location of the file to load
  67124. * @param size defines the desired size (the more it increases the longer the generation will be)
  67125. * If the size is omitted this implies you are using a preprocessed cubemap.
  67126. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67127. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  67128. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  67129. * (default is true)
  67130. */
  67131. constructor(
  67132. /**
  67133. * Defines the name of the task
  67134. */
  67135. name: string,
  67136. /**
  67137. * Defines the location of the file to load
  67138. */
  67139. url: string,
  67140. /**
  67141. * Defines the desired size (the more it increases the longer the generation will be)
  67142. */
  67143. size: number,
  67144. /**
  67145. * Defines if mipmaps should not be generated (default is false)
  67146. */
  67147. noMipmap?: boolean,
  67148. /**
  67149. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  67150. * but the standard material would require them in Gamma space) (default is true)
  67151. */
  67152. gammaSpace?: boolean);
  67153. /**
  67154. * Execute the current task
  67155. * @param scene defines the scene where you want your assets to be loaded
  67156. * @param onSuccess is a callback called when the task is successfully executed
  67157. * @param onError is a callback called if an error occurs
  67158. */
  67159. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67160. }
  67161. /**
  67162. * This class can be used to easily import assets into a scene
  67163. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  67164. */
  67165. export class AssetsManager {
  67166. private _scene;
  67167. private _isLoading;
  67168. protected _tasks: AbstractAssetTask[];
  67169. protected _waitingTasksCount: number;
  67170. protected _totalTasksCount: number;
  67171. /**
  67172. * Callback called when all tasks are processed
  67173. */
  67174. onFinish: (tasks: AbstractAssetTask[]) => void;
  67175. /**
  67176. * Callback called when a task is successful
  67177. */
  67178. onTaskSuccess: (task: AbstractAssetTask) => void;
  67179. /**
  67180. * Callback called when a task had an error
  67181. */
  67182. onTaskError: (task: AbstractAssetTask) => void;
  67183. /**
  67184. * Callback called when a task is done (whatever the result is)
  67185. */
  67186. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  67187. /**
  67188. * Observable called when all tasks are processed
  67189. */
  67190. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  67191. /**
  67192. * Observable called when a task had an error
  67193. */
  67194. onTaskErrorObservable: Observable<AbstractAssetTask>;
  67195. /**
  67196. * Observable called when all tasks were executed
  67197. */
  67198. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  67199. /**
  67200. * Observable called when a task is done (whatever the result is)
  67201. */
  67202. onProgressObservable: Observable<IAssetsProgressEvent>;
  67203. /**
  67204. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  67205. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  67206. */
  67207. useDefaultLoadingScreen: boolean;
  67208. /**
  67209. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  67210. * when all assets have been downloaded.
  67211. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  67212. */
  67213. autoHideLoadingUI: boolean;
  67214. /**
  67215. * Creates a new AssetsManager
  67216. * @param scene defines the scene to work on
  67217. */
  67218. constructor(scene: Scene);
  67219. /**
  67220. * Add a MeshAssetTask to the list of active tasks
  67221. * @param taskName defines the name of the new task
  67222. * @param meshesNames defines the name of meshes to load
  67223. * @param rootUrl defines the root url to use to locate files
  67224. * @param sceneFilename defines the filename of the scene file
  67225. * @returns a new MeshAssetTask object
  67226. */
  67227. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  67228. /**
  67229. * Add a TextFileAssetTask to the list of active tasks
  67230. * @param taskName defines the name of the new task
  67231. * @param url defines the url of the file to load
  67232. * @returns a new TextFileAssetTask object
  67233. */
  67234. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  67235. /**
  67236. * Add a BinaryFileAssetTask to the list of active tasks
  67237. * @param taskName defines the name of the new task
  67238. * @param url defines the url of the file to load
  67239. * @returns a new BinaryFileAssetTask object
  67240. */
  67241. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  67242. /**
  67243. * Add a ImageAssetTask to the list of active tasks
  67244. * @param taskName defines the name of the new task
  67245. * @param url defines the url of the file to load
  67246. * @returns a new ImageAssetTask object
  67247. */
  67248. addImageTask(taskName: string, url: string): ImageAssetTask;
  67249. /**
  67250. * Add a TextureAssetTask to the list of active tasks
  67251. * @param taskName defines the name of the new task
  67252. * @param url defines the url of the file to load
  67253. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67254. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  67255. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  67256. * @returns a new TextureAssetTask object
  67257. */
  67258. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  67259. /**
  67260. * Add a CubeTextureAssetTask to the list of active tasks
  67261. * @param taskName defines the name of the new task
  67262. * @param url defines the url of the file to load
  67263. * @param extensions defines the extension to use to load the cube map (can be null)
  67264. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67265. * @param files defines the list of files to load (can be null)
  67266. * @returns a new CubeTextureAssetTask object
  67267. */
  67268. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  67269. /**
  67270. *
  67271. * Add a HDRCubeTextureAssetTask to the list of active tasks
  67272. * @param taskName defines the name of the new task
  67273. * @param url defines the url of the file to load
  67274. * @param size defines the size you want for the cubemap (can be null)
  67275. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67276. * @param generateHarmonics defines if you want to automatically generate (true by default)
  67277. * @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)
  67278. * @param reserved Internal use only
  67279. * @returns a new HDRCubeTextureAssetTask object
  67280. */
  67281. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  67282. /**
  67283. *
  67284. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  67285. * @param taskName defines the name of the new task
  67286. * @param url defines the url of the file to load
  67287. * @param size defines the size you want for the cubemap (can be null)
  67288. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67289. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  67290. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  67291. * @returns a new EquiRectangularCubeTextureAssetTask object
  67292. */
  67293. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  67294. /**
  67295. * Remove a task from the assets manager.
  67296. * @param task the task to remove
  67297. */
  67298. removeTask(task: AbstractAssetTask): void;
  67299. private _decreaseWaitingTasksCount;
  67300. private _runTask;
  67301. /**
  67302. * Reset the AssetsManager and remove all tasks
  67303. * @return the current instance of the AssetsManager
  67304. */
  67305. reset(): AssetsManager;
  67306. /**
  67307. * Start the loading process
  67308. * @return the current instance of the AssetsManager
  67309. */
  67310. load(): AssetsManager;
  67311. /**
  67312. * Start the loading process as an async operation
  67313. * @return a promise returning the list of failed tasks
  67314. */
  67315. loadAsync(): Promise<void>;
  67316. }
  67317. }
  67318. declare module "babylonjs/Misc/deferred" {
  67319. /**
  67320. * Wrapper class for promise with external resolve and reject.
  67321. */
  67322. export class Deferred<T> {
  67323. /**
  67324. * The promise associated with this deferred object.
  67325. */
  67326. readonly promise: Promise<T>;
  67327. private _resolve;
  67328. private _reject;
  67329. /**
  67330. * The resolve method of the promise associated with this deferred object.
  67331. */
  67332. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  67333. /**
  67334. * The reject method of the promise associated with this deferred object.
  67335. */
  67336. readonly reject: (reason?: any) => void;
  67337. /**
  67338. * Constructor for this deferred object.
  67339. */
  67340. constructor();
  67341. }
  67342. }
  67343. declare module "babylonjs/Misc/meshExploder" {
  67344. import { Mesh } from "babylonjs/Meshes/mesh";
  67345. /**
  67346. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  67347. */
  67348. export class MeshExploder {
  67349. private _centerMesh;
  67350. private _meshes;
  67351. private _meshesOrigins;
  67352. private _toCenterVectors;
  67353. private _scaledDirection;
  67354. private _newPosition;
  67355. private _centerPosition;
  67356. /**
  67357. * Explodes meshes from a center mesh.
  67358. * @param meshes The meshes to explode.
  67359. * @param centerMesh The mesh to be center of explosion.
  67360. */
  67361. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  67362. private _setCenterMesh;
  67363. /**
  67364. * Get class name
  67365. * @returns "MeshExploder"
  67366. */
  67367. getClassName(): string;
  67368. /**
  67369. * "Exploded meshes"
  67370. * @returns Array of meshes with the centerMesh at index 0.
  67371. */
  67372. getMeshes(): Array<Mesh>;
  67373. /**
  67374. * Explodes meshes giving a specific direction
  67375. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  67376. */
  67377. explode(direction?: number): void;
  67378. }
  67379. }
  67380. declare module "babylonjs/Misc/filesInput" {
  67381. import { Engine } from "babylonjs/Engines/engine";
  67382. import { Scene } from "babylonjs/scene";
  67383. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  67384. /**
  67385. * Class used to help managing file picking and drag'n'drop
  67386. */
  67387. export class FilesInput {
  67388. /**
  67389. * List of files ready to be loaded
  67390. */
  67391. static readonly FilesToLoad: {
  67392. [key: string]: File;
  67393. };
  67394. /**
  67395. * Callback called when a file is processed
  67396. */
  67397. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  67398. private _engine;
  67399. private _currentScene;
  67400. private _sceneLoadedCallback;
  67401. private _progressCallback;
  67402. private _additionalRenderLoopLogicCallback;
  67403. private _textureLoadingCallback;
  67404. private _startingProcessingFilesCallback;
  67405. private _onReloadCallback;
  67406. private _errorCallback;
  67407. private _elementToMonitor;
  67408. private _sceneFileToLoad;
  67409. private _filesToLoad;
  67410. /**
  67411. * Creates a new FilesInput
  67412. * @param engine defines the rendering engine
  67413. * @param scene defines the hosting scene
  67414. * @param sceneLoadedCallback callback called when scene is loaded
  67415. * @param progressCallback callback called to track progress
  67416. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  67417. * @param textureLoadingCallback callback called when a texture is loading
  67418. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  67419. * @param onReloadCallback callback called when a reload is requested
  67420. * @param errorCallback callback call if an error occurs
  67421. */
  67422. 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);
  67423. private _dragEnterHandler;
  67424. private _dragOverHandler;
  67425. private _dropHandler;
  67426. /**
  67427. * Calls this function to listen to drag'n'drop events on a specific DOM element
  67428. * @param elementToMonitor defines the DOM element to track
  67429. */
  67430. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  67431. /**
  67432. * Release all associated resources
  67433. */
  67434. dispose(): void;
  67435. private renderFunction;
  67436. private drag;
  67437. private drop;
  67438. private _traverseFolder;
  67439. private _processFiles;
  67440. /**
  67441. * Load files from a drop event
  67442. * @param event defines the drop event to use as source
  67443. */
  67444. loadFiles(event: any): void;
  67445. private _processReload;
  67446. /**
  67447. * Reload the current scene from the loaded files
  67448. */
  67449. reload(): void;
  67450. }
  67451. }
  67452. declare module "babylonjs/Misc/HighDynamicRange/index" {
  67453. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  67454. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  67455. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  67456. }
  67457. declare module "babylonjs/Misc/sceneOptimizer" {
  67458. import { Scene, IDisposable } from "babylonjs/scene";
  67459. import { Observable } from "babylonjs/Misc/observable";
  67460. /**
  67461. * Defines the root class used to create scene optimization to use with SceneOptimizer
  67462. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67463. */
  67464. export class SceneOptimization {
  67465. /**
  67466. * Defines the priority of this optimization (0 by default which means first in the list)
  67467. */
  67468. priority: number;
  67469. /**
  67470. * Gets a string describing the action executed by the current optimization
  67471. * @returns description string
  67472. */
  67473. getDescription(): string;
  67474. /**
  67475. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67476. * @param scene defines the current scene where to apply this optimization
  67477. * @param optimizer defines the current optimizer
  67478. * @returns true if everything that can be done was applied
  67479. */
  67480. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67481. /**
  67482. * Creates the SceneOptimization object
  67483. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67484. * @param desc defines the description associated with the optimization
  67485. */
  67486. constructor(
  67487. /**
  67488. * Defines the priority of this optimization (0 by default which means first in the list)
  67489. */
  67490. priority?: number);
  67491. }
  67492. /**
  67493. * Defines an optimization used to reduce the size of render target textures
  67494. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67495. */
  67496. export class TextureOptimization extends SceneOptimization {
  67497. /**
  67498. * Defines the priority of this optimization (0 by default which means first in the list)
  67499. */
  67500. priority: number;
  67501. /**
  67502. * 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
  67503. */
  67504. maximumSize: number;
  67505. /**
  67506. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67507. */
  67508. step: number;
  67509. /**
  67510. * Gets a string describing the action executed by the current optimization
  67511. * @returns description string
  67512. */
  67513. getDescription(): string;
  67514. /**
  67515. * Creates the TextureOptimization object
  67516. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67517. * @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
  67518. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67519. */
  67520. constructor(
  67521. /**
  67522. * Defines the priority of this optimization (0 by default which means first in the list)
  67523. */
  67524. priority?: number,
  67525. /**
  67526. * 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
  67527. */
  67528. maximumSize?: number,
  67529. /**
  67530. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67531. */
  67532. step?: number);
  67533. /**
  67534. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67535. * @param scene defines the current scene where to apply this optimization
  67536. * @param optimizer defines the current optimizer
  67537. * @returns true if everything that can be done was applied
  67538. */
  67539. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67540. }
  67541. /**
  67542. * Defines an optimization used to increase or decrease the rendering resolution
  67543. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67544. */
  67545. export class HardwareScalingOptimization extends SceneOptimization {
  67546. /**
  67547. * Defines the priority of this optimization (0 by default which means first in the list)
  67548. */
  67549. priority: number;
  67550. /**
  67551. * Defines the maximum scale to use (2 by default)
  67552. */
  67553. maximumScale: number;
  67554. /**
  67555. * Defines the step to use between two passes (0.5 by default)
  67556. */
  67557. step: number;
  67558. private _currentScale;
  67559. private _directionOffset;
  67560. /**
  67561. * Gets a string describing the action executed by the current optimization
  67562. * @return description string
  67563. */
  67564. getDescription(): string;
  67565. /**
  67566. * Creates the HardwareScalingOptimization object
  67567. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67568. * @param maximumScale defines the maximum scale to use (2 by default)
  67569. * @param step defines the step to use between two passes (0.5 by default)
  67570. */
  67571. constructor(
  67572. /**
  67573. * Defines the priority of this optimization (0 by default which means first in the list)
  67574. */
  67575. priority?: number,
  67576. /**
  67577. * Defines the maximum scale to use (2 by default)
  67578. */
  67579. maximumScale?: number,
  67580. /**
  67581. * Defines the step to use between two passes (0.5 by default)
  67582. */
  67583. step?: number);
  67584. /**
  67585. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67586. * @param scene defines the current scene where to apply this optimization
  67587. * @param optimizer defines the current optimizer
  67588. * @returns true if everything that can be done was applied
  67589. */
  67590. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67591. }
  67592. /**
  67593. * Defines an optimization used to remove shadows
  67594. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67595. */
  67596. export class ShadowsOptimization extends SceneOptimization {
  67597. /**
  67598. * Gets a string describing the action executed by the current optimization
  67599. * @return description string
  67600. */
  67601. getDescription(): string;
  67602. /**
  67603. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67604. * @param scene defines the current scene where to apply this optimization
  67605. * @param optimizer defines the current optimizer
  67606. * @returns true if everything that can be done was applied
  67607. */
  67608. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67609. }
  67610. /**
  67611. * Defines an optimization used to turn post-processes off
  67612. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67613. */
  67614. export class PostProcessesOptimization extends SceneOptimization {
  67615. /**
  67616. * Gets a string describing the action executed by the current optimization
  67617. * @return description string
  67618. */
  67619. getDescription(): string;
  67620. /**
  67621. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67622. * @param scene defines the current scene where to apply this optimization
  67623. * @param optimizer defines the current optimizer
  67624. * @returns true if everything that can be done was applied
  67625. */
  67626. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67627. }
  67628. /**
  67629. * Defines an optimization used to turn lens flares off
  67630. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67631. */
  67632. export class LensFlaresOptimization extends SceneOptimization {
  67633. /**
  67634. * Gets a string describing the action executed by the current optimization
  67635. * @return description string
  67636. */
  67637. getDescription(): string;
  67638. /**
  67639. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67640. * @param scene defines the current scene where to apply this optimization
  67641. * @param optimizer defines the current optimizer
  67642. * @returns true if everything that can be done was applied
  67643. */
  67644. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67645. }
  67646. /**
  67647. * Defines an optimization based on user defined callback.
  67648. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67649. */
  67650. export class CustomOptimization extends SceneOptimization {
  67651. /**
  67652. * Callback called to apply the custom optimization.
  67653. */
  67654. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  67655. /**
  67656. * Callback called to get custom description
  67657. */
  67658. onGetDescription: () => string;
  67659. /**
  67660. * Gets a string describing the action executed by the current optimization
  67661. * @returns description string
  67662. */
  67663. getDescription(): string;
  67664. /**
  67665. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67666. * @param scene defines the current scene where to apply this optimization
  67667. * @param optimizer defines the current optimizer
  67668. * @returns true if everything that can be done was applied
  67669. */
  67670. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67671. }
  67672. /**
  67673. * Defines an optimization used to turn particles off
  67674. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67675. */
  67676. export class ParticlesOptimization extends SceneOptimization {
  67677. /**
  67678. * Gets a string describing the action executed by the current optimization
  67679. * @return description string
  67680. */
  67681. getDescription(): string;
  67682. /**
  67683. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67684. * @param scene defines the current scene where to apply this optimization
  67685. * @param optimizer defines the current optimizer
  67686. * @returns true if everything that can be done was applied
  67687. */
  67688. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67689. }
  67690. /**
  67691. * Defines an optimization used to turn render targets off
  67692. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67693. */
  67694. export class RenderTargetsOptimization extends SceneOptimization {
  67695. /**
  67696. * Gets a string describing the action executed by the current optimization
  67697. * @return description string
  67698. */
  67699. getDescription(): string;
  67700. /**
  67701. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67702. * @param scene defines the current scene where to apply this optimization
  67703. * @param optimizer defines the current optimizer
  67704. * @returns true if everything that can be done was applied
  67705. */
  67706. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67707. }
  67708. /**
  67709. * Defines an optimization used to merge meshes with compatible materials
  67710. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67711. */
  67712. export class MergeMeshesOptimization extends SceneOptimization {
  67713. private static _UpdateSelectionTree;
  67714. /**
  67715. * Gets or sets a boolean which defines if optimization octree has to be updated
  67716. */
  67717. /**
  67718. * Gets or sets a boolean which defines if optimization octree has to be updated
  67719. */
  67720. static UpdateSelectionTree: boolean;
  67721. /**
  67722. * Gets a string describing the action executed by the current optimization
  67723. * @return description string
  67724. */
  67725. getDescription(): string;
  67726. private _canBeMerged;
  67727. /**
  67728. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67729. * @param scene defines the current scene where to apply this optimization
  67730. * @param optimizer defines the current optimizer
  67731. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  67732. * @returns true if everything that can be done was applied
  67733. */
  67734. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  67735. }
  67736. /**
  67737. * Defines a list of options used by SceneOptimizer
  67738. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67739. */
  67740. export class SceneOptimizerOptions {
  67741. /**
  67742. * Defines the target frame rate to reach (60 by default)
  67743. */
  67744. targetFrameRate: number;
  67745. /**
  67746. * Defines the interval between two checkes (2000ms by default)
  67747. */
  67748. trackerDuration: number;
  67749. /**
  67750. * Gets the list of optimizations to apply
  67751. */
  67752. optimizations: SceneOptimization[];
  67753. /**
  67754. * Creates a new list of options used by SceneOptimizer
  67755. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  67756. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  67757. */
  67758. constructor(
  67759. /**
  67760. * Defines the target frame rate to reach (60 by default)
  67761. */
  67762. targetFrameRate?: number,
  67763. /**
  67764. * Defines the interval between two checkes (2000ms by default)
  67765. */
  67766. trackerDuration?: number);
  67767. /**
  67768. * Add a new optimization
  67769. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  67770. * @returns the current SceneOptimizerOptions
  67771. */
  67772. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  67773. /**
  67774. * Add a new custom optimization
  67775. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  67776. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  67777. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67778. * @returns the current SceneOptimizerOptions
  67779. */
  67780. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  67781. /**
  67782. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  67783. * @param targetFrameRate defines the target frame rate (60 by default)
  67784. * @returns a SceneOptimizerOptions object
  67785. */
  67786. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67787. /**
  67788. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  67789. * @param targetFrameRate defines the target frame rate (60 by default)
  67790. * @returns a SceneOptimizerOptions object
  67791. */
  67792. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67793. /**
  67794. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  67795. * @param targetFrameRate defines the target frame rate (60 by default)
  67796. * @returns a SceneOptimizerOptions object
  67797. */
  67798. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67799. }
  67800. /**
  67801. * Class used to run optimizations in order to reach a target frame rate
  67802. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67803. */
  67804. export class SceneOptimizer implements IDisposable {
  67805. private _isRunning;
  67806. private _options;
  67807. private _scene;
  67808. private _currentPriorityLevel;
  67809. private _targetFrameRate;
  67810. private _trackerDuration;
  67811. private _currentFrameRate;
  67812. private _sceneDisposeObserver;
  67813. private _improvementMode;
  67814. /**
  67815. * Defines an observable called when the optimizer reaches the target frame rate
  67816. */
  67817. onSuccessObservable: Observable<SceneOptimizer>;
  67818. /**
  67819. * Defines an observable called when the optimizer enables an optimization
  67820. */
  67821. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  67822. /**
  67823. * Defines an observable called when the optimizer is not able to reach the target frame rate
  67824. */
  67825. onFailureObservable: Observable<SceneOptimizer>;
  67826. /**
  67827. * Gets a boolean indicating if the optimizer is in improvement mode
  67828. */
  67829. readonly isInImprovementMode: boolean;
  67830. /**
  67831. * Gets the current priority level (0 at start)
  67832. */
  67833. readonly currentPriorityLevel: number;
  67834. /**
  67835. * Gets the current frame rate checked by the SceneOptimizer
  67836. */
  67837. readonly currentFrameRate: number;
  67838. /**
  67839. * Gets or sets the current target frame rate (60 by default)
  67840. */
  67841. /**
  67842. * Gets or sets the current target frame rate (60 by default)
  67843. */
  67844. targetFrameRate: number;
  67845. /**
  67846. * Gets or sets the current interval between two checks (every 2000ms by default)
  67847. */
  67848. /**
  67849. * Gets or sets the current interval between two checks (every 2000ms by default)
  67850. */
  67851. trackerDuration: number;
  67852. /**
  67853. * Gets the list of active optimizations
  67854. */
  67855. readonly optimizations: SceneOptimization[];
  67856. /**
  67857. * Creates a new SceneOptimizer
  67858. * @param scene defines the scene to work on
  67859. * @param options defines the options to use with the SceneOptimizer
  67860. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  67861. * @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)
  67862. */
  67863. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  67864. /**
  67865. * Stops the current optimizer
  67866. */
  67867. stop(): void;
  67868. /**
  67869. * Reset the optimizer to initial step (current priority level = 0)
  67870. */
  67871. reset(): void;
  67872. /**
  67873. * Start the optimizer. By default it will try to reach a specific framerate
  67874. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  67875. */
  67876. start(): void;
  67877. private _checkCurrentState;
  67878. /**
  67879. * Release all resources
  67880. */
  67881. dispose(): void;
  67882. /**
  67883. * Helper function to create a SceneOptimizer with one single line of code
  67884. * @param scene defines the scene to work on
  67885. * @param options defines the options to use with the SceneOptimizer
  67886. * @param onSuccess defines a callback to call on success
  67887. * @param onFailure defines a callback to call on failure
  67888. * @returns the new SceneOptimizer object
  67889. */
  67890. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  67891. }
  67892. }
  67893. declare module "babylonjs/Misc/sceneSerializer" {
  67894. import { Scene } from "babylonjs/scene";
  67895. /**
  67896. * Class used to serialize a scene into a string
  67897. */
  67898. export class SceneSerializer {
  67899. /**
  67900. * Clear cache used by a previous serialization
  67901. */
  67902. static ClearCache(): void;
  67903. /**
  67904. * Serialize a scene into a JSON compatible object
  67905. * @param scene defines the scene to serialize
  67906. * @returns a JSON compatible object
  67907. */
  67908. static Serialize(scene: Scene): any;
  67909. /**
  67910. * Serialize a mesh into a JSON compatible object
  67911. * @param toSerialize defines the mesh to serialize
  67912. * @param withParents defines if parents must be serialized as well
  67913. * @param withChildren defines if children must be serialized as well
  67914. * @returns a JSON compatible object
  67915. */
  67916. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  67917. }
  67918. }
  67919. declare module "babylonjs/Misc/textureTools" {
  67920. import { Texture } from "babylonjs/Materials/Textures/texture";
  67921. /**
  67922. * Class used to host texture specific utilities
  67923. */
  67924. export class TextureTools {
  67925. /**
  67926. * Uses the GPU to create a copy texture rescaled at a given size
  67927. * @param texture Texture to copy from
  67928. * @param width defines the desired width
  67929. * @param height defines the desired height
  67930. * @param useBilinearMode defines if bilinear mode has to be used
  67931. * @return the generated texture
  67932. */
  67933. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  67934. }
  67935. }
  67936. declare module "babylonjs/Misc/videoRecorder" {
  67937. import { Nullable } from "babylonjs/types";
  67938. import { Engine } from "babylonjs/Engines/engine";
  67939. /**
  67940. * This represents the different options available for the video capture.
  67941. */
  67942. export interface VideoRecorderOptions {
  67943. /** Defines the mime type of the video. */
  67944. mimeType: string;
  67945. /** Defines the FPS the video should be recorded at. */
  67946. fps: number;
  67947. /** Defines the chunk size for the recording data. */
  67948. recordChunckSize: number;
  67949. /** The audio tracks to attach to the recording. */
  67950. audioTracks?: MediaStreamTrack[];
  67951. }
  67952. /**
  67953. * This can help with recording videos from BabylonJS.
  67954. * This is based on the available WebRTC functionalities of the browser.
  67955. *
  67956. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  67957. */
  67958. export class VideoRecorder {
  67959. private static readonly _defaultOptions;
  67960. /**
  67961. * Returns whether or not the VideoRecorder is available in your browser.
  67962. * @param engine Defines the Babylon Engine.
  67963. * @returns true if supported otherwise false.
  67964. */
  67965. static IsSupported(engine: Engine): boolean;
  67966. private readonly _options;
  67967. private _canvas;
  67968. private _mediaRecorder;
  67969. private _recordedChunks;
  67970. private _fileName;
  67971. private _resolve;
  67972. private _reject;
  67973. /**
  67974. * True when a recording is already in progress.
  67975. */
  67976. readonly isRecording: boolean;
  67977. /**
  67978. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  67979. * @param engine Defines the BabylonJS Engine you wish to record.
  67980. * @param options Defines options that can be used to customize the capture.
  67981. */
  67982. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  67983. /**
  67984. * Stops the current recording before the default capture timeout passed in the startRecording function.
  67985. */
  67986. stopRecording(): void;
  67987. /**
  67988. * Starts recording the canvas for a max duration specified in parameters.
  67989. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  67990. * If null no automatic download will start and you can rely on the promise to get the data back.
  67991. * @param maxDuration Defines the maximum recording time in seconds.
  67992. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  67993. * @return A promise callback at the end of the recording with the video data in Blob.
  67994. */
  67995. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  67996. /**
  67997. * Releases internal resources used during the recording.
  67998. */
  67999. dispose(): void;
  68000. private _handleDataAvailable;
  68001. private _handleError;
  68002. private _handleStop;
  68003. }
  68004. }
  68005. declare module "babylonjs/Misc/screenshotTools" {
  68006. import { Camera } from "babylonjs/Cameras/camera";
  68007. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  68008. import { Engine } from "babylonjs/Engines/engine";
  68009. /**
  68010. * Class containing a set of static utilities functions for screenshots
  68011. */
  68012. export class ScreenshotTools {
  68013. /**
  68014. * Captures a screenshot of the current rendering
  68015. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68016. * @param engine defines the rendering engine
  68017. * @param camera defines the source camera
  68018. * @param size This parameter can be set to a single number or to an object with the
  68019. * following (optional) properties: precision, width, height. If a single number is passed,
  68020. * it will be used for both width and height. If an object is passed, the screenshot size
  68021. * will be derived from the parameters. The precision property is a multiplier allowing
  68022. * rendering at a higher or lower resolution
  68023. * @param successCallback defines the callback receives a single parameter which contains the
  68024. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  68025. * src parameter of an <img> to display it
  68026. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  68027. * Check your browser for supported MIME types
  68028. */
  68029. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  68030. /**
  68031. * Captures a screenshot of the current rendering
  68032. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68033. * @param engine defines the rendering engine
  68034. * @param camera defines the source camera
  68035. * @param size This parameter can be set to a single number or to an object with the
  68036. * following (optional) properties: precision, width, height. If a single number is passed,
  68037. * it will be used for both width and height. If an object is passed, the screenshot size
  68038. * will be derived from the parameters. The precision property is a multiplier allowing
  68039. * rendering at a higher or lower resolution
  68040. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  68041. * Check your browser for supported MIME types
  68042. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  68043. * to the src parameter of an <img> to display it
  68044. */
  68045. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  68046. /**
  68047. * Generates an image screenshot from the specified camera.
  68048. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68049. * @param engine The engine to use for rendering
  68050. * @param camera The camera to use for rendering
  68051. * @param size This parameter can be set to a single number or to an object with the
  68052. * following (optional) properties: precision, width, height. If a single number is passed,
  68053. * it will be used for both width and height. If an object is passed, the screenshot size
  68054. * will be derived from the parameters. The precision property is a multiplier allowing
  68055. * rendering at a higher or lower resolution
  68056. * @param successCallback The callback receives a single parameter which contains the
  68057. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  68058. * src parameter of an <img> to display it
  68059. * @param mimeType The MIME type of the screenshot image (default: image/png).
  68060. * Check your browser for supported MIME types
  68061. * @param samples Texture samples (default: 1)
  68062. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  68063. * @param fileName A name for for the downloaded file.
  68064. */
  68065. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  68066. /**
  68067. * Generates an image screenshot from the specified camera.
  68068. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68069. * @param engine The engine to use for rendering
  68070. * @param camera The camera to use for rendering
  68071. * @param size This parameter can be set to a single number or to an object with the
  68072. * following (optional) properties: precision, width, height. If a single number is passed,
  68073. * it will be used for both width and height. If an object is passed, the screenshot size
  68074. * will be derived from the parameters. The precision property is a multiplier allowing
  68075. * rendering at a higher or lower resolution
  68076. * @param mimeType The MIME type of the screenshot image (default: image/png).
  68077. * Check your browser for supported MIME types
  68078. * @param samples Texture samples (default: 1)
  68079. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  68080. * @param fileName A name for for the downloaded file.
  68081. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  68082. * to the src parameter of an <img> to display it
  68083. */
  68084. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  68085. /**
  68086. * Gets height and width for screenshot size
  68087. * @private
  68088. */
  68089. private static _getScreenshotSize;
  68090. }
  68091. }
  68092. declare module "babylonjs/Misc/dataReader" {
  68093. /**
  68094. * Interface for a data buffer
  68095. */
  68096. export interface IDataBuffer {
  68097. /**
  68098. * Reads bytes from the data buffer.
  68099. * @param byteOffset The byte offset to read
  68100. * @param byteLength The byte length to read
  68101. * @returns A promise that resolves when the bytes are read
  68102. */
  68103. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  68104. /**
  68105. * The byte length of the buffer.
  68106. */
  68107. readonly byteLength: number;
  68108. }
  68109. /**
  68110. * Utility class for reading from a data buffer
  68111. */
  68112. export class DataReader {
  68113. /**
  68114. * The data buffer associated with this data reader.
  68115. */
  68116. readonly buffer: IDataBuffer;
  68117. /**
  68118. * The current byte offset from the beginning of the data buffer.
  68119. */
  68120. byteOffset: number;
  68121. private _dataView;
  68122. private _dataByteOffset;
  68123. /**
  68124. * Constructor
  68125. * @param buffer The buffer to read
  68126. */
  68127. constructor(buffer: IDataBuffer);
  68128. /**
  68129. * Loads the given byte length.
  68130. * @param byteLength The byte length to load
  68131. * @returns A promise that resolves when the load is complete
  68132. */
  68133. loadAsync(byteLength: number): Promise<void>;
  68134. /**
  68135. * Read a unsigned 32-bit integer from the currently loaded data range.
  68136. * @returns The 32-bit integer read
  68137. */
  68138. readUint32(): number;
  68139. /**
  68140. * Read a byte array from the currently loaded data range.
  68141. * @param byteLength The byte length to read
  68142. * @returns The byte array read
  68143. */
  68144. readUint8Array(byteLength: number): Uint8Array;
  68145. /**
  68146. * Read a string from the currently loaded data range.
  68147. * @param byteLength The byte length to read
  68148. * @returns The string read
  68149. */
  68150. readString(byteLength: number): string;
  68151. /**
  68152. * Skips the given byte length the currently loaded data range.
  68153. * @param byteLength The byte length to skip
  68154. */
  68155. skipBytes(byteLength: number): void;
  68156. }
  68157. }
  68158. declare module "babylonjs/Misc/index" {
  68159. export * from "babylonjs/Misc/andOrNotEvaluator";
  68160. export * from "babylonjs/Misc/assetsManager";
  68161. export * from "babylonjs/Misc/dds";
  68162. export * from "babylonjs/Misc/decorators";
  68163. export * from "babylonjs/Misc/deferred";
  68164. export * from "babylonjs/Misc/environmentTextureTools";
  68165. export * from "babylonjs/Misc/meshExploder";
  68166. export * from "babylonjs/Misc/filesInput";
  68167. export * from "babylonjs/Misc/HighDynamicRange/index";
  68168. export * from "babylonjs/Misc/khronosTextureContainer";
  68169. export * from "babylonjs/Misc/observable";
  68170. export * from "babylonjs/Misc/performanceMonitor";
  68171. export * from "babylonjs/Misc/promise";
  68172. export * from "babylonjs/Misc/sceneOptimizer";
  68173. export * from "babylonjs/Misc/sceneSerializer";
  68174. export * from "babylonjs/Misc/smartArray";
  68175. export * from "babylonjs/Misc/stringDictionary";
  68176. export * from "babylonjs/Misc/tags";
  68177. export * from "babylonjs/Misc/textureTools";
  68178. export * from "babylonjs/Misc/tga";
  68179. export * from "babylonjs/Misc/tools";
  68180. export * from "babylonjs/Misc/videoRecorder";
  68181. export * from "babylonjs/Misc/virtualJoystick";
  68182. export * from "babylonjs/Misc/workerPool";
  68183. export * from "babylonjs/Misc/logger";
  68184. export * from "babylonjs/Misc/typeStore";
  68185. export * from "babylonjs/Misc/filesInputStore";
  68186. export * from "babylonjs/Misc/deepCopier";
  68187. export * from "babylonjs/Misc/pivotTools";
  68188. export * from "babylonjs/Misc/precisionDate";
  68189. export * from "babylonjs/Misc/screenshotTools";
  68190. export * from "babylonjs/Misc/typeStore";
  68191. export * from "babylonjs/Misc/webRequest";
  68192. export * from "babylonjs/Misc/iInspectable";
  68193. export * from "babylonjs/Misc/brdfTextureTools";
  68194. export * from "babylonjs/Misc/rgbdTextureTools";
  68195. export * from "babylonjs/Misc/gradients";
  68196. export * from "babylonjs/Misc/perfCounter";
  68197. export * from "babylonjs/Misc/fileRequest";
  68198. export * from "babylonjs/Misc/customAnimationFrameRequester";
  68199. export * from "babylonjs/Misc/retryStrategy";
  68200. export * from "babylonjs/Misc/interfaces/screenshotSize";
  68201. export * from "babylonjs/Misc/canvasGenerator";
  68202. export * from "babylonjs/Misc/fileTools";
  68203. export * from "babylonjs/Misc/stringTools";
  68204. export * from "babylonjs/Misc/dataReader";
  68205. }
  68206. declare module "babylonjs/index" {
  68207. export * from "babylonjs/abstractScene";
  68208. export * from "babylonjs/Actions/index";
  68209. export * from "babylonjs/Animations/index";
  68210. export * from "babylonjs/assetContainer";
  68211. export * from "babylonjs/Audio/index";
  68212. export * from "babylonjs/Behaviors/index";
  68213. export * from "babylonjs/Bones/index";
  68214. export * from "babylonjs/Cameras/index";
  68215. export * from "babylonjs/Collisions/index";
  68216. export * from "babylonjs/Culling/index";
  68217. export * from "babylonjs/Debug/index";
  68218. export * from "babylonjs/Engines/index";
  68219. export * from "babylonjs/Events/index";
  68220. export * from "babylonjs/Gamepads/index";
  68221. export * from "babylonjs/Gizmos/index";
  68222. export * from "babylonjs/Helpers/index";
  68223. export * from "babylonjs/Instrumentation/index";
  68224. export * from "babylonjs/Layers/index";
  68225. export * from "babylonjs/LensFlares/index";
  68226. export * from "babylonjs/Lights/index";
  68227. export * from "babylonjs/Loading/index";
  68228. export * from "babylonjs/Materials/index";
  68229. export * from "babylonjs/Maths/index";
  68230. export * from "babylonjs/Meshes/index";
  68231. export * from "babylonjs/Morph/index";
  68232. export * from "babylonjs/Navigation/index";
  68233. export * from "babylonjs/node";
  68234. export * from "babylonjs/Offline/index";
  68235. export * from "babylonjs/Particles/index";
  68236. export * from "babylonjs/Physics/index";
  68237. export * from "babylonjs/PostProcesses/index";
  68238. export * from "babylonjs/Probes/index";
  68239. export * from "babylonjs/Rendering/index";
  68240. export * from "babylonjs/scene";
  68241. export * from "babylonjs/sceneComponent";
  68242. export * from "babylonjs/Sprites/index";
  68243. export * from "babylonjs/States/index";
  68244. export * from "babylonjs/Misc/index";
  68245. export * from "babylonjs/types";
  68246. }
  68247. declare module "babylonjs/Animations/pathCursor" {
  68248. import { Vector3 } from "babylonjs/Maths/math.vector";
  68249. import { Path2 } from "babylonjs/Maths/math.path";
  68250. /**
  68251. * A cursor which tracks a point on a path
  68252. */
  68253. export class PathCursor {
  68254. private path;
  68255. /**
  68256. * Stores path cursor callbacks for when an onchange event is triggered
  68257. */
  68258. private _onchange;
  68259. /**
  68260. * The value of the path cursor
  68261. */
  68262. value: number;
  68263. /**
  68264. * The animation array of the path cursor
  68265. */
  68266. animations: Animation[];
  68267. /**
  68268. * Initializes the path cursor
  68269. * @param path The path to track
  68270. */
  68271. constructor(path: Path2);
  68272. /**
  68273. * Gets the cursor point on the path
  68274. * @returns A point on the path cursor at the cursor location
  68275. */
  68276. getPoint(): Vector3;
  68277. /**
  68278. * Moves the cursor ahead by the step amount
  68279. * @param step The amount to move the cursor forward
  68280. * @returns This path cursor
  68281. */
  68282. moveAhead(step?: number): PathCursor;
  68283. /**
  68284. * Moves the cursor behind by the step amount
  68285. * @param step The amount to move the cursor back
  68286. * @returns This path cursor
  68287. */
  68288. moveBack(step?: number): PathCursor;
  68289. /**
  68290. * Moves the cursor by the step amount
  68291. * If the step amount is greater than one, an exception is thrown
  68292. * @param step The amount to move the cursor
  68293. * @returns This path cursor
  68294. */
  68295. move(step: number): PathCursor;
  68296. /**
  68297. * Ensures that the value is limited between zero and one
  68298. * @returns This path cursor
  68299. */
  68300. private ensureLimits;
  68301. /**
  68302. * Runs onchange callbacks on change (used by the animation engine)
  68303. * @returns This path cursor
  68304. */
  68305. private raiseOnChange;
  68306. /**
  68307. * Executes a function on change
  68308. * @param f A path cursor onchange callback
  68309. * @returns This path cursor
  68310. */
  68311. onchange(f: (cursor: PathCursor) => void): PathCursor;
  68312. }
  68313. }
  68314. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  68315. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  68316. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  68317. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  68318. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  68319. }
  68320. declare module "babylonjs/Engines/Processors/Expressions/index" {
  68321. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  68322. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  68323. }
  68324. declare module "babylonjs/Engines/Processors/index" {
  68325. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  68326. export * from "babylonjs/Engines/Processors/Expressions/index";
  68327. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  68328. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  68329. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  68330. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  68331. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  68332. export * from "babylonjs/Engines/Processors/shaderProcessor";
  68333. }
  68334. declare module "babylonjs/Legacy/legacy" {
  68335. import * as Babylon from "babylonjs/index";
  68336. export * from "babylonjs/index";
  68337. }
  68338. declare module "babylonjs/Shaders/blur.fragment" {
  68339. /** @hidden */
  68340. export var blurPixelShader: {
  68341. name: string;
  68342. shader: string;
  68343. };
  68344. }
  68345. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  68346. /** @hidden */
  68347. export var pointCloudVertexDeclaration: {
  68348. name: string;
  68349. shader: string;
  68350. };
  68351. }
  68352. declare module "babylonjs" {
  68353. export * from "babylonjs/Legacy/legacy";
  68354. }
  68355. declare module BABYLON {
  68356. /** Alias type for value that can be null */
  68357. export type Nullable<T> = T | null;
  68358. /**
  68359. * Alias type for number that are floats
  68360. * @ignorenaming
  68361. */
  68362. export type float = number;
  68363. /**
  68364. * Alias type for number that are doubles.
  68365. * @ignorenaming
  68366. */
  68367. export type double = number;
  68368. /**
  68369. * Alias type for number that are integer
  68370. * @ignorenaming
  68371. */
  68372. export type int = number;
  68373. /** Alias type for number array or Float32Array */
  68374. export type FloatArray = number[] | Float32Array;
  68375. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  68376. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  68377. /**
  68378. * Alias for types that can be used by a Buffer or VertexBuffer.
  68379. */
  68380. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  68381. /**
  68382. * Alias type for primitive types
  68383. * @ignorenaming
  68384. */
  68385. type Primitive = undefined | null | boolean | string | number | Function;
  68386. /**
  68387. * Type modifier to make all the properties of an object Readonly
  68388. */
  68389. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  68390. /**
  68391. * Type modifier to make all the properties of an object Readonly recursively
  68392. */
  68393. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  68394. /**
  68395. * Type modifier to make object properties readonly.
  68396. */
  68397. export type DeepImmutableObject<T> = {
  68398. readonly [K in keyof T]: DeepImmutable<T[K]>;
  68399. };
  68400. /** @hidden */
  68401. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  68402. }
  68403. }
  68404. declare module BABYLON {
  68405. /**
  68406. * A class serves as a medium between the observable and its observers
  68407. */
  68408. export class EventState {
  68409. /**
  68410. * Create a new EventState
  68411. * @param mask defines the mask associated with this state
  68412. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68413. * @param target defines the original target of the state
  68414. * @param currentTarget defines the current target of the state
  68415. */
  68416. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  68417. /**
  68418. * Initialize the current event state
  68419. * @param mask defines the mask associated with this state
  68420. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68421. * @param target defines the original target of the state
  68422. * @param currentTarget defines the current target of the state
  68423. * @returns the current event state
  68424. */
  68425. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  68426. /**
  68427. * An Observer can set this property to true to prevent subsequent observers of being notified
  68428. */
  68429. skipNextObservers: boolean;
  68430. /**
  68431. * Get the mask value that were used to trigger the event corresponding to this EventState object
  68432. */
  68433. mask: number;
  68434. /**
  68435. * The object that originally notified the event
  68436. */
  68437. target?: any;
  68438. /**
  68439. * The current object in the bubbling phase
  68440. */
  68441. currentTarget?: any;
  68442. /**
  68443. * This will be populated with the return value of the last function that was executed.
  68444. * If it is the first function in the callback chain it will be the event data.
  68445. */
  68446. lastReturnValue?: any;
  68447. }
  68448. /**
  68449. * Represent an Observer registered to a given Observable object.
  68450. */
  68451. export class Observer<T> {
  68452. /**
  68453. * Defines the callback to call when the observer is notified
  68454. */
  68455. callback: (eventData: T, eventState: EventState) => void;
  68456. /**
  68457. * Defines the mask of the observer (used to filter notifications)
  68458. */
  68459. mask: number;
  68460. /**
  68461. * Defines the current scope used to restore the JS context
  68462. */
  68463. scope: any;
  68464. /** @hidden */
  68465. _willBeUnregistered: boolean;
  68466. /**
  68467. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  68468. */
  68469. unregisterOnNextCall: boolean;
  68470. /**
  68471. * Creates a new observer
  68472. * @param callback defines the callback to call when the observer is notified
  68473. * @param mask defines the mask of the observer (used to filter notifications)
  68474. * @param scope defines the current scope used to restore the JS context
  68475. */
  68476. constructor(
  68477. /**
  68478. * Defines the callback to call when the observer is notified
  68479. */
  68480. callback: (eventData: T, eventState: EventState) => void,
  68481. /**
  68482. * Defines the mask of the observer (used to filter notifications)
  68483. */
  68484. mask: number,
  68485. /**
  68486. * Defines the current scope used to restore the JS context
  68487. */
  68488. scope?: any);
  68489. }
  68490. /**
  68491. * Represent a list of observers registered to multiple Observables object.
  68492. */
  68493. export class MultiObserver<T> {
  68494. private _observers;
  68495. private _observables;
  68496. /**
  68497. * Release associated resources
  68498. */
  68499. dispose(): void;
  68500. /**
  68501. * Raise a callback when one of the observable will notify
  68502. * @param observables defines a list of observables to watch
  68503. * @param callback defines the callback to call on notification
  68504. * @param mask defines the mask used to filter notifications
  68505. * @param scope defines the current scope used to restore the JS context
  68506. * @returns the new MultiObserver
  68507. */
  68508. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  68509. }
  68510. /**
  68511. * The Observable class is a simple implementation of the Observable pattern.
  68512. *
  68513. * 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.
  68514. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  68515. * 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).
  68516. * 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.
  68517. */
  68518. export class Observable<T> {
  68519. private _observers;
  68520. private _eventState;
  68521. private _onObserverAdded;
  68522. /**
  68523. * Gets the list of observers
  68524. */
  68525. readonly observers: Array<Observer<T>>;
  68526. /**
  68527. * Creates a new observable
  68528. * @param onObserverAdded defines a callback to call when a new observer is added
  68529. */
  68530. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  68531. /**
  68532. * Create a new Observer with the specified callback
  68533. * @param callback the callback that will be executed for that Observer
  68534. * @param mask the mask used to filter observers
  68535. * @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.
  68536. * @param scope optional scope for the callback to be called from
  68537. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  68538. * @returns the new observer created for the callback
  68539. */
  68540. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  68541. /**
  68542. * Create a new Observer with the specified callback and unregisters after the next notification
  68543. * @param callback the callback that will be executed for that Observer
  68544. * @returns the new observer created for the callback
  68545. */
  68546. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  68547. /**
  68548. * Remove an Observer from the Observable object
  68549. * @param observer the instance of the Observer to remove
  68550. * @returns false if it doesn't belong to this Observable
  68551. */
  68552. remove(observer: Nullable<Observer<T>>): boolean;
  68553. /**
  68554. * Remove a callback from the Observable object
  68555. * @param callback the callback to remove
  68556. * @param scope optional scope. If used only the callbacks with this scope will be removed
  68557. * @returns false if it doesn't belong to this Observable
  68558. */
  68559. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  68560. private _deferUnregister;
  68561. private _remove;
  68562. /**
  68563. * Moves the observable to the top of the observer list making it get called first when notified
  68564. * @param observer the observer to move
  68565. */
  68566. makeObserverTopPriority(observer: Observer<T>): void;
  68567. /**
  68568. * Moves the observable to the bottom of the observer list making it get called last when notified
  68569. * @param observer the observer to move
  68570. */
  68571. makeObserverBottomPriority(observer: Observer<T>): void;
  68572. /**
  68573. * Notify all Observers by calling their respective callback with the given data
  68574. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  68575. * @param eventData defines the data to send to all observers
  68576. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  68577. * @param target defines the original target of the state
  68578. * @param currentTarget defines the current target of the state
  68579. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  68580. */
  68581. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  68582. /**
  68583. * Calling this will execute each callback, expecting it to be a promise or return a value.
  68584. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  68585. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  68586. * and it is crucial that all callbacks will be executed.
  68587. * The order of the callbacks is kept, callbacks are not executed parallel.
  68588. *
  68589. * @param eventData The data to be sent to each callback
  68590. * @param mask is used to filter observers defaults to -1
  68591. * @param target defines the callback target (see EventState)
  68592. * @param currentTarget defines he current object in the bubbling phase
  68593. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  68594. */
  68595. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  68596. /**
  68597. * Notify a specific observer
  68598. * @param observer defines the observer to notify
  68599. * @param eventData defines the data to be sent to each callback
  68600. * @param mask is used to filter observers defaults to -1
  68601. */
  68602. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  68603. /**
  68604. * Gets a boolean indicating if the observable has at least one observer
  68605. * @returns true is the Observable has at least one Observer registered
  68606. */
  68607. hasObservers(): boolean;
  68608. /**
  68609. * Clear the list of observers
  68610. */
  68611. clear(): void;
  68612. /**
  68613. * Clone the current observable
  68614. * @returns a new observable
  68615. */
  68616. clone(): Observable<T>;
  68617. /**
  68618. * Does this observable handles observer registered with a given mask
  68619. * @param mask defines the mask to be tested
  68620. * @return whether or not one observer registered with the given mask is handeled
  68621. **/
  68622. hasSpecificMask(mask?: number): boolean;
  68623. }
  68624. }
  68625. declare module BABYLON {
  68626. /**
  68627. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  68628. * Babylon.js
  68629. */
  68630. export class DomManagement {
  68631. /**
  68632. * Checks if the window object exists
  68633. * @returns true if the window object exists
  68634. */
  68635. static IsWindowObjectExist(): boolean;
  68636. /**
  68637. * Checks if the navigator object exists
  68638. * @returns true if the navigator object exists
  68639. */
  68640. static IsNavigatorAvailable(): boolean;
  68641. /**
  68642. * Extracts text content from a DOM element hierarchy
  68643. * @param element defines the root element
  68644. * @returns a string
  68645. */
  68646. static GetDOMTextContent(element: HTMLElement): string;
  68647. }
  68648. }
  68649. declare module BABYLON {
  68650. /**
  68651. * Logger used througouht the application to allow configuration of
  68652. * the log level required for the messages.
  68653. */
  68654. export class Logger {
  68655. /**
  68656. * No log
  68657. */
  68658. static readonly NoneLogLevel: number;
  68659. /**
  68660. * Only message logs
  68661. */
  68662. static readonly MessageLogLevel: number;
  68663. /**
  68664. * Only warning logs
  68665. */
  68666. static readonly WarningLogLevel: number;
  68667. /**
  68668. * Only error logs
  68669. */
  68670. static readonly ErrorLogLevel: number;
  68671. /**
  68672. * All logs
  68673. */
  68674. static readonly AllLogLevel: number;
  68675. private static _LogCache;
  68676. /**
  68677. * Gets a value indicating the number of loading errors
  68678. * @ignorenaming
  68679. */
  68680. static errorsCount: number;
  68681. /**
  68682. * Callback called when a new log is added
  68683. */
  68684. static OnNewCacheEntry: (entry: string) => void;
  68685. private static _AddLogEntry;
  68686. private static _FormatMessage;
  68687. private static _LogDisabled;
  68688. private static _LogEnabled;
  68689. private static _WarnDisabled;
  68690. private static _WarnEnabled;
  68691. private static _ErrorDisabled;
  68692. private static _ErrorEnabled;
  68693. /**
  68694. * Log a message to the console
  68695. */
  68696. static Log: (message: string) => void;
  68697. /**
  68698. * Write a warning message to the console
  68699. */
  68700. static Warn: (message: string) => void;
  68701. /**
  68702. * Write an error message to the console
  68703. */
  68704. static Error: (message: string) => void;
  68705. /**
  68706. * Gets current log cache (list of logs)
  68707. */
  68708. static readonly LogCache: string;
  68709. /**
  68710. * Clears the log cache
  68711. */
  68712. static ClearLogCache(): void;
  68713. /**
  68714. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  68715. */
  68716. static LogLevels: number;
  68717. }
  68718. }
  68719. declare module BABYLON {
  68720. /** @hidden */
  68721. export class _TypeStore {
  68722. /** @hidden */
  68723. static RegisteredTypes: {
  68724. [key: string]: Object;
  68725. };
  68726. /** @hidden */
  68727. static GetClass(fqdn: string): any;
  68728. }
  68729. }
  68730. declare module BABYLON {
  68731. /**
  68732. * Helper to manipulate strings
  68733. */
  68734. export class StringTools {
  68735. /**
  68736. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68737. * @param str Source string
  68738. * @param suffix Suffix to search for in the source string
  68739. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68740. */
  68741. static EndsWith(str: string, suffix: string): boolean;
  68742. /**
  68743. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68744. * @param str Source string
  68745. * @param suffix Suffix to search for in the source string
  68746. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68747. */
  68748. static StartsWith(str: string, suffix: string): boolean;
  68749. /**
  68750. * Decodes a buffer into a string
  68751. * @param buffer The buffer to decode
  68752. * @returns The decoded string
  68753. */
  68754. static Decode(buffer: Uint8Array | Uint16Array): string;
  68755. /**
  68756. * Encode a buffer to a base64 string
  68757. * @param buffer defines the buffer to encode
  68758. * @returns the encoded string
  68759. */
  68760. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  68761. }
  68762. }
  68763. declare module BABYLON {
  68764. /**
  68765. * Class containing a set of static utilities functions for deep copy.
  68766. */
  68767. export class DeepCopier {
  68768. /**
  68769. * Tries to copy an object by duplicating every property
  68770. * @param source defines the source object
  68771. * @param destination defines the target object
  68772. * @param doNotCopyList defines a list of properties to avoid
  68773. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  68774. */
  68775. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  68776. }
  68777. }
  68778. declare module BABYLON {
  68779. /**
  68780. * Class containing a set of static utilities functions for precision date
  68781. */
  68782. export class PrecisionDate {
  68783. /**
  68784. * Gets either window.performance.now() if supported or Date.now() else
  68785. */
  68786. static readonly Now: number;
  68787. }
  68788. }
  68789. declare module BABYLON {
  68790. /** @hidden */
  68791. export class _DevTools {
  68792. static WarnImport(name: string): string;
  68793. }
  68794. }
  68795. declare module BABYLON {
  68796. /**
  68797. * Interface used to define the mechanism to get data from the network
  68798. */
  68799. export interface IWebRequest {
  68800. /**
  68801. * Returns client's response url
  68802. */
  68803. responseURL: string;
  68804. /**
  68805. * Returns client's status
  68806. */
  68807. status: number;
  68808. /**
  68809. * Returns client's status as a text
  68810. */
  68811. statusText: string;
  68812. }
  68813. }
  68814. declare module BABYLON {
  68815. /**
  68816. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  68817. */
  68818. export class WebRequest implements IWebRequest {
  68819. private _xhr;
  68820. /**
  68821. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  68822. * i.e. when loading files, where the server/service expects an Authorization header
  68823. */
  68824. static CustomRequestHeaders: {
  68825. [key: string]: string;
  68826. };
  68827. /**
  68828. * Add callback functions in this array to update all the requests before they get sent to the network
  68829. */
  68830. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  68831. private _injectCustomRequestHeaders;
  68832. /**
  68833. * Gets or sets a function to be called when loading progress changes
  68834. */
  68835. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  68836. /**
  68837. * Returns client's state
  68838. */
  68839. readonly readyState: number;
  68840. /**
  68841. * Returns client's status
  68842. */
  68843. readonly status: number;
  68844. /**
  68845. * Returns client's status as a text
  68846. */
  68847. readonly statusText: string;
  68848. /**
  68849. * Returns client's response
  68850. */
  68851. readonly response: any;
  68852. /**
  68853. * Returns client's response url
  68854. */
  68855. readonly responseURL: string;
  68856. /**
  68857. * Returns client's response as text
  68858. */
  68859. readonly responseText: string;
  68860. /**
  68861. * Gets or sets the expected response type
  68862. */
  68863. responseType: XMLHttpRequestResponseType;
  68864. /** @hidden */
  68865. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  68866. /** @hidden */
  68867. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  68868. /**
  68869. * Cancels any network activity
  68870. */
  68871. abort(): void;
  68872. /**
  68873. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  68874. * @param body defines an optional request body
  68875. */
  68876. send(body?: Document | BodyInit | null): void;
  68877. /**
  68878. * Sets the request method, request URL
  68879. * @param method defines the method to use (GET, POST, etc..)
  68880. * @param url defines the url to connect with
  68881. */
  68882. open(method: string, url: string): void;
  68883. /**
  68884. * Sets the value of a request header.
  68885. * @param name The name of the header whose value is to be set
  68886. * @param value The value to set as the body of the header
  68887. */
  68888. setRequestHeader(name: string, value: string): void;
  68889. /**
  68890. * Get the string containing the text of a particular header's value.
  68891. * @param name The name of the header
  68892. * @returns The string containing the text of the given header name
  68893. */
  68894. getResponseHeader(name: string): Nullable<string>;
  68895. }
  68896. }
  68897. declare module BABYLON {
  68898. /**
  68899. * File request interface
  68900. */
  68901. export interface IFileRequest {
  68902. /**
  68903. * Raised when the request is complete (success or error).
  68904. */
  68905. onCompleteObservable: Observable<IFileRequest>;
  68906. /**
  68907. * Aborts the request for a file.
  68908. */
  68909. abort: () => void;
  68910. }
  68911. }
  68912. declare module BABYLON {
  68913. /**
  68914. * Define options used to create a render target texture
  68915. */
  68916. export class RenderTargetCreationOptions {
  68917. /**
  68918. * Specifies is mipmaps must be generated
  68919. */
  68920. generateMipMaps?: boolean;
  68921. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  68922. generateDepthBuffer?: boolean;
  68923. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  68924. generateStencilBuffer?: boolean;
  68925. /** Defines texture type (int by default) */
  68926. type?: number;
  68927. /** Defines sampling mode (trilinear by default) */
  68928. samplingMode?: number;
  68929. /** Defines format (RGBA by default) */
  68930. format?: number;
  68931. }
  68932. }
  68933. declare module BABYLON {
  68934. /**
  68935. * @hidden
  68936. **/
  68937. export class _TimeToken {
  68938. _startTimeQuery: Nullable<WebGLQuery>;
  68939. _endTimeQuery: Nullable<WebGLQuery>;
  68940. _timeElapsedQuery: Nullable<WebGLQuery>;
  68941. _timeElapsedQueryEnded: boolean;
  68942. }
  68943. }
  68944. declare module BABYLON {
  68945. /** Defines the cross module used constants to avoid circular dependncies */
  68946. export class Constants {
  68947. /** Defines that alpha blending is disabled */
  68948. static readonly ALPHA_DISABLE: number;
  68949. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68950. static readonly ALPHA_ADD: number;
  68951. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68952. static readonly ALPHA_COMBINE: number;
  68953. /** Defines that alpha blending to DEST - SRC * DEST */
  68954. static readonly ALPHA_SUBTRACT: number;
  68955. /** Defines that alpha blending to SRC * DEST */
  68956. static readonly ALPHA_MULTIPLY: number;
  68957. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68958. static readonly ALPHA_MAXIMIZED: number;
  68959. /** Defines that alpha blending to SRC + DEST */
  68960. static readonly ALPHA_ONEONE: number;
  68961. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68962. static readonly ALPHA_PREMULTIPLIED: number;
  68963. /**
  68964. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68965. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68966. */
  68967. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68968. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68969. static readonly ALPHA_INTERPOLATE: number;
  68970. /**
  68971. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68972. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68973. */
  68974. static readonly ALPHA_SCREENMODE: number;
  68975. /**
  68976. * Defines that alpha blending to SRC + DST
  68977. * Alpha will be set to SRC ALPHA + DST ALPHA
  68978. */
  68979. static readonly ALPHA_ONEONE_ONEONE: number;
  68980. /**
  68981. * Defines that alpha blending to SRC * DST ALPHA + DST
  68982. * Alpha will be set to 0
  68983. */
  68984. static readonly ALPHA_ALPHATOCOLOR: number;
  68985. /**
  68986. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  68987. */
  68988. static readonly ALPHA_REVERSEONEMINUS: number;
  68989. /**
  68990. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  68991. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  68992. */
  68993. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  68994. /**
  68995. * Defines that alpha blending to SRC + DST
  68996. * Alpha will be set to SRC ALPHA
  68997. */
  68998. static readonly ALPHA_ONEONE_ONEZERO: number;
  68999. /** Defines that alpha blending equation a SUM */
  69000. static readonly ALPHA_EQUATION_ADD: number;
  69001. /** Defines that alpha blending equation a SUBSTRACTION */
  69002. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  69003. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  69004. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  69005. /** Defines that alpha blending equation a MAX operation */
  69006. static readonly ALPHA_EQUATION_MAX: number;
  69007. /** Defines that alpha blending equation a MIN operation */
  69008. static readonly ALPHA_EQUATION_MIN: number;
  69009. /**
  69010. * Defines that alpha blending equation a DARKEN operation:
  69011. * It takes the min of the src and sums the alpha channels.
  69012. */
  69013. static readonly ALPHA_EQUATION_DARKEN: number;
  69014. /** Defines that the ressource is not delayed*/
  69015. static readonly DELAYLOADSTATE_NONE: number;
  69016. /** Defines that the ressource was successfully delay loaded */
  69017. static readonly DELAYLOADSTATE_LOADED: number;
  69018. /** Defines that the ressource is currently delay loading */
  69019. static readonly DELAYLOADSTATE_LOADING: number;
  69020. /** Defines that the ressource is delayed and has not started loading */
  69021. static readonly DELAYLOADSTATE_NOTLOADED: number;
  69022. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  69023. static readonly NEVER: number;
  69024. /** 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 */
  69025. static readonly ALWAYS: number;
  69026. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  69027. static readonly LESS: number;
  69028. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  69029. static readonly EQUAL: number;
  69030. /** 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 */
  69031. static readonly LEQUAL: number;
  69032. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  69033. static readonly GREATER: number;
  69034. /** 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 */
  69035. static readonly GEQUAL: number;
  69036. /** 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 */
  69037. static readonly NOTEQUAL: number;
  69038. /** Passed to stencilOperation to specify that stencil value must be kept */
  69039. static readonly KEEP: number;
  69040. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69041. static readonly REPLACE: number;
  69042. /** Passed to stencilOperation to specify that stencil value must be incremented */
  69043. static readonly INCR: number;
  69044. /** Passed to stencilOperation to specify that stencil value must be decremented */
  69045. static readonly DECR: number;
  69046. /** Passed to stencilOperation to specify that stencil value must be inverted */
  69047. static readonly INVERT: number;
  69048. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  69049. static readonly INCR_WRAP: number;
  69050. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  69051. static readonly DECR_WRAP: number;
  69052. /** Texture is not repeating outside of 0..1 UVs */
  69053. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  69054. /** Texture is repeating outside of 0..1 UVs */
  69055. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  69056. /** Texture is repeating and mirrored */
  69057. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  69058. /** ALPHA */
  69059. static readonly TEXTUREFORMAT_ALPHA: number;
  69060. /** LUMINANCE */
  69061. static readonly TEXTUREFORMAT_LUMINANCE: number;
  69062. /** LUMINANCE_ALPHA */
  69063. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  69064. /** RGB */
  69065. static readonly TEXTUREFORMAT_RGB: number;
  69066. /** RGBA */
  69067. static readonly TEXTUREFORMAT_RGBA: number;
  69068. /** RED */
  69069. static readonly TEXTUREFORMAT_RED: number;
  69070. /** RED (2nd reference) */
  69071. static readonly TEXTUREFORMAT_R: number;
  69072. /** RG */
  69073. static readonly TEXTUREFORMAT_RG: number;
  69074. /** RED_INTEGER */
  69075. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  69076. /** RED_INTEGER (2nd reference) */
  69077. static readonly TEXTUREFORMAT_R_INTEGER: number;
  69078. /** RG_INTEGER */
  69079. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  69080. /** RGB_INTEGER */
  69081. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  69082. /** RGBA_INTEGER */
  69083. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  69084. /** UNSIGNED_BYTE */
  69085. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  69086. /** UNSIGNED_BYTE (2nd reference) */
  69087. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69088. /** FLOAT */
  69089. static readonly TEXTURETYPE_FLOAT: number;
  69090. /** HALF_FLOAT */
  69091. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69092. /** BYTE */
  69093. static readonly TEXTURETYPE_BYTE: number;
  69094. /** SHORT */
  69095. static readonly TEXTURETYPE_SHORT: number;
  69096. /** UNSIGNED_SHORT */
  69097. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69098. /** INT */
  69099. static readonly TEXTURETYPE_INT: number;
  69100. /** UNSIGNED_INT */
  69101. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69102. /** UNSIGNED_SHORT_4_4_4_4 */
  69103. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69104. /** UNSIGNED_SHORT_5_5_5_1 */
  69105. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69106. /** UNSIGNED_SHORT_5_6_5 */
  69107. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69108. /** UNSIGNED_INT_2_10_10_10_REV */
  69109. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69110. /** UNSIGNED_INT_24_8 */
  69111. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69112. /** UNSIGNED_INT_10F_11F_11F_REV */
  69113. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69114. /** UNSIGNED_INT_5_9_9_9_REV */
  69115. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69116. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69117. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69118. /** nearest is mag = nearest and min = nearest and mip = nearest */
  69119. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69120. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69121. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69122. /** Trilinear is mag = linear and min = linear and mip = linear */
  69123. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69124. /** nearest is mag = nearest and min = nearest and mip = linear */
  69125. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69126. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69127. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69128. /** Trilinear is mag = linear and min = linear and mip = linear */
  69129. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69130. /** mag = nearest and min = nearest and mip = nearest */
  69131. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69132. /** mag = nearest and min = linear and mip = nearest */
  69133. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69134. /** mag = nearest and min = linear and mip = linear */
  69135. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69136. /** mag = nearest and min = linear and mip = none */
  69137. static readonly TEXTURE_NEAREST_LINEAR: number;
  69138. /** mag = nearest and min = nearest and mip = none */
  69139. static readonly TEXTURE_NEAREST_NEAREST: number;
  69140. /** mag = linear and min = nearest and mip = nearest */
  69141. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69142. /** mag = linear and min = nearest and mip = linear */
  69143. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69144. /** mag = linear and min = linear and mip = none */
  69145. static readonly TEXTURE_LINEAR_LINEAR: number;
  69146. /** mag = linear and min = nearest and mip = none */
  69147. static readonly TEXTURE_LINEAR_NEAREST: number;
  69148. /** Explicit coordinates mode */
  69149. static readonly TEXTURE_EXPLICIT_MODE: number;
  69150. /** Spherical coordinates mode */
  69151. static readonly TEXTURE_SPHERICAL_MODE: number;
  69152. /** Planar coordinates mode */
  69153. static readonly TEXTURE_PLANAR_MODE: number;
  69154. /** Cubic coordinates mode */
  69155. static readonly TEXTURE_CUBIC_MODE: number;
  69156. /** Projection coordinates mode */
  69157. static readonly TEXTURE_PROJECTION_MODE: number;
  69158. /** Skybox coordinates mode */
  69159. static readonly TEXTURE_SKYBOX_MODE: number;
  69160. /** Inverse Cubic coordinates mode */
  69161. static readonly TEXTURE_INVCUBIC_MODE: number;
  69162. /** Equirectangular coordinates mode */
  69163. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69164. /** Equirectangular Fixed coordinates mode */
  69165. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69166. /** Equirectangular Fixed Mirrored coordinates mode */
  69167. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69168. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69169. static readonly SCALEMODE_FLOOR: number;
  69170. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69171. static readonly SCALEMODE_NEAREST: number;
  69172. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69173. static readonly SCALEMODE_CEILING: number;
  69174. /**
  69175. * The dirty texture flag value
  69176. */
  69177. static readonly MATERIAL_TextureDirtyFlag: number;
  69178. /**
  69179. * The dirty light flag value
  69180. */
  69181. static readonly MATERIAL_LightDirtyFlag: number;
  69182. /**
  69183. * The dirty fresnel flag value
  69184. */
  69185. static readonly MATERIAL_FresnelDirtyFlag: number;
  69186. /**
  69187. * The dirty attribute flag value
  69188. */
  69189. static readonly MATERIAL_AttributesDirtyFlag: number;
  69190. /**
  69191. * The dirty misc flag value
  69192. */
  69193. static readonly MATERIAL_MiscDirtyFlag: number;
  69194. /**
  69195. * The all dirty flag value
  69196. */
  69197. static readonly MATERIAL_AllDirtyFlag: number;
  69198. /**
  69199. * Returns the triangle fill mode
  69200. */
  69201. static readonly MATERIAL_TriangleFillMode: number;
  69202. /**
  69203. * Returns the wireframe mode
  69204. */
  69205. static readonly MATERIAL_WireFrameFillMode: number;
  69206. /**
  69207. * Returns the point fill mode
  69208. */
  69209. static readonly MATERIAL_PointFillMode: number;
  69210. /**
  69211. * Returns the point list draw mode
  69212. */
  69213. static readonly MATERIAL_PointListDrawMode: number;
  69214. /**
  69215. * Returns the line list draw mode
  69216. */
  69217. static readonly MATERIAL_LineListDrawMode: number;
  69218. /**
  69219. * Returns the line loop draw mode
  69220. */
  69221. static readonly MATERIAL_LineLoopDrawMode: number;
  69222. /**
  69223. * Returns the line strip draw mode
  69224. */
  69225. static readonly MATERIAL_LineStripDrawMode: number;
  69226. /**
  69227. * Returns the triangle strip draw mode
  69228. */
  69229. static readonly MATERIAL_TriangleStripDrawMode: number;
  69230. /**
  69231. * Returns the triangle fan draw mode
  69232. */
  69233. static readonly MATERIAL_TriangleFanDrawMode: number;
  69234. /**
  69235. * Stores the clock-wise side orientation
  69236. */
  69237. static readonly MATERIAL_ClockWiseSideOrientation: number;
  69238. /**
  69239. * Stores the counter clock-wise side orientation
  69240. */
  69241. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  69242. /**
  69243. * Nothing
  69244. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69245. */
  69246. static readonly ACTION_NothingTrigger: number;
  69247. /**
  69248. * On pick
  69249. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69250. */
  69251. static readonly ACTION_OnPickTrigger: number;
  69252. /**
  69253. * On left pick
  69254. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69255. */
  69256. static readonly ACTION_OnLeftPickTrigger: number;
  69257. /**
  69258. * On right pick
  69259. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69260. */
  69261. static readonly ACTION_OnRightPickTrigger: number;
  69262. /**
  69263. * On center pick
  69264. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69265. */
  69266. static readonly ACTION_OnCenterPickTrigger: number;
  69267. /**
  69268. * On pick down
  69269. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69270. */
  69271. static readonly ACTION_OnPickDownTrigger: number;
  69272. /**
  69273. * On double pick
  69274. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69275. */
  69276. static readonly ACTION_OnDoublePickTrigger: number;
  69277. /**
  69278. * On pick up
  69279. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69280. */
  69281. static readonly ACTION_OnPickUpTrigger: number;
  69282. /**
  69283. * On pick out.
  69284. * This trigger will only be raised if you also declared a OnPickDown
  69285. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69286. */
  69287. static readonly ACTION_OnPickOutTrigger: number;
  69288. /**
  69289. * On long press
  69290. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69291. */
  69292. static readonly ACTION_OnLongPressTrigger: number;
  69293. /**
  69294. * On pointer over
  69295. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69296. */
  69297. static readonly ACTION_OnPointerOverTrigger: number;
  69298. /**
  69299. * On pointer out
  69300. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69301. */
  69302. static readonly ACTION_OnPointerOutTrigger: number;
  69303. /**
  69304. * On every frame
  69305. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69306. */
  69307. static readonly ACTION_OnEveryFrameTrigger: number;
  69308. /**
  69309. * On intersection enter
  69310. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69311. */
  69312. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69313. /**
  69314. * On intersection exit
  69315. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69316. */
  69317. static readonly ACTION_OnIntersectionExitTrigger: number;
  69318. /**
  69319. * On key down
  69320. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69321. */
  69322. static readonly ACTION_OnKeyDownTrigger: number;
  69323. /**
  69324. * On key up
  69325. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69326. */
  69327. static readonly ACTION_OnKeyUpTrigger: number;
  69328. /**
  69329. * Billboard mode will only apply to Y axis
  69330. */
  69331. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69332. /**
  69333. * Billboard mode will apply to all axes
  69334. */
  69335. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69336. /**
  69337. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69338. */
  69339. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69340. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69341. * Test order :
  69342. * Is the bounding sphere outside the frustum ?
  69343. * If not, are the bounding box vertices outside the frustum ?
  69344. * It not, then the cullable object is in the frustum.
  69345. */
  69346. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69347. /** Culling strategy : Bounding Sphere Only.
  69348. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69349. * It's also less accurate than the standard because some not visible objects can still be selected.
  69350. * Test : is the bounding sphere outside the frustum ?
  69351. * If not, then the cullable object is in the frustum.
  69352. */
  69353. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69354. /** Culling strategy : Optimistic Inclusion.
  69355. * This in an inclusion test first, then the standard exclusion test.
  69356. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69357. * 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.
  69358. * Anyway, it's as accurate as the standard strategy.
  69359. * Test :
  69360. * Is the cullable object bounding sphere center in the frustum ?
  69361. * If not, apply the default culling strategy.
  69362. */
  69363. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69364. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69365. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69366. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69367. * 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.
  69368. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69369. * Test :
  69370. * Is the cullable object bounding sphere center in the frustum ?
  69371. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69372. */
  69373. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69374. /**
  69375. * No logging while loading
  69376. */
  69377. static readonly SCENELOADER_NO_LOGGING: number;
  69378. /**
  69379. * Minimal logging while loading
  69380. */
  69381. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69382. /**
  69383. * Summary logging while loading
  69384. */
  69385. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69386. /**
  69387. * Detailled logging while loading
  69388. */
  69389. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69390. }
  69391. }
  69392. declare module BABYLON {
  69393. /**
  69394. * This represents the required contract to create a new type of texture loader.
  69395. */
  69396. export interface IInternalTextureLoader {
  69397. /**
  69398. * Defines wether the loader supports cascade loading the different faces.
  69399. */
  69400. supportCascades: boolean;
  69401. /**
  69402. * This returns if the loader support the current file information.
  69403. * @param extension defines the file extension of the file being loaded
  69404. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69405. * @param fallback defines the fallback internal texture if any
  69406. * @param isBase64 defines whether the texture is encoded as a base64
  69407. * @param isBuffer defines whether the texture data are stored as a buffer
  69408. * @returns true if the loader can load the specified file
  69409. */
  69410. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  69411. /**
  69412. * Transform the url before loading if required.
  69413. * @param rootUrl the url of the texture
  69414. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69415. * @returns the transformed texture
  69416. */
  69417. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  69418. /**
  69419. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  69420. * @param rootUrl the url of the texture
  69421. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69422. * @returns the fallback texture
  69423. */
  69424. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  69425. /**
  69426. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  69427. * @param data contains the texture data
  69428. * @param texture defines the BabylonJS internal texture
  69429. * @param createPolynomials will be true if polynomials have been requested
  69430. * @param onLoad defines the callback to trigger once the texture is ready
  69431. * @param onError defines the callback to trigger in case of error
  69432. */
  69433. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  69434. /**
  69435. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  69436. * @param data contains the texture data
  69437. * @param texture defines the BabylonJS internal texture
  69438. * @param callback defines the method to call once ready to upload
  69439. */
  69440. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  69441. }
  69442. }
  69443. declare module BABYLON {
  69444. /**
  69445. * Class used to store and describe the pipeline context associated with an effect
  69446. */
  69447. export interface IPipelineContext {
  69448. /**
  69449. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69450. */
  69451. isAsync: boolean;
  69452. /**
  69453. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69454. */
  69455. isReady: boolean;
  69456. /** @hidden */
  69457. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69458. }
  69459. }
  69460. declare module BABYLON {
  69461. /**
  69462. * Class used to store gfx data (like WebGLBuffer)
  69463. */
  69464. export class DataBuffer {
  69465. /**
  69466. * Gets or sets the number of objects referencing this buffer
  69467. */
  69468. references: number;
  69469. /** Gets or sets the size of the underlying buffer */
  69470. capacity: number;
  69471. /**
  69472. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  69473. */
  69474. is32Bits: boolean;
  69475. /**
  69476. * Gets the underlying buffer
  69477. */
  69478. readonly underlyingResource: any;
  69479. }
  69480. }
  69481. declare module BABYLON {
  69482. /** @hidden */
  69483. export interface IShaderProcessor {
  69484. attributeProcessor?: (attribute: string) => string;
  69485. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69486. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69487. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69488. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69489. lineProcessor?: (line: string, isFragment: boolean) => string;
  69490. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69491. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69492. }
  69493. }
  69494. declare module BABYLON {
  69495. /** @hidden */
  69496. export interface ProcessingOptions {
  69497. defines: string[];
  69498. indexParameters: any;
  69499. isFragment: boolean;
  69500. shouldUseHighPrecisionShader: boolean;
  69501. supportsUniformBuffers: boolean;
  69502. shadersRepository: string;
  69503. includesShadersStore: {
  69504. [key: string]: string;
  69505. };
  69506. processor?: IShaderProcessor;
  69507. version: string;
  69508. platformName: string;
  69509. lookForClosingBracketForUniformBuffer?: boolean;
  69510. }
  69511. }
  69512. declare module BABYLON {
  69513. /** @hidden */
  69514. export class ShaderCodeNode {
  69515. line: string;
  69516. children: ShaderCodeNode[];
  69517. additionalDefineKey?: string;
  69518. additionalDefineValue?: string;
  69519. isValid(preprocessors: {
  69520. [key: string]: string;
  69521. }): boolean;
  69522. process(preprocessors: {
  69523. [key: string]: string;
  69524. }, options: ProcessingOptions): string;
  69525. }
  69526. }
  69527. declare module BABYLON {
  69528. /** @hidden */
  69529. export class ShaderCodeCursor {
  69530. private _lines;
  69531. lineIndex: number;
  69532. readonly currentLine: string;
  69533. readonly canRead: boolean;
  69534. lines: string[];
  69535. }
  69536. }
  69537. declare module BABYLON {
  69538. /** @hidden */
  69539. export class ShaderCodeConditionNode extends ShaderCodeNode {
  69540. process(preprocessors: {
  69541. [key: string]: string;
  69542. }, options: ProcessingOptions): string;
  69543. }
  69544. }
  69545. declare module BABYLON {
  69546. /** @hidden */
  69547. export class ShaderDefineExpression {
  69548. isTrue(preprocessors: {
  69549. [key: string]: string;
  69550. }): boolean;
  69551. }
  69552. }
  69553. declare module BABYLON {
  69554. /** @hidden */
  69555. export class ShaderCodeTestNode extends ShaderCodeNode {
  69556. testExpression: ShaderDefineExpression;
  69557. isValid(preprocessors: {
  69558. [key: string]: string;
  69559. }): boolean;
  69560. }
  69561. }
  69562. declare module BABYLON {
  69563. /** @hidden */
  69564. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  69565. define: string;
  69566. not: boolean;
  69567. constructor(define: string, not?: boolean);
  69568. isTrue(preprocessors: {
  69569. [key: string]: string;
  69570. }): boolean;
  69571. }
  69572. }
  69573. declare module BABYLON {
  69574. /** @hidden */
  69575. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  69576. leftOperand: ShaderDefineExpression;
  69577. rightOperand: ShaderDefineExpression;
  69578. isTrue(preprocessors: {
  69579. [key: string]: string;
  69580. }): boolean;
  69581. }
  69582. }
  69583. declare module BABYLON {
  69584. /** @hidden */
  69585. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69586. leftOperand: ShaderDefineExpression;
  69587. rightOperand: ShaderDefineExpression;
  69588. isTrue(preprocessors: {
  69589. [key: string]: string;
  69590. }): boolean;
  69591. }
  69592. }
  69593. declare module BABYLON {
  69594. /** @hidden */
  69595. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69596. define: string;
  69597. operand: string;
  69598. testValue: string;
  69599. constructor(define: string, operand: string, testValue: string);
  69600. isTrue(preprocessors: {
  69601. [key: string]: string;
  69602. }): boolean;
  69603. }
  69604. }
  69605. declare module BABYLON {
  69606. /**
  69607. * Class used to enable access to offline support
  69608. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69609. */
  69610. export interface IOfflineProvider {
  69611. /**
  69612. * Gets a boolean indicating if scene must be saved in the database
  69613. */
  69614. enableSceneOffline: boolean;
  69615. /**
  69616. * Gets a boolean indicating if textures must be saved in the database
  69617. */
  69618. enableTexturesOffline: boolean;
  69619. /**
  69620. * Open the offline support and make it available
  69621. * @param successCallback defines the callback to call on success
  69622. * @param errorCallback defines the callback to call on error
  69623. */
  69624. open(successCallback: () => void, errorCallback: () => void): void;
  69625. /**
  69626. * Loads an image from the offline support
  69627. * @param url defines the url to load from
  69628. * @param image defines the target DOM image
  69629. */
  69630. loadImage(url: string, image: HTMLImageElement): void;
  69631. /**
  69632. * Loads a file from offline support
  69633. * @param url defines the URL to load from
  69634. * @param sceneLoaded defines a callback to call on success
  69635. * @param progressCallBack defines a callback to call when progress changed
  69636. * @param errorCallback defines a callback to call on error
  69637. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69638. */
  69639. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69640. }
  69641. }
  69642. declare module BABYLON {
  69643. /**
  69644. * Class used to help managing file picking and drag'n'drop
  69645. * File Storage
  69646. */
  69647. export class FilesInputStore {
  69648. /**
  69649. * List of files ready to be loaded
  69650. */
  69651. static FilesToLoad: {
  69652. [key: string]: File;
  69653. };
  69654. }
  69655. }
  69656. declare module BABYLON {
  69657. /**
  69658. * Class used to define a retry strategy when error happens while loading assets
  69659. */
  69660. export class RetryStrategy {
  69661. /**
  69662. * Function used to defines an exponential back off strategy
  69663. * @param maxRetries defines the maximum number of retries (3 by default)
  69664. * @param baseInterval defines the interval between retries
  69665. * @returns the strategy function to use
  69666. */
  69667. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69668. }
  69669. }
  69670. declare module BABYLON {
  69671. /**
  69672. * @ignore
  69673. * Application error to support additional information when loading a file
  69674. */
  69675. export abstract class BaseError extends Error {
  69676. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  69677. }
  69678. }
  69679. declare module BABYLON {
  69680. /** @ignore */
  69681. export class LoadFileError extends BaseError {
  69682. request?: WebRequest;
  69683. file?: File;
  69684. /**
  69685. * Creates a new LoadFileError
  69686. * @param message defines the message of the error
  69687. * @param request defines the optional web request
  69688. * @param file defines the optional file
  69689. */
  69690. constructor(message: string, object?: WebRequest | File);
  69691. }
  69692. /** @ignore */
  69693. export class RequestFileError extends BaseError {
  69694. request: WebRequest;
  69695. /**
  69696. * Creates a new LoadFileError
  69697. * @param message defines the message of the error
  69698. * @param request defines the optional web request
  69699. */
  69700. constructor(message: string, request: WebRequest);
  69701. }
  69702. /** @ignore */
  69703. export class ReadFileError extends BaseError {
  69704. file: File;
  69705. /**
  69706. * Creates a new ReadFileError
  69707. * @param message defines the message of the error
  69708. * @param file defines the optional file
  69709. */
  69710. constructor(message: string, file: File);
  69711. }
  69712. /**
  69713. * @hidden
  69714. */
  69715. export class FileTools {
  69716. /**
  69717. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69718. */
  69719. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69720. /**
  69721. * Gets or sets the base URL to use to load assets
  69722. */
  69723. static BaseUrl: string;
  69724. /**
  69725. * Default behaviour for cors in the application.
  69726. * It can be a string if the expected behavior is identical in the entire app.
  69727. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69728. */
  69729. static CorsBehavior: string | ((url: string | string[]) => string);
  69730. /**
  69731. * Gets or sets a function used to pre-process url before using them to load assets
  69732. */
  69733. static PreprocessUrl: (url: string) => string;
  69734. /**
  69735. * Removes unwanted characters from an url
  69736. * @param url defines the url to clean
  69737. * @returns the cleaned url
  69738. */
  69739. private static _CleanUrl;
  69740. /**
  69741. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69742. * @param url define the url we are trying
  69743. * @param element define the dom element where to configure the cors policy
  69744. */
  69745. static SetCorsBehavior(url: string | string[], element: {
  69746. crossOrigin: string | null;
  69747. }): void;
  69748. /**
  69749. * Loads an image as an HTMLImageElement.
  69750. * @param input url string, ArrayBuffer, or Blob to load
  69751. * @param onLoad callback called when the image successfully loads
  69752. * @param onError callback called when the image fails to load
  69753. * @param offlineProvider offline provider for caching
  69754. * @param mimeType optional mime type
  69755. * @returns the HTMLImageElement of the loaded image
  69756. */
  69757. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  69758. /**
  69759. * Reads a file from a File object
  69760. * @param file defines the file to load
  69761. * @param onSuccess defines the callback to call when data is loaded
  69762. * @param onProgress defines the callback to call during loading process
  69763. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69764. * @param onError defines the callback to call when an error occurs
  69765. * @returns a file request object
  69766. */
  69767. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  69768. /**
  69769. * Loads a file from a url
  69770. * @param url url to load
  69771. * @param onSuccess callback called when the file successfully loads
  69772. * @param onProgress callback called while file is loading (if the server supports this mode)
  69773. * @param offlineProvider defines the offline provider for caching
  69774. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69775. * @param onError callback called when the file fails to load
  69776. * @returns a file request object
  69777. */
  69778. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  69779. /**
  69780. * Loads a file
  69781. * @param url url to load
  69782. * @param onSuccess callback called when the file successfully loads
  69783. * @param onProgress callback called while file is loading (if the server supports this mode)
  69784. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69785. * @param onError callback called when the file fails to load
  69786. * @param onOpened callback called when the web request is opened
  69787. * @returns a file request object
  69788. */
  69789. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  69790. /**
  69791. * Checks if the loaded document was accessed via `file:`-Protocol.
  69792. * @returns boolean
  69793. */
  69794. static IsFileURL(): boolean;
  69795. }
  69796. }
  69797. declare module BABYLON {
  69798. /** @hidden */
  69799. export class ShaderProcessor {
  69800. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69801. private static _ProcessPrecision;
  69802. private static _ExtractOperation;
  69803. private static _BuildSubExpression;
  69804. private static _BuildExpression;
  69805. private static _MoveCursorWithinIf;
  69806. private static _MoveCursor;
  69807. private static _EvaluatePreProcessors;
  69808. private static _PreparePreProcessors;
  69809. private static _ProcessShaderConversion;
  69810. private static _ProcessIncludes;
  69811. }
  69812. }
  69813. declare module BABYLON {
  69814. /**
  69815. * @hidden
  69816. */
  69817. export interface IColor4Like {
  69818. r: float;
  69819. g: float;
  69820. b: float;
  69821. a: float;
  69822. }
  69823. /**
  69824. * @hidden
  69825. */
  69826. export interface IColor3Like {
  69827. r: float;
  69828. g: float;
  69829. b: float;
  69830. }
  69831. /**
  69832. * @hidden
  69833. */
  69834. export interface IVector4Like {
  69835. x: float;
  69836. y: float;
  69837. z: float;
  69838. w: float;
  69839. }
  69840. /**
  69841. * @hidden
  69842. */
  69843. export interface IVector3Like {
  69844. x: float;
  69845. y: float;
  69846. z: float;
  69847. }
  69848. /**
  69849. * @hidden
  69850. */
  69851. export interface IVector2Like {
  69852. x: float;
  69853. y: float;
  69854. }
  69855. /**
  69856. * @hidden
  69857. */
  69858. export interface IMatrixLike {
  69859. toArray(): DeepImmutable<Float32Array>;
  69860. updateFlag: int;
  69861. }
  69862. /**
  69863. * @hidden
  69864. */
  69865. export interface IViewportLike {
  69866. x: float;
  69867. y: float;
  69868. width: float;
  69869. height: float;
  69870. }
  69871. /**
  69872. * @hidden
  69873. */
  69874. export interface IPlaneLike {
  69875. normal: IVector3Like;
  69876. d: float;
  69877. normalize(): void;
  69878. }
  69879. }
  69880. declare module BABYLON {
  69881. /**
  69882. * Interface used to define common properties for effect fallbacks
  69883. */
  69884. export interface IEffectFallbacks {
  69885. /**
  69886. * Removes the defines that should be removed when falling back.
  69887. * @param currentDefines defines the current define statements for the shader.
  69888. * @param effect defines the current effect we try to compile
  69889. * @returns The resulting defines with defines of the current rank removed.
  69890. */
  69891. reduce(currentDefines: string, effect: Effect): string;
  69892. /**
  69893. * Removes the fallback from the bound mesh.
  69894. */
  69895. unBindMesh(): void;
  69896. /**
  69897. * Checks to see if more fallbacks are still availible.
  69898. */
  69899. hasMoreFallbacks: boolean;
  69900. }
  69901. }
  69902. declare module BABYLON {
  69903. /**
  69904. * Class used to evalaute queries containing `and` and `or` operators
  69905. */
  69906. export class AndOrNotEvaluator {
  69907. /**
  69908. * Evaluate a query
  69909. * @param query defines the query to evaluate
  69910. * @param evaluateCallback defines the callback used to filter result
  69911. * @returns true if the query matches
  69912. */
  69913. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69914. private static _HandleParenthesisContent;
  69915. private static _SimplifyNegation;
  69916. }
  69917. }
  69918. declare module BABYLON {
  69919. /**
  69920. * Class used to store custom tags
  69921. */
  69922. export class Tags {
  69923. /**
  69924. * Adds support for tags on the given object
  69925. * @param obj defines the object to use
  69926. */
  69927. static EnableFor(obj: any): void;
  69928. /**
  69929. * Removes tags support
  69930. * @param obj defines the object to use
  69931. */
  69932. static DisableFor(obj: any): void;
  69933. /**
  69934. * Gets a boolean indicating if the given object has tags
  69935. * @param obj defines the object to use
  69936. * @returns a boolean
  69937. */
  69938. static HasTags(obj: any): boolean;
  69939. /**
  69940. * Gets the tags available on a given object
  69941. * @param obj defines the object to use
  69942. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69943. * @returns the tags
  69944. */
  69945. static GetTags(obj: any, asString?: boolean): any;
  69946. /**
  69947. * Adds tags to an object
  69948. * @param obj defines the object to use
  69949. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69950. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69951. */
  69952. static AddTagsTo(obj: any, tagsString: string): void;
  69953. /**
  69954. * @hidden
  69955. */
  69956. static _AddTagTo(obj: any, tag: string): void;
  69957. /**
  69958. * Removes specific tags from a specific object
  69959. * @param obj defines the object to use
  69960. * @param tagsString defines the tags to remove
  69961. */
  69962. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69963. /**
  69964. * @hidden
  69965. */
  69966. static _RemoveTagFrom(obj: any, tag: string): void;
  69967. /**
  69968. * Defines if tags hosted on an object match a given query
  69969. * @param obj defines the object to use
  69970. * @param tagsQuery defines the tag query
  69971. * @returns a boolean
  69972. */
  69973. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69974. }
  69975. }
  69976. declare module BABYLON {
  69977. /**
  69978. * Scalar computation library
  69979. */
  69980. export class Scalar {
  69981. /**
  69982. * Two pi constants convenient for computation.
  69983. */
  69984. static TwoPi: number;
  69985. /**
  69986. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69987. * @param a number
  69988. * @param b number
  69989. * @param epsilon (default = 1.401298E-45)
  69990. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69991. */
  69992. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  69993. /**
  69994. * Returns a string : the upper case translation of the number i to hexadecimal.
  69995. * @param i number
  69996. * @returns the upper case translation of the number i to hexadecimal.
  69997. */
  69998. static ToHex(i: number): string;
  69999. /**
  70000. * Returns -1 if value is negative and +1 is value is positive.
  70001. * @param value the value
  70002. * @returns the value itself if it's equal to zero.
  70003. */
  70004. static Sign(value: number): number;
  70005. /**
  70006. * Returns the value itself if it's between min and max.
  70007. * Returns min if the value is lower than min.
  70008. * Returns max if the value is greater than max.
  70009. * @param value the value to clmap
  70010. * @param min the min value to clamp to (default: 0)
  70011. * @param max the max value to clamp to (default: 1)
  70012. * @returns the clamped value
  70013. */
  70014. static Clamp(value: number, min?: number, max?: number): number;
  70015. /**
  70016. * the log2 of value.
  70017. * @param value the value to compute log2 of
  70018. * @returns the log2 of value.
  70019. */
  70020. static Log2(value: number): number;
  70021. /**
  70022. * Loops the value, so that it is never larger than length and never smaller than 0.
  70023. *
  70024. * This is similar to the modulo operator but it works with floating point numbers.
  70025. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  70026. * With t = 5 and length = 2.5, the result would be 0.0.
  70027. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  70028. * @param value the value
  70029. * @param length the length
  70030. * @returns the looped value
  70031. */
  70032. static Repeat(value: number, length: number): number;
  70033. /**
  70034. * Normalize the value between 0.0 and 1.0 using min and max values
  70035. * @param value value to normalize
  70036. * @param min max to normalize between
  70037. * @param max min to normalize between
  70038. * @returns the normalized value
  70039. */
  70040. static Normalize(value: number, min: number, max: number): number;
  70041. /**
  70042. * Denormalize the value from 0.0 and 1.0 using min and max values
  70043. * @param normalized value to denormalize
  70044. * @param min max to denormalize between
  70045. * @param max min to denormalize between
  70046. * @returns the denormalized value
  70047. */
  70048. static Denormalize(normalized: number, min: number, max: number): number;
  70049. /**
  70050. * Calculates the shortest difference between two given angles given in degrees.
  70051. * @param current current angle in degrees
  70052. * @param target target angle in degrees
  70053. * @returns the delta
  70054. */
  70055. static DeltaAngle(current: number, target: number): number;
  70056. /**
  70057. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  70058. * @param tx value
  70059. * @param length length
  70060. * @returns The returned value will move back and forth between 0 and length
  70061. */
  70062. static PingPong(tx: number, length: number): number;
  70063. /**
  70064. * Interpolates between min and max with smoothing at the limits.
  70065. *
  70066. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  70067. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  70068. * @param from from
  70069. * @param to to
  70070. * @param tx value
  70071. * @returns the smooth stepped value
  70072. */
  70073. static SmoothStep(from: number, to: number, tx: number): number;
  70074. /**
  70075. * Moves a value current towards target.
  70076. *
  70077. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  70078. * Negative values of maxDelta pushes the value away from target.
  70079. * @param current current value
  70080. * @param target target value
  70081. * @param maxDelta max distance to move
  70082. * @returns resulting value
  70083. */
  70084. static MoveTowards(current: number, target: number, maxDelta: number): number;
  70085. /**
  70086. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  70087. *
  70088. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  70089. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  70090. * @param current current value
  70091. * @param target target value
  70092. * @param maxDelta max distance to move
  70093. * @returns resulting angle
  70094. */
  70095. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  70096. /**
  70097. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  70098. * @param start start value
  70099. * @param end target value
  70100. * @param amount amount to lerp between
  70101. * @returns the lerped value
  70102. */
  70103. static Lerp(start: number, end: number, amount: number): number;
  70104. /**
  70105. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  70106. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  70107. * @param start start value
  70108. * @param end target value
  70109. * @param amount amount to lerp between
  70110. * @returns the lerped value
  70111. */
  70112. static LerpAngle(start: number, end: number, amount: number): number;
  70113. /**
  70114. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  70115. * @param a start value
  70116. * @param b target value
  70117. * @param value value between a and b
  70118. * @returns the inverseLerp value
  70119. */
  70120. static InverseLerp(a: number, b: number, value: number): number;
  70121. /**
  70122. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  70123. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  70124. * @param value1 spline value
  70125. * @param tangent1 spline value
  70126. * @param value2 spline value
  70127. * @param tangent2 spline value
  70128. * @param amount input value
  70129. * @returns hermite result
  70130. */
  70131. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  70132. /**
  70133. * Returns a random float number between and min and max values
  70134. * @param min min value of random
  70135. * @param max max value of random
  70136. * @returns random value
  70137. */
  70138. static RandomRange(min: number, max: number): number;
  70139. /**
  70140. * This function returns percentage of a number in a given range.
  70141. *
  70142. * RangeToPercent(40,20,60) will return 0.5 (50%)
  70143. * RangeToPercent(34,0,100) will return 0.34 (34%)
  70144. * @param number to convert to percentage
  70145. * @param min min range
  70146. * @param max max range
  70147. * @returns the percentage
  70148. */
  70149. static RangeToPercent(number: number, min: number, max: number): number;
  70150. /**
  70151. * This function returns number that corresponds to the percentage in a given range.
  70152. *
  70153. * PercentToRange(0.34,0,100) will return 34.
  70154. * @param percent to convert to number
  70155. * @param min min range
  70156. * @param max max range
  70157. * @returns the number
  70158. */
  70159. static PercentToRange(percent: number, min: number, max: number): number;
  70160. /**
  70161. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  70162. * @param angle The angle to normalize in radian.
  70163. * @return The converted angle.
  70164. */
  70165. static NormalizeRadians(angle: number): number;
  70166. }
  70167. }
  70168. declare module BABYLON {
  70169. /**
  70170. * Constant used to convert a value to gamma space
  70171. * @ignorenaming
  70172. */
  70173. export const ToGammaSpace: number;
  70174. /**
  70175. * Constant used to convert a value to linear space
  70176. * @ignorenaming
  70177. */
  70178. export const ToLinearSpace = 2.2;
  70179. /**
  70180. * Constant used to define the minimal number value in Babylon.js
  70181. * @ignorenaming
  70182. */
  70183. let Epsilon: number;
  70184. }
  70185. declare module BABYLON {
  70186. /**
  70187. * Class used to represent a viewport on screen
  70188. */
  70189. export class Viewport {
  70190. /** viewport left coordinate */
  70191. x: number;
  70192. /** viewport top coordinate */
  70193. y: number;
  70194. /**viewport width */
  70195. width: number;
  70196. /** viewport height */
  70197. height: number;
  70198. /**
  70199. * Creates a Viewport object located at (x, y) and sized (width, height)
  70200. * @param x defines viewport left coordinate
  70201. * @param y defines viewport top coordinate
  70202. * @param width defines the viewport width
  70203. * @param height defines the viewport height
  70204. */
  70205. constructor(
  70206. /** viewport left coordinate */
  70207. x: number,
  70208. /** viewport top coordinate */
  70209. y: number,
  70210. /**viewport width */
  70211. width: number,
  70212. /** viewport height */
  70213. height: number);
  70214. /**
  70215. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  70216. * @param renderWidth defines the rendering width
  70217. * @param renderHeight defines the rendering height
  70218. * @returns a new Viewport
  70219. */
  70220. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  70221. /**
  70222. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  70223. * @param renderWidth defines the rendering width
  70224. * @param renderHeight defines the rendering height
  70225. * @param ref defines the target viewport
  70226. * @returns the current viewport
  70227. */
  70228. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  70229. /**
  70230. * Returns a new Viewport copied from the current one
  70231. * @returns a new Viewport
  70232. */
  70233. clone(): Viewport;
  70234. }
  70235. }
  70236. declare module BABYLON {
  70237. /**
  70238. * Class containing a set of static utilities functions for arrays.
  70239. */
  70240. export class ArrayTools {
  70241. /**
  70242. * Returns an array of the given size filled with element built from the given constructor and the paramters
  70243. * @param size the number of element to construct and put in the array
  70244. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  70245. * @returns a new array filled with new objects
  70246. */
  70247. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  70248. }
  70249. }
  70250. declare module BABYLON {
  70251. /**
  70252. * Class representing a vector containing 2 coordinates
  70253. */
  70254. export class Vector2 {
  70255. /** defines the first coordinate */
  70256. x: number;
  70257. /** defines the second coordinate */
  70258. y: number;
  70259. /**
  70260. * Creates a new Vector2 from the given x and y coordinates
  70261. * @param x defines the first coordinate
  70262. * @param y defines the second coordinate
  70263. */
  70264. constructor(
  70265. /** defines the first coordinate */
  70266. x?: number,
  70267. /** defines the second coordinate */
  70268. y?: number);
  70269. /**
  70270. * Gets a string with the Vector2 coordinates
  70271. * @returns a string with the Vector2 coordinates
  70272. */
  70273. toString(): string;
  70274. /**
  70275. * Gets class name
  70276. * @returns the string "Vector2"
  70277. */
  70278. getClassName(): string;
  70279. /**
  70280. * Gets current vector hash code
  70281. * @returns the Vector2 hash code as a number
  70282. */
  70283. getHashCode(): number;
  70284. /**
  70285. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  70286. * @param array defines the source array
  70287. * @param index defines the offset in source array
  70288. * @returns the current Vector2
  70289. */
  70290. toArray(array: FloatArray, index?: number): Vector2;
  70291. /**
  70292. * Copy the current vector to an array
  70293. * @returns a new array with 2 elements: the Vector2 coordinates.
  70294. */
  70295. asArray(): number[];
  70296. /**
  70297. * Sets the Vector2 coordinates with the given Vector2 coordinates
  70298. * @param source defines the source Vector2
  70299. * @returns the current updated Vector2
  70300. */
  70301. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  70302. /**
  70303. * Sets the Vector2 coordinates with the given floats
  70304. * @param x defines the first coordinate
  70305. * @param y defines the second coordinate
  70306. * @returns the current updated Vector2
  70307. */
  70308. copyFromFloats(x: number, y: number): Vector2;
  70309. /**
  70310. * Sets the Vector2 coordinates with the given floats
  70311. * @param x defines the first coordinate
  70312. * @param y defines the second coordinate
  70313. * @returns the current updated Vector2
  70314. */
  70315. set(x: number, y: number): Vector2;
  70316. /**
  70317. * Add another vector with the current one
  70318. * @param otherVector defines the other vector
  70319. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  70320. */
  70321. add(otherVector: DeepImmutable<Vector2>): Vector2;
  70322. /**
  70323. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  70324. * @param otherVector defines the other vector
  70325. * @param result defines the target vector
  70326. * @returns the unmodified current Vector2
  70327. */
  70328. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70329. /**
  70330. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  70331. * @param otherVector defines the other vector
  70332. * @returns the current updated Vector2
  70333. */
  70334. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70335. /**
  70336. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  70337. * @param otherVector defines the other vector
  70338. * @returns a new Vector2
  70339. */
  70340. addVector3(otherVector: Vector3): Vector2;
  70341. /**
  70342. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  70343. * @param otherVector defines the other vector
  70344. * @returns a new Vector2
  70345. */
  70346. subtract(otherVector: Vector2): Vector2;
  70347. /**
  70348. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  70349. * @param otherVector defines the other vector
  70350. * @param result defines the target vector
  70351. * @returns the unmodified current Vector2
  70352. */
  70353. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70354. /**
  70355. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  70356. * @param otherVector defines the other vector
  70357. * @returns the current updated Vector2
  70358. */
  70359. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70360. /**
  70361. * Multiplies in place the current Vector2 coordinates by the given ones
  70362. * @param otherVector defines the other vector
  70363. * @returns the current updated Vector2
  70364. */
  70365. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70366. /**
  70367. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  70368. * @param otherVector defines the other vector
  70369. * @returns a new Vector2
  70370. */
  70371. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  70372. /**
  70373. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  70374. * @param otherVector defines the other vector
  70375. * @param result defines the target vector
  70376. * @returns the unmodified current Vector2
  70377. */
  70378. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70379. /**
  70380. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  70381. * @param x defines the first coordinate
  70382. * @param y defines the second coordinate
  70383. * @returns a new Vector2
  70384. */
  70385. multiplyByFloats(x: number, y: number): Vector2;
  70386. /**
  70387. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  70388. * @param otherVector defines the other vector
  70389. * @returns a new Vector2
  70390. */
  70391. divide(otherVector: Vector2): Vector2;
  70392. /**
  70393. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  70394. * @param otherVector defines the other vector
  70395. * @param result defines the target vector
  70396. * @returns the unmodified current Vector2
  70397. */
  70398. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70399. /**
  70400. * Divides the current Vector2 coordinates by the given ones
  70401. * @param otherVector defines the other vector
  70402. * @returns the current updated Vector2
  70403. */
  70404. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70405. /**
  70406. * Gets a new Vector2 with current Vector2 negated coordinates
  70407. * @returns a new Vector2
  70408. */
  70409. negate(): Vector2;
  70410. /**
  70411. * Multiply the Vector2 coordinates by scale
  70412. * @param scale defines the scaling factor
  70413. * @returns the current updated Vector2
  70414. */
  70415. scaleInPlace(scale: number): Vector2;
  70416. /**
  70417. * Returns a new Vector2 scaled by "scale" from the current Vector2
  70418. * @param scale defines the scaling factor
  70419. * @returns a new Vector2
  70420. */
  70421. scale(scale: number): Vector2;
  70422. /**
  70423. * Scale the current Vector2 values by a factor to a given Vector2
  70424. * @param scale defines the scale factor
  70425. * @param result defines the Vector2 object where to store the result
  70426. * @returns the unmodified current Vector2
  70427. */
  70428. scaleToRef(scale: number, result: Vector2): Vector2;
  70429. /**
  70430. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  70431. * @param scale defines the scale factor
  70432. * @param result defines the Vector2 object where to store the result
  70433. * @returns the unmodified current Vector2
  70434. */
  70435. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  70436. /**
  70437. * Gets a boolean if two vectors are equals
  70438. * @param otherVector defines the other vector
  70439. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  70440. */
  70441. equals(otherVector: DeepImmutable<Vector2>): boolean;
  70442. /**
  70443. * Gets a boolean if two vectors are equals (using an epsilon value)
  70444. * @param otherVector defines the other vector
  70445. * @param epsilon defines the minimal distance to consider equality
  70446. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  70447. */
  70448. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  70449. /**
  70450. * Gets a new Vector2 from current Vector2 floored values
  70451. * @returns a new Vector2
  70452. */
  70453. floor(): Vector2;
  70454. /**
  70455. * Gets a new Vector2 from current Vector2 floored values
  70456. * @returns a new Vector2
  70457. */
  70458. fract(): Vector2;
  70459. /**
  70460. * Gets the length of the vector
  70461. * @returns the vector length (float)
  70462. */
  70463. length(): number;
  70464. /**
  70465. * Gets the vector squared length
  70466. * @returns the vector squared length (float)
  70467. */
  70468. lengthSquared(): number;
  70469. /**
  70470. * Normalize the vector
  70471. * @returns the current updated Vector2
  70472. */
  70473. normalize(): Vector2;
  70474. /**
  70475. * Gets a new Vector2 copied from the Vector2
  70476. * @returns a new Vector2
  70477. */
  70478. clone(): Vector2;
  70479. /**
  70480. * Gets a new Vector2(0, 0)
  70481. * @returns a new Vector2
  70482. */
  70483. static Zero(): Vector2;
  70484. /**
  70485. * Gets a new Vector2(1, 1)
  70486. * @returns a new Vector2
  70487. */
  70488. static One(): Vector2;
  70489. /**
  70490. * Gets a new Vector2 set from the given index element of the given array
  70491. * @param array defines the data source
  70492. * @param offset defines the offset in the data source
  70493. * @returns a new Vector2
  70494. */
  70495. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  70496. /**
  70497. * Sets "result" from the given index element of the given array
  70498. * @param array defines the data source
  70499. * @param offset defines the offset in the data source
  70500. * @param result defines the target vector
  70501. */
  70502. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  70503. /**
  70504. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  70505. * @param value1 defines 1st point of control
  70506. * @param value2 defines 2nd point of control
  70507. * @param value3 defines 3rd point of control
  70508. * @param value4 defines 4th point of control
  70509. * @param amount defines the interpolation factor
  70510. * @returns a new Vector2
  70511. */
  70512. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  70513. /**
  70514. * 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".
  70515. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  70516. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  70517. * @param value defines the value to clamp
  70518. * @param min defines the lower limit
  70519. * @param max defines the upper limit
  70520. * @returns a new Vector2
  70521. */
  70522. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  70523. /**
  70524. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  70525. * @param value1 defines the 1st control point
  70526. * @param tangent1 defines the outgoing tangent
  70527. * @param value2 defines the 2nd control point
  70528. * @param tangent2 defines the incoming tangent
  70529. * @param amount defines the interpolation factor
  70530. * @returns a new Vector2
  70531. */
  70532. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  70533. /**
  70534. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  70535. * @param start defines the start vector
  70536. * @param end defines the end vector
  70537. * @param amount defines the interpolation factor
  70538. * @returns a new Vector2
  70539. */
  70540. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  70541. /**
  70542. * Gets the dot product of the vector "left" and the vector "right"
  70543. * @param left defines first vector
  70544. * @param right defines second vector
  70545. * @returns the dot product (float)
  70546. */
  70547. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  70548. /**
  70549. * Returns a new Vector2 equal to the normalized given vector
  70550. * @param vector defines the vector to normalize
  70551. * @returns a new Vector2
  70552. */
  70553. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  70554. /**
  70555. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  70556. * @param left defines 1st vector
  70557. * @param right defines 2nd vector
  70558. * @returns a new Vector2
  70559. */
  70560. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70561. /**
  70562. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  70563. * @param left defines 1st vector
  70564. * @param right defines 2nd vector
  70565. * @returns a new Vector2
  70566. */
  70567. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70568. /**
  70569. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  70570. * @param vector defines the vector to transform
  70571. * @param transformation defines the matrix to apply
  70572. * @returns a new Vector2
  70573. */
  70574. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  70575. /**
  70576. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  70577. * @param vector defines the vector to transform
  70578. * @param transformation defines the matrix to apply
  70579. * @param result defines the target vector
  70580. */
  70581. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  70582. /**
  70583. * Determines if a given vector is included in a triangle
  70584. * @param p defines the vector to test
  70585. * @param p0 defines 1st triangle point
  70586. * @param p1 defines 2nd triangle point
  70587. * @param p2 defines 3rd triangle point
  70588. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  70589. */
  70590. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  70591. /**
  70592. * Gets the distance between the vectors "value1" and "value2"
  70593. * @param value1 defines first vector
  70594. * @param value2 defines second vector
  70595. * @returns the distance between vectors
  70596. */
  70597. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70598. /**
  70599. * Returns the squared distance between the vectors "value1" and "value2"
  70600. * @param value1 defines first vector
  70601. * @param value2 defines second vector
  70602. * @returns the squared distance between vectors
  70603. */
  70604. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70605. /**
  70606. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  70607. * @param value1 defines first vector
  70608. * @param value2 defines second vector
  70609. * @returns a new Vector2
  70610. */
  70611. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  70612. /**
  70613. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  70614. * @param p defines the middle point
  70615. * @param segA defines one point of the segment
  70616. * @param segB defines the other point of the segment
  70617. * @returns the shortest distance
  70618. */
  70619. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  70620. }
  70621. /**
  70622. * Classed used to store (x,y,z) vector representation
  70623. * A Vector3 is the main object used in 3D geometry
  70624. * It can represent etiher the coordinates of a point the space, either a direction
  70625. * Reminder: js uses a left handed forward facing system
  70626. */
  70627. export class Vector3 {
  70628. /**
  70629. * Defines the first coordinates (on X axis)
  70630. */
  70631. x: number;
  70632. /**
  70633. * Defines the second coordinates (on Y axis)
  70634. */
  70635. y: number;
  70636. /**
  70637. * Defines the third coordinates (on Z axis)
  70638. */
  70639. z: number;
  70640. private static _UpReadOnly;
  70641. private static _ZeroReadOnly;
  70642. /**
  70643. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  70644. * @param x defines the first coordinates (on X axis)
  70645. * @param y defines the second coordinates (on Y axis)
  70646. * @param z defines the third coordinates (on Z axis)
  70647. */
  70648. constructor(
  70649. /**
  70650. * Defines the first coordinates (on X axis)
  70651. */
  70652. x?: number,
  70653. /**
  70654. * Defines the second coordinates (on Y axis)
  70655. */
  70656. y?: number,
  70657. /**
  70658. * Defines the third coordinates (on Z axis)
  70659. */
  70660. z?: number);
  70661. /**
  70662. * Creates a string representation of the Vector3
  70663. * @returns a string with the Vector3 coordinates.
  70664. */
  70665. toString(): string;
  70666. /**
  70667. * Gets the class name
  70668. * @returns the string "Vector3"
  70669. */
  70670. getClassName(): string;
  70671. /**
  70672. * Creates the Vector3 hash code
  70673. * @returns a number which tends to be unique between Vector3 instances
  70674. */
  70675. getHashCode(): number;
  70676. /**
  70677. * Creates an array containing three elements : the coordinates of the Vector3
  70678. * @returns a new array of numbers
  70679. */
  70680. asArray(): number[];
  70681. /**
  70682. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  70683. * @param array defines the destination array
  70684. * @param index defines the offset in the destination array
  70685. * @returns the current Vector3
  70686. */
  70687. toArray(array: FloatArray, index?: number): Vector3;
  70688. /**
  70689. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  70690. * @returns a new Quaternion object, computed from the Vector3 coordinates
  70691. */
  70692. toQuaternion(): Quaternion;
  70693. /**
  70694. * Adds the given vector to the current Vector3
  70695. * @param otherVector defines the second operand
  70696. * @returns the current updated Vector3
  70697. */
  70698. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70699. /**
  70700. * Adds the given coordinates to the current Vector3
  70701. * @param x defines the x coordinate of the operand
  70702. * @param y defines the y coordinate of the operand
  70703. * @param z defines the z coordinate of the operand
  70704. * @returns the current updated Vector3
  70705. */
  70706. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70707. /**
  70708. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  70709. * @param otherVector defines the second operand
  70710. * @returns the resulting Vector3
  70711. */
  70712. add(otherVector: DeepImmutable<Vector3>): Vector3;
  70713. /**
  70714. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  70715. * @param otherVector defines the second operand
  70716. * @param result defines the Vector3 object where to store the result
  70717. * @returns the current Vector3
  70718. */
  70719. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70720. /**
  70721. * Subtract the given vector from the current Vector3
  70722. * @param otherVector defines the second operand
  70723. * @returns the current updated Vector3
  70724. */
  70725. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70726. /**
  70727. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  70728. * @param otherVector defines the second operand
  70729. * @returns the resulting Vector3
  70730. */
  70731. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  70732. /**
  70733. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  70734. * @param otherVector defines the second operand
  70735. * @param result defines the Vector3 object where to store the result
  70736. * @returns the current Vector3
  70737. */
  70738. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70739. /**
  70740. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  70741. * @param x defines the x coordinate of the operand
  70742. * @param y defines the y coordinate of the operand
  70743. * @param z defines the z coordinate of the operand
  70744. * @returns the resulting Vector3
  70745. */
  70746. subtractFromFloats(x: number, y: number, z: number): Vector3;
  70747. /**
  70748. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  70749. * @param x defines the x coordinate of the operand
  70750. * @param y defines the y coordinate of the operand
  70751. * @param z defines the z coordinate of the operand
  70752. * @param result defines the Vector3 object where to store the result
  70753. * @returns the current Vector3
  70754. */
  70755. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  70756. /**
  70757. * Gets a new Vector3 set with the current Vector3 negated coordinates
  70758. * @returns a new Vector3
  70759. */
  70760. negate(): Vector3;
  70761. /**
  70762. * Multiplies the Vector3 coordinates by the float "scale"
  70763. * @param scale defines the multiplier factor
  70764. * @returns the current updated Vector3
  70765. */
  70766. scaleInPlace(scale: number): Vector3;
  70767. /**
  70768. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  70769. * @param scale defines the multiplier factor
  70770. * @returns a new Vector3
  70771. */
  70772. scale(scale: number): Vector3;
  70773. /**
  70774. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  70775. * @param scale defines the multiplier factor
  70776. * @param result defines the Vector3 object where to store the result
  70777. * @returns the current Vector3
  70778. */
  70779. scaleToRef(scale: number, result: Vector3): Vector3;
  70780. /**
  70781. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  70782. * @param scale defines the scale factor
  70783. * @param result defines the Vector3 object where to store the result
  70784. * @returns the unmodified current Vector3
  70785. */
  70786. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  70787. /**
  70788. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  70789. * @param otherVector defines the second operand
  70790. * @returns true if both vectors are equals
  70791. */
  70792. equals(otherVector: DeepImmutable<Vector3>): boolean;
  70793. /**
  70794. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  70795. * @param otherVector defines the second operand
  70796. * @param epsilon defines the minimal distance to define values as equals
  70797. * @returns true if both vectors are distant less than epsilon
  70798. */
  70799. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  70800. /**
  70801. * Returns true if the current Vector3 coordinates equals the given floats
  70802. * @param x defines the x coordinate of the operand
  70803. * @param y defines the y coordinate of the operand
  70804. * @param z defines the z coordinate of the operand
  70805. * @returns true if both vectors are equals
  70806. */
  70807. equalsToFloats(x: number, y: number, z: number): boolean;
  70808. /**
  70809. * Multiplies the current Vector3 coordinates by the given ones
  70810. * @param otherVector defines the second operand
  70811. * @returns the current updated Vector3
  70812. */
  70813. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70814. /**
  70815. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  70816. * @param otherVector defines the second operand
  70817. * @returns the new Vector3
  70818. */
  70819. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  70820. /**
  70821. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  70822. * @param otherVector defines the second operand
  70823. * @param result defines the Vector3 object where to store the result
  70824. * @returns the current Vector3
  70825. */
  70826. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70827. /**
  70828. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  70829. * @param x defines the x coordinate of the operand
  70830. * @param y defines the y coordinate of the operand
  70831. * @param z defines the z coordinate of the operand
  70832. * @returns the new Vector3
  70833. */
  70834. multiplyByFloats(x: number, y: number, z: number): Vector3;
  70835. /**
  70836. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  70837. * @param otherVector defines the second operand
  70838. * @returns the new Vector3
  70839. */
  70840. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  70841. /**
  70842. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  70843. * @param otherVector defines the second operand
  70844. * @param result defines the Vector3 object where to store the result
  70845. * @returns the current Vector3
  70846. */
  70847. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70848. /**
  70849. * Divides the current Vector3 coordinates by the given ones.
  70850. * @param otherVector defines the second operand
  70851. * @returns the current updated Vector3
  70852. */
  70853. divideInPlace(otherVector: Vector3): Vector3;
  70854. /**
  70855. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  70856. * @param other defines the second operand
  70857. * @returns the current updated Vector3
  70858. */
  70859. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70860. /**
  70861. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  70862. * @param other defines the second operand
  70863. * @returns the current updated Vector3
  70864. */
  70865. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70866. /**
  70867. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  70868. * @param x defines the x coordinate of the operand
  70869. * @param y defines the y coordinate of the operand
  70870. * @param z defines the z coordinate of the operand
  70871. * @returns the current updated Vector3
  70872. */
  70873. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70874. /**
  70875. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  70876. * @param x defines the x coordinate of the operand
  70877. * @param y defines the y coordinate of the operand
  70878. * @param z defines the z coordinate of the operand
  70879. * @returns the current updated Vector3
  70880. */
  70881. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70882. /**
  70883. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  70884. * Check if is non uniform within a certain amount of decimal places to account for this
  70885. * @param epsilon the amount the values can differ
  70886. * @returns if the the vector is non uniform to a certain number of decimal places
  70887. */
  70888. isNonUniformWithinEpsilon(epsilon: number): boolean;
  70889. /**
  70890. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  70891. */
  70892. readonly isNonUniform: boolean;
  70893. /**
  70894. * Gets a new Vector3 from current Vector3 floored values
  70895. * @returns a new Vector3
  70896. */
  70897. floor(): Vector3;
  70898. /**
  70899. * Gets a new Vector3 from current Vector3 floored values
  70900. * @returns a new Vector3
  70901. */
  70902. fract(): Vector3;
  70903. /**
  70904. * Gets the length of the Vector3
  70905. * @returns the length of the Vector3
  70906. */
  70907. length(): number;
  70908. /**
  70909. * Gets the squared length of the Vector3
  70910. * @returns squared length of the Vector3
  70911. */
  70912. lengthSquared(): number;
  70913. /**
  70914. * Normalize the current Vector3.
  70915. * Please note that this is an in place operation.
  70916. * @returns the current updated Vector3
  70917. */
  70918. normalize(): Vector3;
  70919. /**
  70920. * Reorders the x y z properties of the vector in place
  70921. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  70922. * @returns the current updated vector
  70923. */
  70924. reorderInPlace(order: string): this;
  70925. /**
  70926. * Rotates the vector around 0,0,0 by a quaternion
  70927. * @param quaternion the rotation quaternion
  70928. * @param result vector to store the result
  70929. * @returns the resulting vector
  70930. */
  70931. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  70932. /**
  70933. * Rotates a vector around a given point
  70934. * @param quaternion the rotation quaternion
  70935. * @param point the point to rotate around
  70936. * @param result vector to store the result
  70937. * @returns the resulting vector
  70938. */
  70939. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  70940. /**
  70941. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  70942. * The cross product is then orthogonal to both current and "other"
  70943. * @param other defines the right operand
  70944. * @returns the cross product
  70945. */
  70946. cross(other: Vector3): Vector3;
  70947. /**
  70948. * Normalize the current Vector3 with the given input length.
  70949. * Please note that this is an in place operation.
  70950. * @param len the length of the vector
  70951. * @returns the current updated Vector3
  70952. */
  70953. normalizeFromLength(len: number): Vector3;
  70954. /**
  70955. * Normalize the current Vector3 to a new vector
  70956. * @returns the new Vector3
  70957. */
  70958. normalizeToNew(): Vector3;
  70959. /**
  70960. * Normalize the current Vector3 to the reference
  70961. * @param reference define the Vector3 to update
  70962. * @returns the updated Vector3
  70963. */
  70964. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  70965. /**
  70966. * Creates a new Vector3 copied from the current Vector3
  70967. * @returns the new Vector3
  70968. */
  70969. clone(): Vector3;
  70970. /**
  70971. * Copies the given vector coordinates to the current Vector3 ones
  70972. * @param source defines the source Vector3
  70973. * @returns the current updated Vector3
  70974. */
  70975. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  70976. /**
  70977. * Copies the given floats to the current Vector3 coordinates
  70978. * @param x defines the x coordinate of the operand
  70979. * @param y defines the y coordinate of the operand
  70980. * @param z defines the z coordinate of the operand
  70981. * @returns the current updated Vector3
  70982. */
  70983. copyFromFloats(x: number, y: number, z: number): Vector3;
  70984. /**
  70985. * Copies the given floats to the current Vector3 coordinates
  70986. * @param x defines the x coordinate of the operand
  70987. * @param y defines the y coordinate of the operand
  70988. * @param z defines the z coordinate of the operand
  70989. * @returns the current updated Vector3
  70990. */
  70991. set(x: number, y: number, z: number): Vector3;
  70992. /**
  70993. * Copies the given float to the current Vector3 coordinates
  70994. * @param v defines the x, y and z coordinates of the operand
  70995. * @returns the current updated Vector3
  70996. */
  70997. setAll(v: number): Vector3;
  70998. /**
  70999. * Get the clip factor between two vectors
  71000. * @param vector0 defines the first operand
  71001. * @param vector1 defines the second operand
  71002. * @param axis defines the axis to use
  71003. * @param size defines the size along the axis
  71004. * @returns the clip factor
  71005. */
  71006. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  71007. /**
  71008. * Get angle between two vectors
  71009. * @param vector0 angle between vector0 and vector1
  71010. * @param vector1 angle between vector0 and vector1
  71011. * @param normal direction of the normal
  71012. * @return the angle between vector0 and vector1
  71013. */
  71014. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  71015. /**
  71016. * Returns a new Vector3 set from the index "offset" of the given array
  71017. * @param array defines the source array
  71018. * @param offset defines the offset in the source array
  71019. * @returns the new Vector3
  71020. */
  71021. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  71022. /**
  71023. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  71024. * This function is deprecated. Use FromArray instead
  71025. * @param array defines the source array
  71026. * @param offset defines the offset in the source array
  71027. * @returns the new Vector3
  71028. */
  71029. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  71030. /**
  71031. * Sets the given vector "result" with the element values from the index "offset" of the given array
  71032. * @param array defines the source array
  71033. * @param offset defines the offset in the source array
  71034. * @param result defines the Vector3 where to store the result
  71035. */
  71036. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  71037. /**
  71038. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  71039. * This function is deprecated. Use FromArrayToRef instead.
  71040. * @param array defines the source array
  71041. * @param offset defines the offset in the source array
  71042. * @param result defines the Vector3 where to store the result
  71043. */
  71044. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  71045. /**
  71046. * Sets the given vector "result" with the given floats.
  71047. * @param x defines the x coordinate of the source
  71048. * @param y defines the y coordinate of the source
  71049. * @param z defines the z coordinate of the source
  71050. * @param result defines the Vector3 where to store the result
  71051. */
  71052. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  71053. /**
  71054. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  71055. * @returns a new empty Vector3
  71056. */
  71057. static Zero(): Vector3;
  71058. /**
  71059. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  71060. * @returns a new unit Vector3
  71061. */
  71062. static One(): Vector3;
  71063. /**
  71064. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  71065. * @returns a new up Vector3
  71066. */
  71067. static Up(): Vector3;
  71068. /**
  71069. * Gets a up Vector3 that must not be updated
  71070. */
  71071. static readonly UpReadOnly: DeepImmutable<Vector3>;
  71072. /**
  71073. * Gets a zero Vector3 that must not be updated
  71074. */
  71075. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  71076. /**
  71077. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  71078. * @returns a new down Vector3
  71079. */
  71080. static Down(): Vector3;
  71081. /**
  71082. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  71083. * @returns a new forward Vector3
  71084. */
  71085. static Forward(): Vector3;
  71086. /**
  71087. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  71088. * @returns a new forward Vector3
  71089. */
  71090. static Backward(): Vector3;
  71091. /**
  71092. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  71093. * @returns a new right Vector3
  71094. */
  71095. static Right(): Vector3;
  71096. /**
  71097. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  71098. * @returns a new left Vector3
  71099. */
  71100. static Left(): Vector3;
  71101. /**
  71102. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  71103. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  71104. * @param vector defines the Vector3 to transform
  71105. * @param transformation defines the transformation matrix
  71106. * @returns the transformed Vector3
  71107. */
  71108. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  71109. /**
  71110. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  71111. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  71112. * @param vector defines the Vector3 to transform
  71113. * @param transformation defines the transformation matrix
  71114. * @param result defines the Vector3 where to store the result
  71115. */
  71116. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71117. /**
  71118. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  71119. * This method computes tranformed coordinates only, not transformed direction vectors
  71120. * @param x define the x coordinate of the source vector
  71121. * @param y define the y coordinate of the source vector
  71122. * @param z define the z coordinate of the source vector
  71123. * @param transformation defines the transformation matrix
  71124. * @param result defines the Vector3 where to store the result
  71125. */
  71126. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71127. /**
  71128. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  71129. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71130. * @param vector defines the Vector3 to transform
  71131. * @param transformation defines the transformation matrix
  71132. * @returns the new Vector3
  71133. */
  71134. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  71135. /**
  71136. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  71137. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71138. * @param vector defines the Vector3 to transform
  71139. * @param transformation defines the transformation matrix
  71140. * @param result defines the Vector3 where to store the result
  71141. */
  71142. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71143. /**
  71144. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  71145. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71146. * @param x define the x coordinate of the source vector
  71147. * @param y define the y coordinate of the source vector
  71148. * @param z define the z coordinate of the source vector
  71149. * @param transformation defines the transformation matrix
  71150. * @param result defines the Vector3 where to store the result
  71151. */
  71152. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71153. /**
  71154. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  71155. * @param value1 defines the first control point
  71156. * @param value2 defines the second control point
  71157. * @param value3 defines the third control point
  71158. * @param value4 defines the fourth control point
  71159. * @param amount defines the amount on the spline to use
  71160. * @returns the new Vector3
  71161. */
  71162. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  71163. /**
  71164. * 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"
  71165. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  71166. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  71167. * @param value defines the current value
  71168. * @param min defines the lower range value
  71169. * @param max defines the upper range value
  71170. * @returns the new Vector3
  71171. */
  71172. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  71173. /**
  71174. * 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"
  71175. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  71176. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  71177. * @param value defines the current value
  71178. * @param min defines the lower range value
  71179. * @param max defines the upper range value
  71180. * @param result defines the Vector3 where to store the result
  71181. */
  71182. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  71183. /**
  71184. * Checks if a given vector is inside a specific range
  71185. * @param v defines the vector to test
  71186. * @param min defines the minimum range
  71187. * @param max defines the maximum range
  71188. */
  71189. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  71190. /**
  71191. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  71192. * @param value1 defines the first control point
  71193. * @param tangent1 defines the first tangent vector
  71194. * @param value2 defines the second control point
  71195. * @param tangent2 defines the second tangent vector
  71196. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  71197. * @returns the new Vector3
  71198. */
  71199. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  71200. /**
  71201. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  71202. * @param start defines the start value
  71203. * @param end defines the end value
  71204. * @param amount max defines amount between both (between 0 and 1)
  71205. * @returns the new Vector3
  71206. */
  71207. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  71208. /**
  71209. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  71210. * @param start defines the start value
  71211. * @param end defines the end value
  71212. * @param amount max defines amount between both (between 0 and 1)
  71213. * @param result defines the Vector3 where to store the result
  71214. */
  71215. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  71216. /**
  71217. * Returns the dot product (float) between the vectors "left" and "right"
  71218. * @param left defines the left operand
  71219. * @param right defines the right operand
  71220. * @returns the dot product
  71221. */
  71222. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  71223. /**
  71224. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  71225. * The cross product is then orthogonal to both "left" and "right"
  71226. * @param left defines the left operand
  71227. * @param right defines the right operand
  71228. * @returns the cross product
  71229. */
  71230. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71231. /**
  71232. * Sets the given vector "result" with the cross product of "left" and "right"
  71233. * The cross product is then orthogonal to both "left" and "right"
  71234. * @param left defines the left operand
  71235. * @param right defines the right operand
  71236. * @param result defines the Vector3 where to store the result
  71237. */
  71238. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  71239. /**
  71240. * Returns a new Vector3 as the normalization of the given vector
  71241. * @param vector defines the Vector3 to normalize
  71242. * @returns the new Vector3
  71243. */
  71244. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  71245. /**
  71246. * Sets the given vector "result" with the normalization of the given first vector
  71247. * @param vector defines the Vector3 to normalize
  71248. * @param result defines the Vector3 where to store the result
  71249. */
  71250. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  71251. /**
  71252. * Project a Vector3 onto screen space
  71253. * @param vector defines the Vector3 to project
  71254. * @param world defines the world matrix to use
  71255. * @param transform defines the transform (view x projection) matrix to use
  71256. * @param viewport defines the screen viewport to use
  71257. * @returns the new Vector3
  71258. */
  71259. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  71260. /** @hidden */
  71261. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  71262. /**
  71263. * Unproject from screen space to object space
  71264. * @param source defines the screen space Vector3 to use
  71265. * @param viewportWidth defines the current width of the viewport
  71266. * @param viewportHeight defines the current height of the viewport
  71267. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71268. * @param transform defines the transform (view x projection) matrix to use
  71269. * @returns the new Vector3
  71270. */
  71271. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  71272. /**
  71273. * Unproject from screen space to object space
  71274. * @param source defines the screen space Vector3 to use
  71275. * @param viewportWidth defines the current width of the viewport
  71276. * @param viewportHeight defines the current height of the viewport
  71277. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71278. * @param view defines the view matrix to use
  71279. * @param projection defines the projection matrix to use
  71280. * @returns the new Vector3
  71281. */
  71282. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  71283. /**
  71284. * Unproject from screen space to object space
  71285. * @param source defines the screen space Vector3 to use
  71286. * @param viewportWidth defines the current width of the viewport
  71287. * @param viewportHeight defines the current height of the viewport
  71288. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71289. * @param view defines the view matrix to use
  71290. * @param projection defines the projection matrix to use
  71291. * @param result defines the Vector3 where to store the result
  71292. */
  71293. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  71294. /**
  71295. * Unproject from screen space to object space
  71296. * @param sourceX defines the screen space x coordinate to use
  71297. * @param sourceY defines the screen space y coordinate to use
  71298. * @param sourceZ defines the screen space z coordinate to use
  71299. * @param viewportWidth defines the current width of the viewport
  71300. * @param viewportHeight defines the current height of the viewport
  71301. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71302. * @param view defines the view matrix to use
  71303. * @param projection defines the projection matrix to use
  71304. * @param result defines the Vector3 where to store the result
  71305. */
  71306. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  71307. /**
  71308. * Gets the minimal coordinate values between two Vector3
  71309. * @param left defines the first operand
  71310. * @param right defines the second operand
  71311. * @returns the new Vector3
  71312. */
  71313. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71314. /**
  71315. * Gets the maximal coordinate values between two Vector3
  71316. * @param left defines the first operand
  71317. * @param right defines the second operand
  71318. * @returns the new Vector3
  71319. */
  71320. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71321. /**
  71322. * Returns the distance between the vectors "value1" and "value2"
  71323. * @param value1 defines the first operand
  71324. * @param value2 defines the second operand
  71325. * @returns the distance
  71326. */
  71327. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71328. /**
  71329. * Returns the squared distance between the vectors "value1" and "value2"
  71330. * @param value1 defines the first operand
  71331. * @param value2 defines the second operand
  71332. * @returns the squared distance
  71333. */
  71334. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71335. /**
  71336. * Returns a new Vector3 located at the center between "value1" and "value2"
  71337. * @param value1 defines the first operand
  71338. * @param value2 defines the second operand
  71339. * @returns the new Vector3
  71340. */
  71341. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  71342. /**
  71343. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  71344. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  71345. * to something in order to rotate it from its local system to the given target system
  71346. * Note: axis1, axis2 and axis3 are normalized during this operation
  71347. * @param axis1 defines the first axis
  71348. * @param axis2 defines the second axis
  71349. * @param axis3 defines the third axis
  71350. * @returns a new Vector3
  71351. */
  71352. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  71353. /**
  71354. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  71355. * @param axis1 defines the first axis
  71356. * @param axis2 defines the second axis
  71357. * @param axis3 defines the third axis
  71358. * @param ref defines the Vector3 where to store the result
  71359. */
  71360. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  71361. }
  71362. /**
  71363. * Vector4 class created for EulerAngle class conversion to Quaternion
  71364. */
  71365. export class Vector4 {
  71366. /** x value of the vector */
  71367. x: number;
  71368. /** y value of the vector */
  71369. y: number;
  71370. /** z value of the vector */
  71371. z: number;
  71372. /** w value of the vector */
  71373. w: number;
  71374. /**
  71375. * Creates a Vector4 object from the given floats.
  71376. * @param x x value of the vector
  71377. * @param y y value of the vector
  71378. * @param z z value of the vector
  71379. * @param w w value of the vector
  71380. */
  71381. constructor(
  71382. /** x value of the vector */
  71383. x: number,
  71384. /** y value of the vector */
  71385. y: number,
  71386. /** z value of the vector */
  71387. z: number,
  71388. /** w value of the vector */
  71389. w: number);
  71390. /**
  71391. * Returns the string with the Vector4 coordinates.
  71392. * @returns a string containing all the vector values
  71393. */
  71394. toString(): string;
  71395. /**
  71396. * Returns the string "Vector4".
  71397. * @returns "Vector4"
  71398. */
  71399. getClassName(): string;
  71400. /**
  71401. * Returns the Vector4 hash code.
  71402. * @returns a unique hash code
  71403. */
  71404. getHashCode(): number;
  71405. /**
  71406. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  71407. * @returns the resulting array
  71408. */
  71409. asArray(): number[];
  71410. /**
  71411. * Populates the given array from the given index with the Vector4 coordinates.
  71412. * @param array array to populate
  71413. * @param index index of the array to start at (default: 0)
  71414. * @returns the Vector4.
  71415. */
  71416. toArray(array: FloatArray, index?: number): Vector4;
  71417. /**
  71418. * Adds the given vector to the current Vector4.
  71419. * @param otherVector the vector to add
  71420. * @returns the updated Vector4.
  71421. */
  71422. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71423. /**
  71424. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  71425. * @param otherVector the vector to add
  71426. * @returns the resulting vector
  71427. */
  71428. add(otherVector: DeepImmutable<Vector4>): Vector4;
  71429. /**
  71430. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  71431. * @param otherVector the vector to add
  71432. * @param result the vector to store the result
  71433. * @returns the current Vector4.
  71434. */
  71435. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71436. /**
  71437. * Subtract in place the given vector from the current Vector4.
  71438. * @param otherVector the vector to subtract
  71439. * @returns the updated Vector4.
  71440. */
  71441. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71442. /**
  71443. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  71444. * @param otherVector the vector to add
  71445. * @returns the new vector with the result
  71446. */
  71447. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  71448. /**
  71449. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  71450. * @param otherVector the vector to subtract
  71451. * @param result the vector to store the result
  71452. * @returns the current Vector4.
  71453. */
  71454. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71455. /**
  71456. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71457. */
  71458. /**
  71459. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71460. * @param x value to subtract
  71461. * @param y value to subtract
  71462. * @param z value to subtract
  71463. * @param w value to subtract
  71464. * @returns new vector containing the result
  71465. */
  71466. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71467. /**
  71468. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71469. * @param x value to subtract
  71470. * @param y value to subtract
  71471. * @param z value to subtract
  71472. * @param w value to subtract
  71473. * @param result the vector to store the result in
  71474. * @returns the current Vector4.
  71475. */
  71476. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  71477. /**
  71478. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  71479. * @returns a new vector with the negated values
  71480. */
  71481. negate(): Vector4;
  71482. /**
  71483. * Multiplies the current Vector4 coordinates by scale (float).
  71484. * @param scale the number to scale with
  71485. * @returns the updated Vector4.
  71486. */
  71487. scaleInPlace(scale: number): Vector4;
  71488. /**
  71489. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  71490. * @param scale the number to scale with
  71491. * @returns a new vector with the result
  71492. */
  71493. scale(scale: number): Vector4;
  71494. /**
  71495. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  71496. * @param scale the number to scale with
  71497. * @param result a vector to store the result in
  71498. * @returns the current Vector4.
  71499. */
  71500. scaleToRef(scale: number, result: Vector4): Vector4;
  71501. /**
  71502. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  71503. * @param scale defines the scale factor
  71504. * @param result defines the Vector4 object where to store the result
  71505. * @returns the unmodified current Vector4
  71506. */
  71507. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  71508. /**
  71509. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  71510. * @param otherVector the vector to compare against
  71511. * @returns true if they are equal
  71512. */
  71513. equals(otherVector: DeepImmutable<Vector4>): boolean;
  71514. /**
  71515. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  71516. * @param otherVector vector to compare against
  71517. * @param epsilon (Default: very small number)
  71518. * @returns true if they are equal
  71519. */
  71520. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  71521. /**
  71522. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  71523. * @param x x value to compare against
  71524. * @param y y value to compare against
  71525. * @param z z value to compare against
  71526. * @param w w value to compare against
  71527. * @returns true if equal
  71528. */
  71529. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  71530. /**
  71531. * Multiplies in place the current Vector4 by the given one.
  71532. * @param otherVector vector to multiple with
  71533. * @returns the updated Vector4.
  71534. */
  71535. multiplyInPlace(otherVector: Vector4): Vector4;
  71536. /**
  71537. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  71538. * @param otherVector vector to multiple with
  71539. * @returns resulting new vector
  71540. */
  71541. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  71542. /**
  71543. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  71544. * @param otherVector vector to multiple with
  71545. * @param result vector to store the result
  71546. * @returns the current Vector4.
  71547. */
  71548. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71549. /**
  71550. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  71551. * @param x x value multiply with
  71552. * @param y y value multiply with
  71553. * @param z z value multiply with
  71554. * @param w w value multiply with
  71555. * @returns resulting new vector
  71556. */
  71557. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  71558. /**
  71559. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  71560. * @param otherVector vector to devide with
  71561. * @returns resulting new vector
  71562. */
  71563. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  71564. /**
  71565. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  71566. * @param otherVector vector to devide with
  71567. * @param result vector to store the result
  71568. * @returns the current Vector4.
  71569. */
  71570. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71571. /**
  71572. * Divides the current Vector3 coordinates by the given ones.
  71573. * @param otherVector vector to devide with
  71574. * @returns the updated Vector3.
  71575. */
  71576. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71577. /**
  71578. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  71579. * @param other defines the second operand
  71580. * @returns the current updated Vector4
  71581. */
  71582. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71583. /**
  71584. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  71585. * @param other defines the second operand
  71586. * @returns the current updated Vector4
  71587. */
  71588. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71589. /**
  71590. * Gets a new Vector4 from current Vector4 floored values
  71591. * @returns a new Vector4
  71592. */
  71593. floor(): Vector4;
  71594. /**
  71595. * Gets a new Vector4 from current Vector3 floored values
  71596. * @returns a new Vector4
  71597. */
  71598. fract(): Vector4;
  71599. /**
  71600. * Returns the Vector4 length (float).
  71601. * @returns the length
  71602. */
  71603. length(): number;
  71604. /**
  71605. * Returns the Vector4 squared length (float).
  71606. * @returns the length squared
  71607. */
  71608. lengthSquared(): number;
  71609. /**
  71610. * Normalizes in place the Vector4.
  71611. * @returns the updated Vector4.
  71612. */
  71613. normalize(): Vector4;
  71614. /**
  71615. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  71616. * @returns this converted to a new vector3
  71617. */
  71618. toVector3(): Vector3;
  71619. /**
  71620. * Returns a new Vector4 copied from the current one.
  71621. * @returns the new cloned vector
  71622. */
  71623. clone(): Vector4;
  71624. /**
  71625. * Updates the current Vector4 with the given one coordinates.
  71626. * @param source the source vector to copy from
  71627. * @returns the updated Vector4.
  71628. */
  71629. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  71630. /**
  71631. * Updates the current Vector4 coordinates with the given floats.
  71632. * @param x float to copy from
  71633. * @param y float to copy from
  71634. * @param z float to copy from
  71635. * @param w float to copy from
  71636. * @returns the updated Vector4.
  71637. */
  71638. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71639. /**
  71640. * Updates the current Vector4 coordinates with the given floats.
  71641. * @param x float to set from
  71642. * @param y float to set from
  71643. * @param z float to set from
  71644. * @param w float to set from
  71645. * @returns the updated Vector4.
  71646. */
  71647. set(x: number, y: number, z: number, w: number): Vector4;
  71648. /**
  71649. * Copies the given float to the current Vector3 coordinates
  71650. * @param v defines the x, y, z and w coordinates of the operand
  71651. * @returns the current updated Vector3
  71652. */
  71653. setAll(v: number): Vector4;
  71654. /**
  71655. * Returns a new Vector4 set from the starting index of the given array.
  71656. * @param array the array to pull values from
  71657. * @param offset the offset into the array to start at
  71658. * @returns the new vector
  71659. */
  71660. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  71661. /**
  71662. * Updates the given vector "result" from the starting index of the given array.
  71663. * @param array the array to pull values from
  71664. * @param offset the offset into the array to start at
  71665. * @param result the vector to store the result in
  71666. */
  71667. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  71668. /**
  71669. * Updates the given vector "result" from the starting index of the given Float32Array.
  71670. * @param array the array to pull values from
  71671. * @param offset the offset into the array to start at
  71672. * @param result the vector to store the result in
  71673. */
  71674. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  71675. /**
  71676. * Updates the given vector "result" coordinates from the given floats.
  71677. * @param x float to set from
  71678. * @param y float to set from
  71679. * @param z float to set from
  71680. * @param w float to set from
  71681. * @param result the vector to the floats in
  71682. */
  71683. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  71684. /**
  71685. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  71686. * @returns the new vector
  71687. */
  71688. static Zero(): Vector4;
  71689. /**
  71690. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  71691. * @returns the new vector
  71692. */
  71693. static One(): Vector4;
  71694. /**
  71695. * Returns a new normalized Vector4 from the given one.
  71696. * @param vector the vector to normalize
  71697. * @returns the vector
  71698. */
  71699. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  71700. /**
  71701. * Updates the given vector "result" from the normalization of the given one.
  71702. * @param vector the vector to normalize
  71703. * @param result the vector to store the result in
  71704. */
  71705. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  71706. /**
  71707. * Returns a vector with the minimum values from the left and right vectors
  71708. * @param left left vector to minimize
  71709. * @param right right vector to minimize
  71710. * @returns a new vector with the minimum of the left and right vector values
  71711. */
  71712. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71713. /**
  71714. * Returns a vector with the maximum values from the left and right vectors
  71715. * @param left left vector to maximize
  71716. * @param right right vector to maximize
  71717. * @returns a new vector with the maximum of the left and right vector values
  71718. */
  71719. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71720. /**
  71721. * Returns the distance (float) between the vectors "value1" and "value2".
  71722. * @param value1 value to calulate the distance between
  71723. * @param value2 value to calulate the distance between
  71724. * @return the distance between the two vectors
  71725. */
  71726. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71727. /**
  71728. * Returns the squared distance (float) between the vectors "value1" and "value2".
  71729. * @param value1 value to calulate the distance between
  71730. * @param value2 value to calulate the distance between
  71731. * @return the distance between the two vectors squared
  71732. */
  71733. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71734. /**
  71735. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  71736. * @param value1 value to calulate the center between
  71737. * @param value2 value to calulate the center between
  71738. * @return the center between the two vectors
  71739. */
  71740. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  71741. /**
  71742. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  71743. * This methods computes transformed normalized direction vectors only.
  71744. * @param vector the vector to transform
  71745. * @param transformation the transformation matrix to apply
  71746. * @returns the new vector
  71747. */
  71748. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  71749. /**
  71750. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  71751. * This methods computes transformed normalized direction vectors only.
  71752. * @param vector the vector to transform
  71753. * @param transformation the transformation matrix to apply
  71754. * @param result the vector to store the result in
  71755. */
  71756. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71757. /**
  71758. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  71759. * This methods computes transformed normalized direction vectors only.
  71760. * @param x value to transform
  71761. * @param y value to transform
  71762. * @param z value to transform
  71763. * @param w value to transform
  71764. * @param transformation the transformation matrix to apply
  71765. * @param result the vector to store the results in
  71766. */
  71767. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71768. /**
  71769. * Creates a new Vector4 from a Vector3
  71770. * @param source defines the source data
  71771. * @param w defines the 4th component (default is 0)
  71772. * @returns a new Vector4
  71773. */
  71774. static FromVector3(source: Vector3, w?: number): Vector4;
  71775. }
  71776. /**
  71777. * Class used to store quaternion data
  71778. * @see https://en.wikipedia.org/wiki/Quaternion
  71779. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  71780. */
  71781. export class Quaternion {
  71782. /** defines the first component (0 by default) */
  71783. x: number;
  71784. /** defines the second component (0 by default) */
  71785. y: number;
  71786. /** defines the third component (0 by default) */
  71787. z: number;
  71788. /** defines the fourth component (1.0 by default) */
  71789. w: number;
  71790. /**
  71791. * Creates a new Quaternion from the given floats
  71792. * @param x defines the first component (0 by default)
  71793. * @param y defines the second component (0 by default)
  71794. * @param z defines the third component (0 by default)
  71795. * @param w defines the fourth component (1.0 by default)
  71796. */
  71797. constructor(
  71798. /** defines the first component (0 by default) */
  71799. x?: number,
  71800. /** defines the second component (0 by default) */
  71801. y?: number,
  71802. /** defines the third component (0 by default) */
  71803. z?: number,
  71804. /** defines the fourth component (1.0 by default) */
  71805. w?: number);
  71806. /**
  71807. * Gets a string representation for the current quaternion
  71808. * @returns a string with the Quaternion coordinates
  71809. */
  71810. toString(): string;
  71811. /**
  71812. * Gets the class name of the quaternion
  71813. * @returns the string "Quaternion"
  71814. */
  71815. getClassName(): string;
  71816. /**
  71817. * Gets a hash code for this quaternion
  71818. * @returns the quaternion hash code
  71819. */
  71820. getHashCode(): number;
  71821. /**
  71822. * Copy the quaternion to an array
  71823. * @returns a new array populated with 4 elements from the quaternion coordinates
  71824. */
  71825. asArray(): number[];
  71826. /**
  71827. * Check if two quaternions are equals
  71828. * @param otherQuaternion defines the second operand
  71829. * @return true if the current quaternion and the given one coordinates are strictly equals
  71830. */
  71831. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  71832. /**
  71833. * Clone the current quaternion
  71834. * @returns a new quaternion copied from the current one
  71835. */
  71836. clone(): Quaternion;
  71837. /**
  71838. * Copy a quaternion to the current one
  71839. * @param other defines the other quaternion
  71840. * @returns the updated current quaternion
  71841. */
  71842. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  71843. /**
  71844. * Updates the current quaternion with the given float coordinates
  71845. * @param x defines the x coordinate
  71846. * @param y defines the y coordinate
  71847. * @param z defines the z coordinate
  71848. * @param w defines the w coordinate
  71849. * @returns the updated current quaternion
  71850. */
  71851. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  71852. /**
  71853. * Updates the current quaternion from the given float coordinates
  71854. * @param x defines the x coordinate
  71855. * @param y defines the y coordinate
  71856. * @param z defines the z coordinate
  71857. * @param w defines the w coordinate
  71858. * @returns the updated current quaternion
  71859. */
  71860. set(x: number, y: number, z: number, w: number): Quaternion;
  71861. /**
  71862. * Adds two quaternions
  71863. * @param other defines the second operand
  71864. * @returns a new quaternion as the addition result of the given one and the current quaternion
  71865. */
  71866. add(other: DeepImmutable<Quaternion>): Quaternion;
  71867. /**
  71868. * Add a quaternion to the current one
  71869. * @param other defines the quaternion to add
  71870. * @returns the current quaternion
  71871. */
  71872. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  71873. /**
  71874. * Subtract two quaternions
  71875. * @param other defines the second operand
  71876. * @returns a new quaternion as the subtraction result of the given one from the current one
  71877. */
  71878. subtract(other: Quaternion): Quaternion;
  71879. /**
  71880. * Multiplies the current quaternion by a scale factor
  71881. * @param value defines the scale factor
  71882. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  71883. */
  71884. scale(value: number): Quaternion;
  71885. /**
  71886. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  71887. * @param scale defines the scale factor
  71888. * @param result defines the Quaternion object where to store the result
  71889. * @returns the unmodified current quaternion
  71890. */
  71891. scaleToRef(scale: number, result: Quaternion): Quaternion;
  71892. /**
  71893. * Multiplies in place the current quaternion by a scale factor
  71894. * @param value defines the scale factor
  71895. * @returns the current modified quaternion
  71896. */
  71897. scaleInPlace(value: number): Quaternion;
  71898. /**
  71899. * Scale the current quaternion values by a factor and add the result to a given quaternion
  71900. * @param scale defines the scale factor
  71901. * @param result defines the Quaternion object where to store the result
  71902. * @returns the unmodified current quaternion
  71903. */
  71904. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  71905. /**
  71906. * Multiplies two quaternions
  71907. * @param q1 defines the second operand
  71908. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  71909. */
  71910. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  71911. /**
  71912. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  71913. * @param q1 defines the second operand
  71914. * @param result defines the target quaternion
  71915. * @returns the current quaternion
  71916. */
  71917. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  71918. /**
  71919. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  71920. * @param q1 defines the second operand
  71921. * @returns the currentupdated quaternion
  71922. */
  71923. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  71924. /**
  71925. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  71926. * @param ref defines the target quaternion
  71927. * @returns the current quaternion
  71928. */
  71929. conjugateToRef(ref: Quaternion): Quaternion;
  71930. /**
  71931. * Conjugates in place (1-q) the current quaternion
  71932. * @returns the current updated quaternion
  71933. */
  71934. conjugateInPlace(): Quaternion;
  71935. /**
  71936. * Conjugates in place (1-q) the current quaternion
  71937. * @returns a new quaternion
  71938. */
  71939. conjugate(): Quaternion;
  71940. /**
  71941. * Gets length of current quaternion
  71942. * @returns the quaternion length (float)
  71943. */
  71944. length(): number;
  71945. /**
  71946. * Normalize in place the current quaternion
  71947. * @returns the current updated quaternion
  71948. */
  71949. normalize(): Quaternion;
  71950. /**
  71951. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  71952. * @param order is a reserved parameter and is ignore for now
  71953. * @returns a new Vector3 containing the Euler angles
  71954. */
  71955. toEulerAngles(order?: string): Vector3;
  71956. /**
  71957. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  71958. * @param result defines the vector which will be filled with the Euler angles
  71959. * @param order is a reserved parameter and is ignore for now
  71960. * @returns the current unchanged quaternion
  71961. */
  71962. toEulerAnglesToRef(result: Vector3): Quaternion;
  71963. /**
  71964. * Updates the given rotation matrix with the current quaternion values
  71965. * @param result defines the target matrix
  71966. * @returns the current unchanged quaternion
  71967. */
  71968. toRotationMatrix(result: Matrix): Quaternion;
  71969. /**
  71970. * Updates the current quaternion from the given rotation matrix values
  71971. * @param matrix defines the source matrix
  71972. * @returns the current updated quaternion
  71973. */
  71974. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71975. /**
  71976. * Creates a new quaternion from a rotation matrix
  71977. * @param matrix defines the source matrix
  71978. * @returns a new quaternion created from the given rotation matrix values
  71979. */
  71980. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71981. /**
  71982. * Updates the given quaternion with the given rotation matrix values
  71983. * @param matrix defines the source matrix
  71984. * @param result defines the target quaternion
  71985. */
  71986. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  71987. /**
  71988. * Returns the dot product (float) between the quaternions "left" and "right"
  71989. * @param left defines the left operand
  71990. * @param right defines the right operand
  71991. * @returns the dot product
  71992. */
  71993. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  71994. /**
  71995. * Checks if the two quaternions are close to each other
  71996. * @param quat0 defines the first quaternion to check
  71997. * @param quat1 defines the second quaternion to check
  71998. * @returns true if the two quaternions are close to each other
  71999. */
  72000. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  72001. /**
  72002. * Creates an empty quaternion
  72003. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  72004. */
  72005. static Zero(): Quaternion;
  72006. /**
  72007. * Inverse a given quaternion
  72008. * @param q defines the source quaternion
  72009. * @returns a new quaternion as the inverted current quaternion
  72010. */
  72011. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  72012. /**
  72013. * Inverse a given quaternion
  72014. * @param q defines the source quaternion
  72015. * @param result the quaternion the result will be stored in
  72016. * @returns the result quaternion
  72017. */
  72018. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  72019. /**
  72020. * Creates an identity quaternion
  72021. * @returns the identity quaternion
  72022. */
  72023. static Identity(): Quaternion;
  72024. /**
  72025. * Gets a boolean indicating if the given quaternion is identity
  72026. * @param quaternion defines the quaternion to check
  72027. * @returns true if the quaternion is identity
  72028. */
  72029. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  72030. /**
  72031. * Creates a quaternion from a rotation around an axis
  72032. * @param axis defines the axis to use
  72033. * @param angle defines the angle to use
  72034. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  72035. */
  72036. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  72037. /**
  72038. * Creates a rotation around an axis and stores it into the given quaternion
  72039. * @param axis defines the axis to use
  72040. * @param angle defines the angle to use
  72041. * @param result defines the target quaternion
  72042. * @returns the target quaternion
  72043. */
  72044. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  72045. /**
  72046. * Creates a new quaternion from data stored into an array
  72047. * @param array defines the data source
  72048. * @param offset defines the offset in the source array where the data starts
  72049. * @returns a new quaternion
  72050. */
  72051. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  72052. /**
  72053. * Create a quaternion from Euler rotation angles
  72054. * @param x Pitch
  72055. * @param y Yaw
  72056. * @param z Roll
  72057. * @returns the new Quaternion
  72058. */
  72059. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  72060. /**
  72061. * Updates a quaternion from Euler rotation angles
  72062. * @param x Pitch
  72063. * @param y Yaw
  72064. * @param z Roll
  72065. * @param result the quaternion to store the result
  72066. * @returns the updated quaternion
  72067. */
  72068. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  72069. /**
  72070. * Create a quaternion from Euler rotation vector
  72071. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  72072. * @returns the new Quaternion
  72073. */
  72074. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  72075. /**
  72076. * Updates a quaternion from Euler rotation vector
  72077. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  72078. * @param result the quaternion to store the result
  72079. * @returns the updated quaternion
  72080. */
  72081. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  72082. /**
  72083. * Creates a new quaternion from the given Euler float angles (y, x, z)
  72084. * @param yaw defines the rotation around Y axis
  72085. * @param pitch defines the rotation around X axis
  72086. * @param roll defines the rotation around Z axis
  72087. * @returns the new quaternion
  72088. */
  72089. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  72090. /**
  72091. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  72092. * @param yaw defines the rotation around Y axis
  72093. * @param pitch defines the rotation around X axis
  72094. * @param roll defines the rotation around Z axis
  72095. * @param result defines the target quaternion
  72096. */
  72097. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  72098. /**
  72099. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  72100. * @param alpha defines the rotation around first axis
  72101. * @param beta defines the rotation around second axis
  72102. * @param gamma defines the rotation around third axis
  72103. * @returns the new quaternion
  72104. */
  72105. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  72106. /**
  72107. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  72108. * @param alpha defines the rotation around first axis
  72109. * @param beta defines the rotation around second axis
  72110. * @param gamma defines the rotation around third axis
  72111. * @param result defines the target quaternion
  72112. */
  72113. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  72114. /**
  72115. * 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)
  72116. * @param axis1 defines the first axis
  72117. * @param axis2 defines the second axis
  72118. * @param axis3 defines the third axis
  72119. * @returns the new quaternion
  72120. */
  72121. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  72122. /**
  72123. * 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
  72124. * @param axis1 defines the first axis
  72125. * @param axis2 defines the second axis
  72126. * @param axis3 defines the third axis
  72127. * @param ref defines the target quaternion
  72128. */
  72129. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  72130. /**
  72131. * Interpolates between two quaternions
  72132. * @param left defines first quaternion
  72133. * @param right defines second quaternion
  72134. * @param amount defines the gradient to use
  72135. * @returns the new interpolated quaternion
  72136. */
  72137. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  72138. /**
  72139. * Interpolates between two quaternions and stores it into a target quaternion
  72140. * @param left defines first quaternion
  72141. * @param right defines second quaternion
  72142. * @param amount defines the gradient to use
  72143. * @param result defines the target quaternion
  72144. */
  72145. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  72146. /**
  72147. * Interpolate between two quaternions using Hermite interpolation
  72148. * @param value1 defines first quaternion
  72149. * @param tangent1 defines the incoming tangent
  72150. * @param value2 defines second quaternion
  72151. * @param tangent2 defines the outgoing tangent
  72152. * @param amount defines the target quaternion
  72153. * @returns the new interpolated quaternion
  72154. */
  72155. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  72156. }
  72157. /**
  72158. * Class used to store matrix data (4x4)
  72159. */
  72160. export class Matrix {
  72161. private static _updateFlagSeed;
  72162. private static _identityReadOnly;
  72163. private _isIdentity;
  72164. private _isIdentityDirty;
  72165. private _isIdentity3x2;
  72166. private _isIdentity3x2Dirty;
  72167. /**
  72168. * Gets the update flag of the matrix which is an unique number for the matrix.
  72169. * It will be incremented every time the matrix data change.
  72170. * You can use it to speed the comparison between two versions of the same matrix.
  72171. */
  72172. updateFlag: number;
  72173. private readonly _m;
  72174. /**
  72175. * Gets the internal data of the matrix
  72176. */
  72177. readonly m: DeepImmutable<Float32Array>;
  72178. /** @hidden */
  72179. _markAsUpdated(): void;
  72180. /** @hidden */
  72181. private _updateIdentityStatus;
  72182. /**
  72183. * Creates an empty matrix (filled with zeros)
  72184. */
  72185. constructor();
  72186. /**
  72187. * Check if the current matrix is identity
  72188. * @returns true is the matrix is the identity matrix
  72189. */
  72190. isIdentity(): boolean;
  72191. /**
  72192. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  72193. * @returns true is the matrix is the identity matrix
  72194. */
  72195. isIdentityAs3x2(): boolean;
  72196. /**
  72197. * Gets the determinant of the matrix
  72198. * @returns the matrix determinant
  72199. */
  72200. determinant(): number;
  72201. /**
  72202. * Returns the matrix as a Float32Array
  72203. * @returns the matrix underlying array
  72204. */
  72205. toArray(): DeepImmutable<Float32Array>;
  72206. /**
  72207. * Returns the matrix as a Float32Array
  72208. * @returns the matrix underlying array.
  72209. */
  72210. asArray(): DeepImmutable<Float32Array>;
  72211. /**
  72212. * Inverts the current matrix in place
  72213. * @returns the current inverted matrix
  72214. */
  72215. invert(): Matrix;
  72216. /**
  72217. * Sets all the matrix elements to zero
  72218. * @returns the current matrix
  72219. */
  72220. reset(): Matrix;
  72221. /**
  72222. * Adds the current matrix with a second one
  72223. * @param other defines the matrix to add
  72224. * @returns a new matrix as the addition of the current matrix and the given one
  72225. */
  72226. add(other: DeepImmutable<Matrix>): Matrix;
  72227. /**
  72228. * Sets the given matrix "result" to the addition of the current matrix and the given one
  72229. * @param other defines the matrix to add
  72230. * @param result defines the target matrix
  72231. * @returns the current matrix
  72232. */
  72233. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72234. /**
  72235. * Adds in place the given matrix to the current matrix
  72236. * @param other defines the second operand
  72237. * @returns the current updated matrix
  72238. */
  72239. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  72240. /**
  72241. * Sets the given matrix to the current inverted Matrix
  72242. * @param other defines the target matrix
  72243. * @returns the unmodified current matrix
  72244. */
  72245. invertToRef(other: Matrix): Matrix;
  72246. /**
  72247. * add a value at the specified position in the current Matrix
  72248. * @param index the index of the value within the matrix. between 0 and 15.
  72249. * @param value the value to be added
  72250. * @returns the current updated matrix
  72251. */
  72252. addAtIndex(index: number, value: number): Matrix;
  72253. /**
  72254. * mutiply the specified position in the current Matrix by a value
  72255. * @param index the index of the value within the matrix. between 0 and 15.
  72256. * @param value the value to be added
  72257. * @returns the current updated matrix
  72258. */
  72259. multiplyAtIndex(index: number, value: number): Matrix;
  72260. /**
  72261. * Inserts the translation vector (using 3 floats) in the current matrix
  72262. * @param x defines the 1st component of the translation
  72263. * @param y defines the 2nd component of the translation
  72264. * @param z defines the 3rd component of the translation
  72265. * @returns the current updated matrix
  72266. */
  72267. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  72268. /**
  72269. * Adds the translation vector (using 3 floats) in the current matrix
  72270. * @param x defines the 1st component of the translation
  72271. * @param y defines the 2nd component of the translation
  72272. * @param z defines the 3rd component of the translation
  72273. * @returns the current updated matrix
  72274. */
  72275. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  72276. /**
  72277. * Inserts the translation vector in the current matrix
  72278. * @param vector3 defines the translation to insert
  72279. * @returns the current updated matrix
  72280. */
  72281. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  72282. /**
  72283. * Gets the translation value of the current matrix
  72284. * @returns a new Vector3 as the extracted translation from the matrix
  72285. */
  72286. getTranslation(): Vector3;
  72287. /**
  72288. * Fill a Vector3 with the extracted translation from the matrix
  72289. * @param result defines the Vector3 where to store the translation
  72290. * @returns the current matrix
  72291. */
  72292. getTranslationToRef(result: Vector3): Matrix;
  72293. /**
  72294. * Remove rotation and scaling part from the matrix
  72295. * @returns the updated matrix
  72296. */
  72297. removeRotationAndScaling(): Matrix;
  72298. /**
  72299. * Multiply two matrices
  72300. * @param other defines the second operand
  72301. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  72302. */
  72303. multiply(other: DeepImmutable<Matrix>): Matrix;
  72304. /**
  72305. * Copy the current matrix from the given one
  72306. * @param other defines the source matrix
  72307. * @returns the current updated matrix
  72308. */
  72309. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  72310. /**
  72311. * Populates the given array from the starting index with the current matrix values
  72312. * @param array defines the target array
  72313. * @param offset defines the offset in the target array where to start storing values
  72314. * @returns the current matrix
  72315. */
  72316. copyToArray(array: Float32Array, offset?: number): Matrix;
  72317. /**
  72318. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  72319. * @param other defines the second operand
  72320. * @param result defines the matrix where to store the multiplication
  72321. * @returns the current matrix
  72322. */
  72323. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72324. /**
  72325. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  72326. * @param other defines the second operand
  72327. * @param result defines the array where to store the multiplication
  72328. * @param offset defines the offset in the target array where to start storing values
  72329. * @returns the current matrix
  72330. */
  72331. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  72332. /**
  72333. * Check equality between this matrix and a second one
  72334. * @param value defines the second matrix to compare
  72335. * @returns true is the current matrix and the given one values are strictly equal
  72336. */
  72337. equals(value: DeepImmutable<Matrix>): boolean;
  72338. /**
  72339. * Clone the current matrix
  72340. * @returns a new matrix from the current matrix
  72341. */
  72342. clone(): Matrix;
  72343. /**
  72344. * Returns the name of the current matrix class
  72345. * @returns the string "Matrix"
  72346. */
  72347. getClassName(): string;
  72348. /**
  72349. * Gets the hash code of the current matrix
  72350. * @returns the hash code
  72351. */
  72352. getHashCode(): number;
  72353. /**
  72354. * Decomposes the current Matrix into a translation, rotation and scaling components
  72355. * @param scale defines the scale vector3 given as a reference to update
  72356. * @param rotation defines the rotation quaternion given as a reference to update
  72357. * @param translation defines the translation vector3 given as a reference to update
  72358. * @returns true if operation was successful
  72359. */
  72360. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  72361. /**
  72362. * Gets specific row of the matrix
  72363. * @param index defines the number of the row to get
  72364. * @returns the index-th row of the current matrix as a new Vector4
  72365. */
  72366. getRow(index: number): Nullable<Vector4>;
  72367. /**
  72368. * Sets the index-th row of the current matrix to the vector4 values
  72369. * @param index defines the number of the row to set
  72370. * @param row defines the target vector4
  72371. * @returns the updated current matrix
  72372. */
  72373. setRow(index: number, row: Vector4): Matrix;
  72374. /**
  72375. * Compute the transpose of the matrix
  72376. * @returns the new transposed matrix
  72377. */
  72378. transpose(): Matrix;
  72379. /**
  72380. * Compute the transpose of the matrix and store it in a given matrix
  72381. * @param result defines the target matrix
  72382. * @returns the current matrix
  72383. */
  72384. transposeToRef(result: Matrix): Matrix;
  72385. /**
  72386. * Sets the index-th row of the current matrix with the given 4 x float values
  72387. * @param index defines the row index
  72388. * @param x defines the x component to set
  72389. * @param y defines the y component to set
  72390. * @param z defines the z component to set
  72391. * @param w defines the w component to set
  72392. * @returns the updated current matrix
  72393. */
  72394. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  72395. /**
  72396. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  72397. * @param scale defines the scale factor
  72398. * @returns a new matrix
  72399. */
  72400. scale(scale: number): Matrix;
  72401. /**
  72402. * Scale the current matrix values by a factor to a given result matrix
  72403. * @param scale defines the scale factor
  72404. * @param result defines the matrix to store the result
  72405. * @returns the current matrix
  72406. */
  72407. scaleToRef(scale: number, result: Matrix): Matrix;
  72408. /**
  72409. * Scale the current matrix values by a factor and add the result to a given matrix
  72410. * @param scale defines the scale factor
  72411. * @param result defines the Matrix to store the result
  72412. * @returns the current matrix
  72413. */
  72414. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  72415. /**
  72416. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  72417. * @param ref matrix to store the result
  72418. */
  72419. toNormalMatrix(ref: Matrix): void;
  72420. /**
  72421. * Gets only rotation part of the current matrix
  72422. * @returns a new matrix sets to the extracted rotation matrix from the current one
  72423. */
  72424. getRotationMatrix(): Matrix;
  72425. /**
  72426. * Extracts the rotation matrix from the current one and sets it as the given "result"
  72427. * @param result defines the target matrix to store data to
  72428. * @returns the current matrix
  72429. */
  72430. getRotationMatrixToRef(result: Matrix): Matrix;
  72431. /**
  72432. * Toggles model matrix from being right handed to left handed in place and vice versa
  72433. */
  72434. toggleModelMatrixHandInPlace(): void;
  72435. /**
  72436. * Toggles projection matrix from being right handed to left handed in place and vice versa
  72437. */
  72438. toggleProjectionMatrixHandInPlace(): void;
  72439. /**
  72440. * Creates a matrix from an array
  72441. * @param array defines the source array
  72442. * @param offset defines an offset in the source array
  72443. * @returns a new Matrix set from the starting index of the given array
  72444. */
  72445. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  72446. /**
  72447. * Copy the content of an array into a given matrix
  72448. * @param array defines the source array
  72449. * @param offset defines an offset in the source array
  72450. * @param result defines the target matrix
  72451. */
  72452. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  72453. /**
  72454. * Stores an array into a matrix after having multiplied each component by a given factor
  72455. * @param array defines the source array
  72456. * @param offset defines the offset in the source array
  72457. * @param scale defines the scaling factor
  72458. * @param result defines the target matrix
  72459. */
  72460. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  72461. /**
  72462. * Gets an identity matrix that must not be updated
  72463. */
  72464. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  72465. /**
  72466. * Stores a list of values (16) inside a given matrix
  72467. * @param initialM11 defines 1st value of 1st row
  72468. * @param initialM12 defines 2nd value of 1st row
  72469. * @param initialM13 defines 3rd value of 1st row
  72470. * @param initialM14 defines 4th value of 1st row
  72471. * @param initialM21 defines 1st value of 2nd row
  72472. * @param initialM22 defines 2nd value of 2nd row
  72473. * @param initialM23 defines 3rd value of 2nd row
  72474. * @param initialM24 defines 4th value of 2nd row
  72475. * @param initialM31 defines 1st value of 3rd row
  72476. * @param initialM32 defines 2nd value of 3rd row
  72477. * @param initialM33 defines 3rd value of 3rd row
  72478. * @param initialM34 defines 4th value of 3rd row
  72479. * @param initialM41 defines 1st value of 4th row
  72480. * @param initialM42 defines 2nd value of 4th row
  72481. * @param initialM43 defines 3rd value of 4th row
  72482. * @param initialM44 defines 4th value of 4th row
  72483. * @param result defines the target matrix
  72484. */
  72485. 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;
  72486. /**
  72487. * Creates new matrix from a list of values (16)
  72488. * @param initialM11 defines 1st value of 1st row
  72489. * @param initialM12 defines 2nd value of 1st row
  72490. * @param initialM13 defines 3rd value of 1st row
  72491. * @param initialM14 defines 4th value of 1st row
  72492. * @param initialM21 defines 1st value of 2nd row
  72493. * @param initialM22 defines 2nd value of 2nd row
  72494. * @param initialM23 defines 3rd value of 2nd row
  72495. * @param initialM24 defines 4th value of 2nd row
  72496. * @param initialM31 defines 1st value of 3rd row
  72497. * @param initialM32 defines 2nd value of 3rd row
  72498. * @param initialM33 defines 3rd value of 3rd row
  72499. * @param initialM34 defines 4th value of 3rd row
  72500. * @param initialM41 defines 1st value of 4th row
  72501. * @param initialM42 defines 2nd value of 4th row
  72502. * @param initialM43 defines 3rd value of 4th row
  72503. * @param initialM44 defines 4th value of 4th row
  72504. * @returns the new matrix
  72505. */
  72506. 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;
  72507. /**
  72508. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72509. * @param scale defines the scale vector3
  72510. * @param rotation defines the rotation quaternion
  72511. * @param translation defines the translation vector3
  72512. * @returns a new matrix
  72513. */
  72514. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  72515. /**
  72516. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72517. * @param scale defines the scale vector3
  72518. * @param rotation defines the rotation quaternion
  72519. * @param translation defines the translation vector3
  72520. * @param result defines the target matrix
  72521. */
  72522. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  72523. /**
  72524. * Creates a new identity matrix
  72525. * @returns a new identity matrix
  72526. */
  72527. static Identity(): Matrix;
  72528. /**
  72529. * Creates a new identity matrix and stores the result in a given matrix
  72530. * @param result defines the target matrix
  72531. */
  72532. static IdentityToRef(result: Matrix): void;
  72533. /**
  72534. * Creates a new zero matrix
  72535. * @returns a new zero matrix
  72536. */
  72537. static Zero(): Matrix;
  72538. /**
  72539. * Creates a new rotation matrix for "angle" radians around the X axis
  72540. * @param angle defines the angle (in radians) to use
  72541. * @return the new matrix
  72542. */
  72543. static RotationX(angle: number): Matrix;
  72544. /**
  72545. * Creates a new matrix as the invert of a given matrix
  72546. * @param source defines the source matrix
  72547. * @returns the new matrix
  72548. */
  72549. static Invert(source: DeepImmutable<Matrix>): Matrix;
  72550. /**
  72551. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  72552. * @param angle defines the angle (in radians) to use
  72553. * @param result defines the target matrix
  72554. */
  72555. static RotationXToRef(angle: number, result: Matrix): void;
  72556. /**
  72557. * Creates a new rotation matrix for "angle" radians around the Y axis
  72558. * @param angle defines the angle (in radians) to use
  72559. * @return the new matrix
  72560. */
  72561. static RotationY(angle: number): Matrix;
  72562. /**
  72563. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  72564. * @param angle defines the angle (in radians) to use
  72565. * @param result defines the target matrix
  72566. */
  72567. static RotationYToRef(angle: number, result: Matrix): void;
  72568. /**
  72569. * Creates a new rotation matrix for "angle" radians around the Z axis
  72570. * @param angle defines the angle (in radians) to use
  72571. * @return the new matrix
  72572. */
  72573. static RotationZ(angle: number): Matrix;
  72574. /**
  72575. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  72576. * @param angle defines the angle (in radians) to use
  72577. * @param result defines the target matrix
  72578. */
  72579. static RotationZToRef(angle: number, result: Matrix): void;
  72580. /**
  72581. * Creates a new rotation matrix for "angle" radians around the given axis
  72582. * @param axis defines the axis to use
  72583. * @param angle defines the angle (in radians) to use
  72584. * @return the new matrix
  72585. */
  72586. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  72587. /**
  72588. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  72589. * @param axis defines the axis to use
  72590. * @param angle defines the angle (in radians) to use
  72591. * @param result defines the target matrix
  72592. */
  72593. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  72594. /**
  72595. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  72596. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  72597. * @param from defines the vector to align
  72598. * @param to defines the vector to align to
  72599. * @param result defines the target matrix
  72600. */
  72601. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  72602. /**
  72603. * Creates a rotation matrix
  72604. * @param yaw defines the yaw angle in radians (Y axis)
  72605. * @param pitch defines the pitch angle in radians (X axis)
  72606. * @param roll defines the roll angle in radians (X axis)
  72607. * @returns the new rotation matrix
  72608. */
  72609. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  72610. /**
  72611. * Creates a rotation matrix and stores it in a given matrix
  72612. * @param yaw defines the yaw angle in radians (Y axis)
  72613. * @param pitch defines the pitch angle in radians (X axis)
  72614. * @param roll defines the roll angle in radians (X axis)
  72615. * @param result defines the target matrix
  72616. */
  72617. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  72618. /**
  72619. * Creates a scaling matrix
  72620. * @param x defines the scale factor on X axis
  72621. * @param y defines the scale factor on Y axis
  72622. * @param z defines the scale factor on Z axis
  72623. * @returns the new matrix
  72624. */
  72625. static Scaling(x: number, y: number, z: number): Matrix;
  72626. /**
  72627. * Creates a scaling matrix and stores it in a given matrix
  72628. * @param x defines the scale factor on X axis
  72629. * @param y defines the scale factor on Y axis
  72630. * @param z defines the scale factor on Z axis
  72631. * @param result defines the target matrix
  72632. */
  72633. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  72634. /**
  72635. * Creates a translation matrix
  72636. * @param x defines the translation on X axis
  72637. * @param y defines the translation on Y axis
  72638. * @param z defines the translationon Z axis
  72639. * @returns the new matrix
  72640. */
  72641. static Translation(x: number, y: number, z: number): Matrix;
  72642. /**
  72643. * Creates a translation matrix and stores it in a given matrix
  72644. * @param x defines the translation on X axis
  72645. * @param y defines the translation on Y axis
  72646. * @param z defines the translationon Z axis
  72647. * @param result defines the target matrix
  72648. */
  72649. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  72650. /**
  72651. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72652. * @param startValue defines the start value
  72653. * @param endValue defines the end value
  72654. * @param gradient defines the gradient factor
  72655. * @returns the new matrix
  72656. */
  72657. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72658. /**
  72659. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72660. * @param startValue defines the start value
  72661. * @param endValue defines the end value
  72662. * @param gradient defines the gradient factor
  72663. * @param result defines the Matrix object where to store data
  72664. */
  72665. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72666. /**
  72667. * Builds a new matrix whose values are computed by:
  72668. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72669. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72670. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72671. * @param startValue defines the first matrix
  72672. * @param endValue defines the second matrix
  72673. * @param gradient defines the gradient between the two matrices
  72674. * @returns the new matrix
  72675. */
  72676. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72677. /**
  72678. * Update a matrix to values which are computed by:
  72679. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72680. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72681. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72682. * @param startValue defines the first matrix
  72683. * @param endValue defines the second matrix
  72684. * @param gradient defines the gradient between the two matrices
  72685. * @param result defines the target matrix
  72686. */
  72687. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72688. /**
  72689. * 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"
  72690. * This function works in left handed mode
  72691. * @param eye defines the final position of the entity
  72692. * @param target defines where the entity should look at
  72693. * @param up defines the up vector for the entity
  72694. * @returns the new matrix
  72695. */
  72696. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72697. /**
  72698. * 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".
  72699. * This function works in left handed mode
  72700. * @param eye defines the final position of the entity
  72701. * @param target defines where the entity should look at
  72702. * @param up defines the up vector for the entity
  72703. * @param result defines the target matrix
  72704. */
  72705. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72706. /**
  72707. * 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"
  72708. * This function works in right handed mode
  72709. * @param eye defines the final position of the entity
  72710. * @param target defines where the entity should look at
  72711. * @param up defines the up vector for the entity
  72712. * @returns the new matrix
  72713. */
  72714. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72715. /**
  72716. * 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".
  72717. * This function works in right handed mode
  72718. * @param eye defines the final position of the entity
  72719. * @param target defines where the entity should look at
  72720. * @param up defines the up vector for the entity
  72721. * @param result defines the target matrix
  72722. */
  72723. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72724. /**
  72725. * Create a left-handed orthographic projection matrix
  72726. * @param width defines the viewport width
  72727. * @param height defines the viewport height
  72728. * @param znear defines the near clip plane
  72729. * @param zfar defines the far clip plane
  72730. * @returns a new matrix as a left-handed orthographic projection matrix
  72731. */
  72732. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72733. /**
  72734. * Store a left-handed orthographic projection to a given matrix
  72735. * @param width defines the viewport width
  72736. * @param height defines the viewport height
  72737. * @param znear defines the near clip plane
  72738. * @param zfar defines the far clip plane
  72739. * @param result defines the target matrix
  72740. */
  72741. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  72742. /**
  72743. * Create a left-handed orthographic projection matrix
  72744. * @param left defines the viewport left coordinate
  72745. * @param right defines the viewport right coordinate
  72746. * @param bottom defines the viewport bottom coordinate
  72747. * @param top defines the viewport top coordinate
  72748. * @param znear defines the near clip plane
  72749. * @param zfar defines the far clip plane
  72750. * @returns a new matrix as a left-handed orthographic projection matrix
  72751. */
  72752. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72753. /**
  72754. * Stores a left-handed orthographic projection into a given matrix
  72755. * @param left defines the viewport left coordinate
  72756. * @param right defines the viewport right coordinate
  72757. * @param bottom defines the viewport bottom coordinate
  72758. * @param top defines the viewport top coordinate
  72759. * @param znear defines the near clip plane
  72760. * @param zfar defines the far clip plane
  72761. * @param result defines the target matrix
  72762. */
  72763. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72764. /**
  72765. * Creates a right-handed orthographic projection matrix
  72766. * @param left defines the viewport left coordinate
  72767. * @param right defines the viewport right coordinate
  72768. * @param bottom defines the viewport bottom coordinate
  72769. * @param top defines the viewport top coordinate
  72770. * @param znear defines the near clip plane
  72771. * @param zfar defines the far clip plane
  72772. * @returns a new matrix as a right-handed orthographic projection matrix
  72773. */
  72774. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72775. /**
  72776. * Stores a right-handed orthographic projection into a given matrix
  72777. * @param left defines the viewport left coordinate
  72778. * @param right defines the viewport right coordinate
  72779. * @param bottom defines the viewport bottom coordinate
  72780. * @param top defines the viewport top coordinate
  72781. * @param znear defines the near clip plane
  72782. * @param zfar defines the far clip plane
  72783. * @param result defines the target matrix
  72784. */
  72785. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72786. /**
  72787. * Creates a left-handed perspective projection matrix
  72788. * @param width defines the viewport width
  72789. * @param height defines the viewport height
  72790. * @param znear defines the near clip plane
  72791. * @param zfar defines the far clip plane
  72792. * @returns a new matrix as a left-handed perspective projection matrix
  72793. */
  72794. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72795. /**
  72796. * Creates a left-handed perspective projection matrix
  72797. * @param fov defines the horizontal field of view
  72798. * @param aspect defines the aspect ratio
  72799. * @param znear defines the near clip plane
  72800. * @param zfar defines the far clip plane
  72801. * @returns a new matrix as a left-handed perspective projection matrix
  72802. */
  72803. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72804. /**
  72805. * Stores a left-handed perspective projection into a given matrix
  72806. * @param fov defines the horizontal field of view
  72807. * @param aspect defines the aspect ratio
  72808. * @param znear defines the near clip plane
  72809. * @param zfar defines the far clip plane
  72810. * @param result defines the target matrix
  72811. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72812. */
  72813. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72814. /**
  72815. * Creates a right-handed perspective projection matrix
  72816. * @param fov defines the horizontal field of view
  72817. * @param aspect defines the aspect ratio
  72818. * @param znear defines the near clip plane
  72819. * @param zfar defines the far clip plane
  72820. * @returns a new matrix as a right-handed perspective projection matrix
  72821. */
  72822. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72823. /**
  72824. * Stores a right-handed perspective projection into a given matrix
  72825. * @param fov defines the horizontal field of view
  72826. * @param aspect defines the aspect ratio
  72827. * @param znear defines the near clip plane
  72828. * @param zfar defines the far clip plane
  72829. * @param result defines the target matrix
  72830. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72831. */
  72832. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72833. /**
  72834. * Stores a perspective projection for WebVR info a given matrix
  72835. * @param fov defines the field of view
  72836. * @param znear defines the near clip plane
  72837. * @param zfar defines the far clip plane
  72838. * @param result defines the target matrix
  72839. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  72840. */
  72841. static PerspectiveFovWebVRToRef(fov: {
  72842. upDegrees: number;
  72843. downDegrees: number;
  72844. leftDegrees: number;
  72845. rightDegrees: number;
  72846. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  72847. /**
  72848. * Computes a complete transformation matrix
  72849. * @param viewport defines the viewport to use
  72850. * @param world defines the world matrix
  72851. * @param view defines the view matrix
  72852. * @param projection defines the projection matrix
  72853. * @param zmin defines the near clip plane
  72854. * @param zmax defines the far clip plane
  72855. * @returns the transformation matrix
  72856. */
  72857. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  72858. /**
  72859. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  72860. * @param matrix defines the matrix to use
  72861. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  72862. */
  72863. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  72864. /**
  72865. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  72866. * @param matrix defines the matrix to use
  72867. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  72868. */
  72869. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  72870. /**
  72871. * Compute the transpose of a given matrix
  72872. * @param matrix defines the matrix to transpose
  72873. * @returns the new matrix
  72874. */
  72875. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  72876. /**
  72877. * Compute the transpose of a matrix and store it in a target matrix
  72878. * @param matrix defines the matrix to transpose
  72879. * @param result defines the target matrix
  72880. */
  72881. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  72882. /**
  72883. * Computes a reflection matrix from a plane
  72884. * @param plane defines the reflection plane
  72885. * @returns a new matrix
  72886. */
  72887. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  72888. /**
  72889. * Computes a reflection matrix from a plane
  72890. * @param plane defines the reflection plane
  72891. * @param result defines the target matrix
  72892. */
  72893. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  72894. /**
  72895. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  72896. * @param xaxis defines the value of the 1st axis
  72897. * @param yaxis defines the value of the 2nd axis
  72898. * @param zaxis defines the value of the 3rd axis
  72899. * @param result defines the target matrix
  72900. */
  72901. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  72902. /**
  72903. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  72904. * @param quat defines the quaternion to use
  72905. * @param result defines the target matrix
  72906. */
  72907. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  72908. }
  72909. /**
  72910. * @hidden
  72911. */
  72912. export class TmpVectors {
  72913. static Vector2: Vector2[];
  72914. static Vector3: Vector3[];
  72915. static Vector4: Vector4[];
  72916. static Quaternion: Quaternion[];
  72917. static Matrix: Matrix[];
  72918. }
  72919. }
  72920. declare module BABYLON {
  72921. /**
  72922. * Defines potential orientation for back face culling
  72923. */
  72924. export enum Orientation {
  72925. /**
  72926. * Clockwise
  72927. */
  72928. CW = 0,
  72929. /** Counter clockwise */
  72930. CCW = 1
  72931. }
  72932. /** Class used to represent a Bezier curve */
  72933. export class BezierCurve {
  72934. /**
  72935. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  72936. * @param t defines the time
  72937. * @param x1 defines the left coordinate on X axis
  72938. * @param y1 defines the left coordinate on Y axis
  72939. * @param x2 defines the right coordinate on X axis
  72940. * @param y2 defines the right coordinate on Y axis
  72941. * @returns the interpolated value
  72942. */
  72943. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  72944. }
  72945. /**
  72946. * Defines angle representation
  72947. */
  72948. export class Angle {
  72949. private _radians;
  72950. /**
  72951. * Creates an Angle object of "radians" radians (float).
  72952. * @param radians the angle in radians
  72953. */
  72954. constructor(radians: number);
  72955. /**
  72956. * Get value in degrees
  72957. * @returns the Angle value in degrees (float)
  72958. */
  72959. degrees(): number;
  72960. /**
  72961. * Get value in radians
  72962. * @returns the Angle value in radians (float)
  72963. */
  72964. radians(): number;
  72965. /**
  72966. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  72967. * @param a defines first vector
  72968. * @param b defines second vector
  72969. * @returns a new Angle
  72970. */
  72971. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  72972. /**
  72973. * Gets a new Angle object from the given float in radians
  72974. * @param radians defines the angle value in radians
  72975. * @returns a new Angle
  72976. */
  72977. static FromRadians(radians: number): Angle;
  72978. /**
  72979. * Gets a new Angle object from the given float in degrees
  72980. * @param degrees defines the angle value in degrees
  72981. * @returns a new Angle
  72982. */
  72983. static FromDegrees(degrees: number): Angle;
  72984. }
  72985. /**
  72986. * This represents an arc in a 2d space.
  72987. */
  72988. export class Arc2 {
  72989. /** Defines the start point of the arc */
  72990. startPoint: Vector2;
  72991. /** Defines the mid point of the arc */
  72992. midPoint: Vector2;
  72993. /** Defines the end point of the arc */
  72994. endPoint: Vector2;
  72995. /**
  72996. * Defines the center point of the arc.
  72997. */
  72998. centerPoint: Vector2;
  72999. /**
  73000. * Defines the radius of the arc.
  73001. */
  73002. radius: number;
  73003. /**
  73004. * Defines the angle of the arc (from mid point to end point).
  73005. */
  73006. angle: Angle;
  73007. /**
  73008. * Defines the start angle of the arc (from start point to middle point).
  73009. */
  73010. startAngle: Angle;
  73011. /**
  73012. * Defines the orientation of the arc (clock wise/counter clock wise).
  73013. */
  73014. orientation: Orientation;
  73015. /**
  73016. * Creates an Arc object from the three given points : start, middle and end.
  73017. * @param startPoint Defines the start point of the arc
  73018. * @param midPoint Defines the midlle point of the arc
  73019. * @param endPoint Defines the end point of the arc
  73020. */
  73021. constructor(
  73022. /** Defines the start point of the arc */
  73023. startPoint: Vector2,
  73024. /** Defines the mid point of the arc */
  73025. midPoint: Vector2,
  73026. /** Defines the end point of the arc */
  73027. endPoint: Vector2);
  73028. }
  73029. /**
  73030. * Represents a 2D path made up of multiple 2D points
  73031. */
  73032. export class Path2 {
  73033. private _points;
  73034. private _length;
  73035. /**
  73036. * If the path start and end point are the same
  73037. */
  73038. closed: boolean;
  73039. /**
  73040. * Creates a Path2 object from the starting 2D coordinates x and y.
  73041. * @param x the starting points x value
  73042. * @param y the starting points y value
  73043. */
  73044. constructor(x: number, y: number);
  73045. /**
  73046. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  73047. * @param x the added points x value
  73048. * @param y the added points y value
  73049. * @returns the updated Path2.
  73050. */
  73051. addLineTo(x: number, y: number): Path2;
  73052. /**
  73053. * 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.
  73054. * @param midX middle point x value
  73055. * @param midY middle point y value
  73056. * @param endX end point x value
  73057. * @param endY end point y value
  73058. * @param numberOfSegments (default: 36)
  73059. * @returns the updated Path2.
  73060. */
  73061. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  73062. /**
  73063. * Closes the Path2.
  73064. * @returns the Path2.
  73065. */
  73066. close(): Path2;
  73067. /**
  73068. * Gets the sum of the distance between each sequential point in the path
  73069. * @returns the Path2 total length (float).
  73070. */
  73071. length(): number;
  73072. /**
  73073. * Gets the points which construct the path
  73074. * @returns the Path2 internal array of points.
  73075. */
  73076. getPoints(): Vector2[];
  73077. /**
  73078. * Retreives the point at the distance aways from the starting point
  73079. * @param normalizedLengthPosition the length along the path to retreive the point from
  73080. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  73081. */
  73082. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  73083. /**
  73084. * Creates a new path starting from an x and y position
  73085. * @param x starting x value
  73086. * @param y starting y value
  73087. * @returns a new Path2 starting at the coordinates (x, y).
  73088. */
  73089. static StartingAt(x: number, y: number): Path2;
  73090. }
  73091. /**
  73092. * Represents a 3D path made up of multiple 3D points
  73093. */
  73094. export class Path3D {
  73095. /**
  73096. * an array of Vector3, the curve axis of the Path3D
  73097. */
  73098. path: Vector3[];
  73099. private _curve;
  73100. private _distances;
  73101. private _tangents;
  73102. private _normals;
  73103. private _binormals;
  73104. private _raw;
  73105. private _alignTangentsWithPath;
  73106. private readonly _pointAtData;
  73107. /**
  73108. * new Path3D(path, normal, raw)
  73109. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  73110. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  73111. * @param path an array of Vector3, the curve axis of the Path3D
  73112. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  73113. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  73114. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  73115. */
  73116. constructor(
  73117. /**
  73118. * an array of Vector3, the curve axis of the Path3D
  73119. */
  73120. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  73121. /**
  73122. * Returns the Path3D array of successive Vector3 designing its curve.
  73123. * @returns the Path3D array of successive Vector3 designing its curve.
  73124. */
  73125. getCurve(): Vector3[];
  73126. /**
  73127. * Returns the Path3D array of successive Vector3 designing its curve.
  73128. * @returns the Path3D array of successive Vector3 designing its curve.
  73129. */
  73130. getPoints(): Vector3[];
  73131. /**
  73132. * @returns the computed length (float) of the path.
  73133. */
  73134. length(): number;
  73135. /**
  73136. * Returns an array populated with tangent vectors on each Path3D curve point.
  73137. * @returns an array populated with tangent vectors on each Path3D curve point.
  73138. */
  73139. getTangents(): Vector3[];
  73140. /**
  73141. * Returns an array populated with normal vectors on each Path3D curve point.
  73142. * @returns an array populated with normal vectors on each Path3D curve point.
  73143. */
  73144. getNormals(): Vector3[];
  73145. /**
  73146. * Returns an array populated with binormal vectors on each Path3D curve point.
  73147. * @returns an array populated with binormal vectors on each Path3D curve point.
  73148. */
  73149. getBinormals(): Vector3[];
  73150. /**
  73151. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  73152. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  73153. */
  73154. getDistances(): number[];
  73155. /**
  73156. * Returns an interpolated point along this path
  73157. * @param position the position of the point along this path, from 0.0 to 1.0
  73158. * @returns a new Vector3 as the point
  73159. */
  73160. getPointAt(position: number): Vector3;
  73161. /**
  73162. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  73163. * @param position the position of the point along this path, from 0.0 to 1.0
  73164. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  73165. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  73166. */
  73167. getTangentAt(position: number, interpolated?: boolean): Vector3;
  73168. /**
  73169. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  73170. * @param position the position of the point along this path, from 0.0 to 1.0
  73171. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  73172. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  73173. */
  73174. getNormalAt(position: number, interpolated?: boolean): Vector3;
  73175. /**
  73176. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  73177. * @param position the position of the point along this path, from 0.0 to 1.0
  73178. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  73179. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  73180. */
  73181. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  73182. /**
  73183. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  73184. * @param position the position of the point along this path, from 0.0 to 1.0
  73185. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  73186. */
  73187. getDistanceAt(position: number): number;
  73188. /**
  73189. * Returns the array index of the previous point of an interpolated point along this path
  73190. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  73191. * @returns the array index
  73192. */
  73193. getPreviousPointIndexAt(position: number): number;
  73194. /**
  73195. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  73196. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  73197. * @returns the sub position
  73198. */
  73199. getSubPositionAt(position: number): number;
  73200. /**
  73201. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  73202. * @param target the vector of which to get the closest position to
  73203. * @returns the position of the closest virtual point on this path to the target vector
  73204. */
  73205. getClosestPositionTo(target: Vector3): number;
  73206. /**
  73207. * Returns a sub path (slice) of this path
  73208. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  73209. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  73210. * @returns a sub path (slice) of this path
  73211. */
  73212. slice(start?: number, end?: number): Path3D;
  73213. /**
  73214. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  73215. * @param path path which all values are copied into the curves points
  73216. * @param firstNormal which should be projected onto the curve
  73217. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  73218. * @returns the same object updated.
  73219. */
  73220. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  73221. private _compute;
  73222. private _getFirstNonNullVector;
  73223. private _getLastNonNullVector;
  73224. private _normalVector;
  73225. /**
  73226. * Updates the point at data for an interpolated point along this curve
  73227. * @param position the position of the point along this curve, from 0.0 to 1.0
  73228. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  73229. * @returns the (updated) point at data
  73230. */
  73231. private _updatePointAtData;
  73232. /**
  73233. * Updates the point at data from the specified parameters
  73234. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  73235. * @param point the interpolated point
  73236. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  73237. */
  73238. private _setPointAtData;
  73239. /**
  73240. * Updates the point at interpolation matrix for the tangents, normals and binormals
  73241. */
  73242. private _updateInterpolationMatrix;
  73243. }
  73244. /**
  73245. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  73246. * A Curve3 is designed from a series of successive Vector3.
  73247. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  73248. */
  73249. export class Curve3 {
  73250. private _points;
  73251. private _length;
  73252. /**
  73253. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  73254. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  73255. * @param v1 (Vector3) the control point
  73256. * @param v2 (Vector3) the end point of the Quadratic Bezier
  73257. * @param nbPoints (integer) the wanted number of points in the curve
  73258. * @returns the created Curve3
  73259. */
  73260. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73261. /**
  73262. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  73263. * @param v0 (Vector3) the origin point of the Cubic Bezier
  73264. * @param v1 (Vector3) the first control point
  73265. * @param v2 (Vector3) the second control point
  73266. * @param v3 (Vector3) the end point of the Cubic Bezier
  73267. * @param nbPoints (integer) the wanted number of points in the curve
  73268. * @returns the created Curve3
  73269. */
  73270. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73271. /**
  73272. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  73273. * @param p1 (Vector3) the origin point of the Hermite Spline
  73274. * @param t1 (Vector3) the tangent vector at the origin point
  73275. * @param p2 (Vector3) the end point of the Hermite Spline
  73276. * @param t2 (Vector3) the tangent vector at the end point
  73277. * @param nbPoints (integer) the wanted number of points in the curve
  73278. * @returns the created Curve3
  73279. */
  73280. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73281. /**
  73282. * Returns a Curve3 object along a CatmullRom Spline curve :
  73283. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  73284. * @param nbPoints (integer) the wanted number of points between each curve control points
  73285. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  73286. * @returns the created Curve3
  73287. */
  73288. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  73289. /**
  73290. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  73291. * A Curve3 is designed from a series of successive Vector3.
  73292. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  73293. * @param points points which make up the curve
  73294. */
  73295. constructor(points: Vector3[]);
  73296. /**
  73297. * @returns the Curve3 stored array of successive Vector3
  73298. */
  73299. getPoints(): Vector3[];
  73300. /**
  73301. * @returns the computed length (float) of the curve.
  73302. */
  73303. length(): number;
  73304. /**
  73305. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  73306. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  73307. * curveA and curveB keep unchanged.
  73308. * @param curve the curve to continue from this curve
  73309. * @returns the newly constructed curve
  73310. */
  73311. continue(curve: DeepImmutable<Curve3>): Curve3;
  73312. private _computeLength;
  73313. }
  73314. }
  73315. declare module BABYLON {
  73316. /**
  73317. * This represents the main contract an easing function should follow.
  73318. * Easing functions are used throughout the animation system.
  73319. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73320. */
  73321. export interface IEasingFunction {
  73322. /**
  73323. * Given an input gradient between 0 and 1, this returns the corrseponding value
  73324. * of the easing function.
  73325. * The link below provides some of the most common examples of easing functions.
  73326. * @see https://easings.net/
  73327. * @param gradient Defines the value between 0 and 1 we want the easing value for
  73328. * @returns the corresponding value on the curve defined by the easing function
  73329. */
  73330. ease(gradient: number): number;
  73331. }
  73332. /**
  73333. * Base class used for every default easing function.
  73334. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73335. */
  73336. export class EasingFunction implements IEasingFunction {
  73337. /**
  73338. * Interpolation follows the mathematical formula associated with the easing function.
  73339. */
  73340. static readonly EASINGMODE_EASEIN: number;
  73341. /**
  73342. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  73343. */
  73344. static readonly EASINGMODE_EASEOUT: number;
  73345. /**
  73346. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  73347. */
  73348. static readonly EASINGMODE_EASEINOUT: number;
  73349. private _easingMode;
  73350. /**
  73351. * Sets the easing mode of the current function.
  73352. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  73353. */
  73354. setEasingMode(easingMode: number): void;
  73355. /**
  73356. * Gets the current easing mode.
  73357. * @returns the easing mode
  73358. */
  73359. getEasingMode(): number;
  73360. /**
  73361. * @hidden
  73362. */
  73363. easeInCore(gradient: number): number;
  73364. /**
  73365. * Given an input gradient between 0 and 1, this returns the corresponding value
  73366. * of the easing function.
  73367. * @param gradient Defines the value between 0 and 1 we want the easing value for
  73368. * @returns the corresponding value on the curve defined by the easing function
  73369. */
  73370. ease(gradient: number): number;
  73371. }
  73372. /**
  73373. * Easing function with a circle shape (see link below).
  73374. * @see https://easings.net/#easeInCirc
  73375. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73376. */
  73377. export class CircleEase extends EasingFunction implements IEasingFunction {
  73378. /** @hidden */
  73379. easeInCore(gradient: number): number;
  73380. }
  73381. /**
  73382. * Easing function with a ease back shape (see link below).
  73383. * @see https://easings.net/#easeInBack
  73384. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73385. */
  73386. export class BackEase extends EasingFunction implements IEasingFunction {
  73387. /** Defines the amplitude of the function */
  73388. amplitude: number;
  73389. /**
  73390. * Instantiates a back ease easing
  73391. * @see https://easings.net/#easeInBack
  73392. * @param amplitude Defines the amplitude of the function
  73393. */
  73394. constructor(
  73395. /** Defines the amplitude of the function */
  73396. amplitude?: number);
  73397. /** @hidden */
  73398. easeInCore(gradient: number): number;
  73399. }
  73400. /**
  73401. * Easing function with a bouncing shape (see link below).
  73402. * @see https://easings.net/#easeInBounce
  73403. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73404. */
  73405. export class BounceEase extends EasingFunction implements IEasingFunction {
  73406. /** Defines the number of bounces */
  73407. bounces: number;
  73408. /** Defines the amplitude of the bounce */
  73409. bounciness: number;
  73410. /**
  73411. * Instantiates a bounce easing
  73412. * @see https://easings.net/#easeInBounce
  73413. * @param bounces Defines the number of bounces
  73414. * @param bounciness Defines the amplitude of the bounce
  73415. */
  73416. constructor(
  73417. /** Defines the number of bounces */
  73418. bounces?: number,
  73419. /** Defines the amplitude of the bounce */
  73420. bounciness?: number);
  73421. /** @hidden */
  73422. easeInCore(gradient: number): number;
  73423. }
  73424. /**
  73425. * Easing function with a power of 3 shape (see link below).
  73426. * @see https://easings.net/#easeInCubic
  73427. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73428. */
  73429. export class CubicEase extends EasingFunction implements IEasingFunction {
  73430. /** @hidden */
  73431. easeInCore(gradient: number): number;
  73432. }
  73433. /**
  73434. * Easing function with an elastic shape (see link below).
  73435. * @see https://easings.net/#easeInElastic
  73436. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73437. */
  73438. export class ElasticEase extends EasingFunction implements IEasingFunction {
  73439. /** Defines the number of oscillations*/
  73440. oscillations: number;
  73441. /** Defines the amplitude of the oscillations*/
  73442. springiness: number;
  73443. /**
  73444. * Instantiates an elastic easing function
  73445. * @see https://easings.net/#easeInElastic
  73446. * @param oscillations Defines the number of oscillations
  73447. * @param springiness Defines the amplitude of the oscillations
  73448. */
  73449. constructor(
  73450. /** Defines the number of oscillations*/
  73451. oscillations?: number,
  73452. /** Defines the amplitude of the oscillations*/
  73453. springiness?: number);
  73454. /** @hidden */
  73455. easeInCore(gradient: number): number;
  73456. }
  73457. /**
  73458. * Easing function with an exponential shape (see link below).
  73459. * @see https://easings.net/#easeInExpo
  73460. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73461. */
  73462. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  73463. /** Defines the exponent of the function */
  73464. exponent: number;
  73465. /**
  73466. * Instantiates an exponential easing function
  73467. * @see https://easings.net/#easeInExpo
  73468. * @param exponent Defines the exponent of the function
  73469. */
  73470. constructor(
  73471. /** Defines the exponent of the function */
  73472. exponent?: number);
  73473. /** @hidden */
  73474. easeInCore(gradient: number): number;
  73475. }
  73476. /**
  73477. * Easing function with a power shape (see link below).
  73478. * @see https://easings.net/#easeInQuad
  73479. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73480. */
  73481. export class PowerEase extends EasingFunction implements IEasingFunction {
  73482. /** Defines the power of the function */
  73483. power: number;
  73484. /**
  73485. * Instantiates an power base easing function
  73486. * @see https://easings.net/#easeInQuad
  73487. * @param power Defines the power of the function
  73488. */
  73489. constructor(
  73490. /** Defines the power of the function */
  73491. power?: number);
  73492. /** @hidden */
  73493. easeInCore(gradient: number): number;
  73494. }
  73495. /**
  73496. * Easing function with a power of 2 shape (see link below).
  73497. * @see https://easings.net/#easeInQuad
  73498. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73499. */
  73500. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  73501. /** @hidden */
  73502. easeInCore(gradient: number): number;
  73503. }
  73504. /**
  73505. * Easing function with a power of 4 shape (see link below).
  73506. * @see https://easings.net/#easeInQuart
  73507. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73508. */
  73509. export class QuarticEase extends EasingFunction implements IEasingFunction {
  73510. /** @hidden */
  73511. easeInCore(gradient: number): number;
  73512. }
  73513. /**
  73514. * Easing function with a power of 5 shape (see link below).
  73515. * @see https://easings.net/#easeInQuint
  73516. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73517. */
  73518. export class QuinticEase extends EasingFunction implements IEasingFunction {
  73519. /** @hidden */
  73520. easeInCore(gradient: number): number;
  73521. }
  73522. /**
  73523. * Easing function with a sin shape (see link below).
  73524. * @see https://easings.net/#easeInSine
  73525. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73526. */
  73527. export class SineEase extends EasingFunction implements IEasingFunction {
  73528. /** @hidden */
  73529. easeInCore(gradient: number): number;
  73530. }
  73531. /**
  73532. * Easing function with a bezier shape (see link below).
  73533. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73534. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73535. */
  73536. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  73537. /** Defines the x component of the start tangent in the bezier curve */
  73538. x1: number;
  73539. /** Defines the y component of the start tangent in the bezier curve */
  73540. y1: number;
  73541. /** Defines the x component of the end tangent in the bezier curve */
  73542. x2: number;
  73543. /** Defines the y component of the end tangent in the bezier curve */
  73544. y2: number;
  73545. /**
  73546. * Instantiates a bezier function
  73547. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73548. * @param x1 Defines the x component of the start tangent in the bezier curve
  73549. * @param y1 Defines the y component of the start tangent in the bezier curve
  73550. * @param x2 Defines the x component of the end tangent in the bezier curve
  73551. * @param y2 Defines the y component of the end tangent in the bezier curve
  73552. */
  73553. constructor(
  73554. /** Defines the x component of the start tangent in the bezier curve */
  73555. x1?: number,
  73556. /** Defines the y component of the start tangent in the bezier curve */
  73557. y1?: number,
  73558. /** Defines the x component of the end tangent in the bezier curve */
  73559. x2?: number,
  73560. /** Defines the y component of the end tangent in the bezier curve */
  73561. y2?: number);
  73562. /** @hidden */
  73563. easeInCore(gradient: number): number;
  73564. }
  73565. }
  73566. declare module BABYLON {
  73567. /**
  73568. * Class used to hold a RBG color
  73569. */
  73570. export class Color3 {
  73571. /**
  73572. * Defines the red component (between 0 and 1, default is 0)
  73573. */
  73574. r: number;
  73575. /**
  73576. * Defines the green component (between 0 and 1, default is 0)
  73577. */
  73578. g: number;
  73579. /**
  73580. * Defines the blue component (between 0 and 1, default is 0)
  73581. */
  73582. b: number;
  73583. /**
  73584. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  73585. * @param r defines the red component (between 0 and 1, default is 0)
  73586. * @param g defines the green component (between 0 and 1, default is 0)
  73587. * @param b defines the blue component (between 0 and 1, default is 0)
  73588. */
  73589. constructor(
  73590. /**
  73591. * Defines the red component (between 0 and 1, default is 0)
  73592. */
  73593. r?: number,
  73594. /**
  73595. * Defines the green component (between 0 and 1, default is 0)
  73596. */
  73597. g?: number,
  73598. /**
  73599. * Defines the blue component (between 0 and 1, default is 0)
  73600. */
  73601. b?: number);
  73602. /**
  73603. * Creates a string with the Color3 current values
  73604. * @returns the string representation of the Color3 object
  73605. */
  73606. toString(): string;
  73607. /**
  73608. * Returns the string "Color3"
  73609. * @returns "Color3"
  73610. */
  73611. getClassName(): string;
  73612. /**
  73613. * Compute the Color3 hash code
  73614. * @returns an unique number that can be used to hash Color3 objects
  73615. */
  73616. getHashCode(): number;
  73617. /**
  73618. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  73619. * @param array defines the array where to store the r,g,b components
  73620. * @param index defines an optional index in the target array to define where to start storing values
  73621. * @returns the current Color3 object
  73622. */
  73623. toArray(array: FloatArray, index?: number): Color3;
  73624. /**
  73625. * Returns a new Color4 object from the current Color3 and the given alpha
  73626. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  73627. * @returns a new Color4 object
  73628. */
  73629. toColor4(alpha?: number): Color4;
  73630. /**
  73631. * Returns a new array populated with 3 numeric elements : red, green and blue values
  73632. * @returns the new array
  73633. */
  73634. asArray(): number[];
  73635. /**
  73636. * Returns the luminance value
  73637. * @returns a float value
  73638. */
  73639. toLuminance(): number;
  73640. /**
  73641. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  73642. * @param otherColor defines the second operand
  73643. * @returns the new Color3 object
  73644. */
  73645. multiply(otherColor: DeepImmutable<Color3>): Color3;
  73646. /**
  73647. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  73648. * @param otherColor defines the second operand
  73649. * @param result defines the Color3 object where to store the result
  73650. * @returns the current Color3
  73651. */
  73652. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73653. /**
  73654. * Determines equality between Color3 objects
  73655. * @param otherColor defines the second operand
  73656. * @returns true if the rgb values are equal to the given ones
  73657. */
  73658. equals(otherColor: DeepImmutable<Color3>): boolean;
  73659. /**
  73660. * Determines equality between the current Color3 object and a set of r,b,g values
  73661. * @param r defines the red component to check
  73662. * @param g defines the green component to check
  73663. * @param b defines the blue component to check
  73664. * @returns true if the rgb values are equal to the given ones
  73665. */
  73666. equalsFloats(r: number, g: number, b: number): boolean;
  73667. /**
  73668. * Multiplies in place each rgb value by scale
  73669. * @param scale defines the scaling factor
  73670. * @returns the updated Color3
  73671. */
  73672. scale(scale: number): Color3;
  73673. /**
  73674. * Multiplies the rgb values by scale and stores the result into "result"
  73675. * @param scale defines the scaling factor
  73676. * @param result defines the Color3 object where to store the result
  73677. * @returns the unmodified current Color3
  73678. */
  73679. scaleToRef(scale: number, result: Color3): Color3;
  73680. /**
  73681. * Scale the current Color3 values by a factor and add the result to a given Color3
  73682. * @param scale defines the scale factor
  73683. * @param result defines color to store the result into
  73684. * @returns the unmodified current Color3
  73685. */
  73686. scaleAndAddToRef(scale: number, result: Color3): Color3;
  73687. /**
  73688. * Clamps the rgb values by the min and max values and stores the result into "result"
  73689. * @param min defines minimum clamping value (default is 0)
  73690. * @param max defines maximum clamping value (default is 1)
  73691. * @param result defines color to store the result into
  73692. * @returns the original Color3
  73693. */
  73694. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  73695. /**
  73696. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  73697. * @param otherColor defines the second operand
  73698. * @returns the new Color3
  73699. */
  73700. add(otherColor: DeepImmutable<Color3>): Color3;
  73701. /**
  73702. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  73703. * @param otherColor defines the second operand
  73704. * @param result defines Color3 object to store the result into
  73705. * @returns the unmodified current Color3
  73706. */
  73707. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73708. /**
  73709. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  73710. * @param otherColor defines the second operand
  73711. * @returns the new Color3
  73712. */
  73713. subtract(otherColor: DeepImmutable<Color3>): Color3;
  73714. /**
  73715. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  73716. * @param otherColor defines the second operand
  73717. * @param result defines Color3 object to store the result into
  73718. * @returns the unmodified current Color3
  73719. */
  73720. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73721. /**
  73722. * Copy the current object
  73723. * @returns a new Color3 copied the current one
  73724. */
  73725. clone(): Color3;
  73726. /**
  73727. * Copies the rgb values from the source in the current Color3
  73728. * @param source defines the source Color3 object
  73729. * @returns the updated Color3 object
  73730. */
  73731. copyFrom(source: DeepImmutable<Color3>): Color3;
  73732. /**
  73733. * Updates the Color3 rgb values from the given floats
  73734. * @param r defines the red component to read from
  73735. * @param g defines the green component to read from
  73736. * @param b defines the blue component to read from
  73737. * @returns the current Color3 object
  73738. */
  73739. copyFromFloats(r: number, g: number, b: number): Color3;
  73740. /**
  73741. * Updates the Color3 rgb values from the given floats
  73742. * @param r defines the red component to read from
  73743. * @param g defines the green component to read from
  73744. * @param b defines the blue component to read from
  73745. * @returns the current Color3 object
  73746. */
  73747. set(r: number, g: number, b: number): Color3;
  73748. /**
  73749. * Compute the Color3 hexadecimal code as a string
  73750. * @returns a string containing the hexadecimal representation of the Color3 object
  73751. */
  73752. toHexString(): string;
  73753. /**
  73754. * Computes a new Color3 converted from the current one to linear space
  73755. * @returns a new Color3 object
  73756. */
  73757. toLinearSpace(): Color3;
  73758. /**
  73759. * Converts current color in rgb space to HSV values
  73760. * @returns a new color3 representing the HSV values
  73761. */
  73762. toHSV(): Color3;
  73763. /**
  73764. * Converts current color in rgb space to HSV values
  73765. * @param result defines the Color3 where to store the HSV values
  73766. */
  73767. toHSVToRef(result: Color3): void;
  73768. /**
  73769. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  73770. * @param convertedColor defines the Color3 object where to store the linear space version
  73771. * @returns the unmodified Color3
  73772. */
  73773. toLinearSpaceToRef(convertedColor: Color3): Color3;
  73774. /**
  73775. * Computes a new Color3 converted from the current one to gamma space
  73776. * @returns a new Color3 object
  73777. */
  73778. toGammaSpace(): Color3;
  73779. /**
  73780. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  73781. * @param convertedColor defines the Color3 object where to store the gamma space version
  73782. * @returns the unmodified Color3
  73783. */
  73784. toGammaSpaceToRef(convertedColor: Color3): Color3;
  73785. private static _BlackReadOnly;
  73786. /**
  73787. * Convert Hue, saturation and value to a Color3 (RGB)
  73788. * @param hue defines the hue
  73789. * @param saturation defines the saturation
  73790. * @param value defines the value
  73791. * @param result defines the Color3 where to store the RGB values
  73792. */
  73793. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  73794. /**
  73795. * Creates a new Color3 from the string containing valid hexadecimal values
  73796. * @param hex defines a string containing valid hexadecimal values
  73797. * @returns a new Color3 object
  73798. */
  73799. static FromHexString(hex: string): Color3;
  73800. /**
  73801. * Creates a new Color3 from the starting index of the given array
  73802. * @param array defines the source array
  73803. * @param offset defines an offset in the source array
  73804. * @returns a new Color3 object
  73805. */
  73806. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  73807. /**
  73808. * Creates a new Color3 from integer values (< 256)
  73809. * @param r defines the red component to read from (value between 0 and 255)
  73810. * @param g defines the green component to read from (value between 0 and 255)
  73811. * @param b defines the blue component to read from (value between 0 and 255)
  73812. * @returns a new Color3 object
  73813. */
  73814. static FromInts(r: number, g: number, b: number): Color3;
  73815. /**
  73816. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73817. * @param start defines the start Color3 value
  73818. * @param end defines the end Color3 value
  73819. * @param amount defines the gradient value between start and end
  73820. * @returns a new Color3 object
  73821. */
  73822. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  73823. /**
  73824. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73825. * @param left defines the start value
  73826. * @param right defines the end value
  73827. * @param amount defines the gradient factor
  73828. * @param result defines the Color3 object where to store the result
  73829. */
  73830. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  73831. /**
  73832. * Returns a Color3 value containing a red color
  73833. * @returns a new Color3 object
  73834. */
  73835. static Red(): Color3;
  73836. /**
  73837. * Returns a Color3 value containing a green color
  73838. * @returns a new Color3 object
  73839. */
  73840. static Green(): Color3;
  73841. /**
  73842. * Returns a Color3 value containing a blue color
  73843. * @returns a new Color3 object
  73844. */
  73845. static Blue(): Color3;
  73846. /**
  73847. * Returns a Color3 value containing a black color
  73848. * @returns a new Color3 object
  73849. */
  73850. static Black(): Color3;
  73851. /**
  73852. * Gets a Color3 value containing a black color that must not be updated
  73853. */
  73854. static readonly BlackReadOnly: DeepImmutable<Color3>;
  73855. /**
  73856. * Returns a Color3 value containing a white color
  73857. * @returns a new Color3 object
  73858. */
  73859. static White(): Color3;
  73860. /**
  73861. * Returns a Color3 value containing a purple color
  73862. * @returns a new Color3 object
  73863. */
  73864. static Purple(): Color3;
  73865. /**
  73866. * Returns a Color3 value containing a magenta color
  73867. * @returns a new Color3 object
  73868. */
  73869. static Magenta(): Color3;
  73870. /**
  73871. * Returns a Color3 value containing a yellow color
  73872. * @returns a new Color3 object
  73873. */
  73874. static Yellow(): Color3;
  73875. /**
  73876. * Returns a Color3 value containing a gray color
  73877. * @returns a new Color3 object
  73878. */
  73879. static Gray(): Color3;
  73880. /**
  73881. * Returns a Color3 value containing a teal color
  73882. * @returns a new Color3 object
  73883. */
  73884. static Teal(): Color3;
  73885. /**
  73886. * Returns a Color3 value containing a random color
  73887. * @returns a new Color3 object
  73888. */
  73889. static Random(): Color3;
  73890. }
  73891. /**
  73892. * Class used to hold a RBGA color
  73893. */
  73894. export class Color4 {
  73895. /**
  73896. * Defines the red component (between 0 and 1, default is 0)
  73897. */
  73898. r: number;
  73899. /**
  73900. * Defines the green component (between 0 and 1, default is 0)
  73901. */
  73902. g: number;
  73903. /**
  73904. * Defines the blue component (between 0 and 1, default is 0)
  73905. */
  73906. b: number;
  73907. /**
  73908. * Defines the alpha component (between 0 and 1, default is 1)
  73909. */
  73910. a: number;
  73911. /**
  73912. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  73913. * @param r defines the red component (between 0 and 1, default is 0)
  73914. * @param g defines the green component (between 0 and 1, default is 0)
  73915. * @param b defines the blue component (between 0 and 1, default is 0)
  73916. * @param a defines the alpha component (between 0 and 1, default is 1)
  73917. */
  73918. constructor(
  73919. /**
  73920. * Defines the red component (between 0 and 1, default is 0)
  73921. */
  73922. r?: number,
  73923. /**
  73924. * Defines the green component (between 0 and 1, default is 0)
  73925. */
  73926. g?: number,
  73927. /**
  73928. * Defines the blue component (between 0 and 1, default is 0)
  73929. */
  73930. b?: number,
  73931. /**
  73932. * Defines the alpha component (between 0 and 1, default is 1)
  73933. */
  73934. a?: number);
  73935. /**
  73936. * Adds in place the given Color4 values to the current Color4 object
  73937. * @param right defines the second operand
  73938. * @returns the current updated Color4 object
  73939. */
  73940. addInPlace(right: DeepImmutable<Color4>): Color4;
  73941. /**
  73942. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  73943. * @returns the new array
  73944. */
  73945. asArray(): number[];
  73946. /**
  73947. * Stores from the starting index in the given array the Color4 successive values
  73948. * @param array defines the array where to store the r,g,b components
  73949. * @param index defines an optional index in the target array to define where to start storing values
  73950. * @returns the current Color4 object
  73951. */
  73952. toArray(array: number[], index?: number): Color4;
  73953. /**
  73954. * Determines equality between Color4 objects
  73955. * @param otherColor defines the second operand
  73956. * @returns true if the rgba values are equal to the given ones
  73957. */
  73958. equals(otherColor: DeepImmutable<Color4>): boolean;
  73959. /**
  73960. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  73961. * @param right defines the second operand
  73962. * @returns a new Color4 object
  73963. */
  73964. add(right: DeepImmutable<Color4>): Color4;
  73965. /**
  73966. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  73967. * @param right defines the second operand
  73968. * @returns a new Color4 object
  73969. */
  73970. subtract(right: DeepImmutable<Color4>): Color4;
  73971. /**
  73972. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  73973. * @param right defines the second operand
  73974. * @param result defines the Color4 object where to store the result
  73975. * @returns the current Color4 object
  73976. */
  73977. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  73978. /**
  73979. * Creates a new Color4 with the current Color4 values multiplied by scale
  73980. * @param scale defines the scaling factor to apply
  73981. * @returns a new Color4 object
  73982. */
  73983. scale(scale: number): Color4;
  73984. /**
  73985. * Multiplies the current Color4 values by scale and stores the result in "result"
  73986. * @param scale defines the scaling factor to apply
  73987. * @param result defines the Color4 object where to store the result
  73988. * @returns the current unmodified Color4
  73989. */
  73990. scaleToRef(scale: number, result: Color4): Color4;
  73991. /**
  73992. * Scale the current Color4 values by a factor and add the result to a given Color4
  73993. * @param scale defines the scale factor
  73994. * @param result defines the Color4 object where to store the result
  73995. * @returns the unmodified current Color4
  73996. */
  73997. scaleAndAddToRef(scale: number, result: Color4): Color4;
  73998. /**
  73999. * Clamps the rgb values by the min and max values and stores the result into "result"
  74000. * @param min defines minimum clamping value (default is 0)
  74001. * @param max defines maximum clamping value (default is 1)
  74002. * @param result defines color to store the result into.
  74003. * @returns the cuurent Color4
  74004. */
  74005. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  74006. /**
  74007. * Multipy an Color4 value by another and return a new Color4 object
  74008. * @param color defines the Color4 value to multiply by
  74009. * @returns a new Color4 object
  74010. */
  74011. multiply(color: Color4): Color4;
  74012. /**
  74013. * Multipy a Color4 value by another and push the result in a reference value
  74014. * @param color defines the Color4 value to multiply by
  74015. * @param result defines the Color4 to fill the result in
  74016. * @returns the result Color4
  74017. */
  74018. multiplyToRef(color: Color4, result: Color4): Color4;
  74019. /**
  74020. * Creates a string with the Color4 current values
  74021. * @returns the string representation of the Color4 object
  74022. */
  74023. toString(): string;
  74024. /**
  74025. * Returns the string "Color4"
  74026. * @returns "Color4"
  74027. */
  74028. getClassName(): string;
  74029. /**
  74030. * Compute the Color4 hash code
  74031. * @returns an unique number that can be used to hash Color4 objects
  74032. */
  74033. getHashCode(): number;
  74034. /**
  74035. * Creates a new Color4 copied from the current one
  74036. * @returns a new Color4 object
  74037. */
  74038. clone(): Color4;
  74039. /**
  74040. * Copies the given Color4 values into the current one
  74041. * @param source defines the source Color4 object
  74042. * @returns the current updated Color4 object
  74043. */
  74044. copyFrom(source: Color4): Color4;
  74045. /**
  74046. * Copies the given float values into the current one
  74047. * @param r defines the red component to read from
  74048. * @param g defines the green component to read from
  74049. * @param b defines the blue component to read from
  74050. * @param a defines the alpha component to read from
  74051. * @returns the current updated Color4 object
  74052. */
  74053. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  74054. /**
  74055. * Copies the given float values into the current one
  74056. * @param r defines the red component to read from
  74057. * @param g defines the green component to read from
  74058. * @param b defines the blue component to read from
  74059. * @param a defines the alpha component to read from
  74060. * @returns the current updated Color4 object
  74061. */
  74062. set(r: number, g: number, b: number, a: number): Color4;
  74063. /**
  74064. * Compute the Color4 hexadecimal code as a string
  74065. * @returns a string containing the hexadecimal representation of the Color4 object
  74066. */
  74067. toHexString(): string;
  74068. /**
  74069. * Computes a new Color4 converted from the current one to linear space
  74070. * @returns a new Color4 object
  74071. */
  74072. toLinearSpace(): Color4;
  74073. /**
  74074. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  74075. * @param convertedColor defines the Color4 object where to store the linear space version
  74076. * @returns the unmodified Color4
  74077. */
  74078. toLinearSpaceToRef(convertedColor: Color4): Color4;
  74079. /**
  74080. * Computes a new Color4 converted from the current one to gamma space
  74081. * @returns a new Color4 object
  74082. */
  74083. toGammaSpace(): Color4;
  74084. /**
  74085. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  74086. * @param convertedColor defines the Color4 object where to store the gamma space version
  74087. * @returns the unmodified Color4
  74088. */
  74089. toGammaSpaceToRef(convertedColor: Color4): Color4;
  74090. /**
  74091. * Creates a new Color4 from the string containing valid hexadecimal values
  74092. * @param hex defines a string containing valid hexadecimal values
  74093. * @returns a new Color4 object
  74094. */
  74095. static FromHexString(hex: string): Color4;
  74096. /**
  74097. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  74098. * @param left defines the start value
  74099. * @param right defines the end value
  74100. * @param amount defines the gradient factor
  74101. * @returns a new Color4 object
  74102. */
  74103. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  74104. /**
  74105. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  74106. * @param left defines the start value
  74107. * @param right defines the end value
  74108. * @param amount defines the gradient factor
  74109. * @param result defines the Color4 object where to store data
  74110. */
  74111. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  74112. /**
  74113. * Creates a new Color4 from a Color3 and an alpha value
  74114. * @param color3 defines the source Color3 to read from
  74115. * @param alpha defines the alpha component (1.0 by default)
  74116. * @returns a new Color4 object
  74117. */
  74118. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  74119. /**
  74120. * Creates a new Color4 from the starting index element of the given array
  74121. * @param array defines the source array to read from
  74122. * @param offset defines the offset in the source array
  74123. * @returns a new Color4 object
  74124. */
  74125. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  74126. /**
  74127. * Creates a new Color3 from integer values (< 256)
  74128. * @param r defines the red component to read from (value between 0 and 255)
  74129. * @param g defines the green component to read from (value between 0 and 255)
  74130. * @param b defines the blue component to read from (value between 0 and 255)
  74131. * @param a defines the alpha component to read from (value between 0 and 255)
  74132. * @returns a new Color3 object
  74133. */
  74134. static FromInts(r: number, g: number, b: number, a: number): Color4;
  74135. /**
  74136. * Check the content of a given array and convert it to an array containing RGBA data
  74137. * If the original array was already containing count * 4 values then it is returned directly
  74138. * @param colors defines the array to check
  74139. * @param count defines the number of RGBA data to expect
  74140. * @returns an array containing count * 4 values (RGBA)
  74141. */
  74142. static CheckColors4(colors: number[], count: number): number[];
  74143. }
  74144. /**
  74145. * @hidden
  74146. */
  74147. export class TmpColors {
  74148. static Color3: Color3[];
  74149. static Color4: Color4[];
  74150. }
  74151. }
  74152. declare module BABYLON {
  74153. /**
  74154. * Defines an interface which represents an animation key frame
  74155. */
  74156. export interface IAnimationKey {
  74157. /**
  74158. * Frame of the key frame
  74159. */
  74160. frame: number;
  74161. /**
  74162. * Value at the specifies key frame
  74163. */
  74164. value: any;
  74165. /**
  74166. * The input tangent for the cubic hermite spline
  74167. */
  74168. inTangent?: any;
  74169. /**
  74170. * The output tangent for the cubic hermite spline
  74171. */
  74172. outTangent?: any;
  74173. /**
  74174. * The animation interpolation type
  74175. */
  74176. interpolation?: AnimationKeyInterpolation;
  74177. }
  74178. /**
  74179. * Enum for the animation key frame interpolation type
  74180. */
  74181. export enum AnimationKeyInterpolation {
  74182. /**
  74183. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  74184. */
  74185. STEP = 1
  74186. }
  74187. }
  74188. declare module BABYLON {
  74189. /**
  74190. * Represents the range of an animation
  74191. */
  74192. export class AnimationRange {
  74193. /**The name of the animation range**/
  74194. name: string;
  74195. /**The starting frame of the animation */
  74196. from: number;
  74197. /**The ending frame of the animation*/
  74198. to: number;
  74199. /**
  74200. * Initializes the range of an animation
  74201. * @param name The name of the animation range
  74202. * @param from The starting frame of the animation
  74203. * @param to The ending frame of the animation
  74204. */
  74205. constructor(
  74206. /**The name of the animation range**/
  74207. name: string,
  74208. /**The starting frame of the animation */
  74209. from: number,
  74210. /**The ending frame of the animation*/
  74211. to: number);
  74212. /**
  74213. * Makes a copy of the animation range
  74214. * @returns A copy of the animation range
  74215. */
  74216. clone(): AnimationRange;
  74217. }
  74218. }
  74219. declare module BABYLON {
  74220. /**
  74221. * Composed of a frame, and an action function
  74222. */
  74223. export class AnimationEvent {
  74224. /** The frame for which the event is triggered **/
  74225. frame: number;
  74226. /** The event to perform when triggered **/
  74227. action: (currentFrame: number) => void;
  74228. /** Specifies if the event should be triggered only once**/
  74229. onlyOnce?: boolean | undefined;
  74230. /**
  74231. * Specifies if the animation event is done
  74232. */
  74233. isDone: boolean;
  74234. /**
  74235. * Initializes the animation event
  74236. * @param frame The frame for which the event is triggered
  74237. * @param action The event to perform when triggered
  74238. * @param onlyOnce Specifies if the event should be triggered only once
  74239. */
  74240. constructor(
  74241. /** The frame for which the event is triggered **/
  74242. frame: number,
  74243. /** The event to perform when triggered **/
  74244. action: (currentFrame: number) => void,
  74245. /** Specifies if the event should be triggered only once**/
  74246. onlyOnce?: boolean | undefined);
  74247. /** @hidden */
  74248. _clone(): AnimationEvent;
  74249. }
  74250. }
  74251. declare module BABYLON {
  74252. /**
  74253. * Interface used to define a behavior
  74254. */
  74255. export interface Behavior<T> {
  74256. /** gets or sets behavior's name */
  74257. name: string;
  74258. /**
  74259. * Function called when the behavior needs to be initialized (after attaching it to a target)
  74260. */
  74261. init(): void;
  74262. /**
  74263. * Called when the behavior is attached to a target
  74264. * @param target defines the target where the behavior is attached to
  74265. */
  74266. attach(target: T): void;
  74267. /**
  74268. * Called when the behavior is detached from its target
  74269. */
  74270. detach(): void;
  74271. }
  74272. /**
  74273. * Interface implemented by classes supporting behaviors
  74274. */
  74275. export interface IBehaviorAware<T> {
  74276. /**
  74277. * Attach a behavior
  74278. * @param behavior defines the behavior to attach
  74279. * @returns the current host
  74280. */
  74281. addBehavior(behavior: Behavior<T>): T;
  74282. /**
  74283. * Remove a behavior from the current object
  74284. * @param behavior defines the behavior to detach
  74285. * @returns the current host
  74286. */
  74287. removeBehavior(behavior: Behavior<T>): T;
  74288. /**
  74289. * Gets a behavior using its name to search
  74290. * @param name defines the name to search
  74291. * @returns the behavior or null if not found
  74292. */
  74293. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  74294. }
  74295. }
  74296. declare module BABYLON {
  74297. /**
  74298. * Defines an array and its length.
  74299. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  74300. */
  74301. export interface ISmartArrayLike<T> {
  74302. /**
  74303. * The data of the array.
  74304. */
  74305. data: Array<T>;
  74306. /**
  74307. * The active length of the array.
  74308. */
  74309. length: number;
  74310. }
  74311. /**
  74312. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  74313. */
  74314. export class SmartArray<T> implements ISmartArrayLike<T> {
  74315. /**
  74316. * The full set of data from the array.
  74317. */
  74318. data: Array<T>;
  74319. /**
  74320. * The active length of the array.
  74321. */
  74322. length: number;
  74323. protected _id: number;
  74324. /**
  74325. * Instantiates a Smart Array.
  74326. * @param capacity defines the default capacity of the array.
  74327. */
  74328. constructor(capacity: number);
  74329. /**
  74330. * Pushes a value at the end of the active data.
  74331. * @param value defines the object to push in the array.
  74332. */
  74333. push(value: T): void;
  74334. /**
  74335. * Iterates over the active data and apply the lambda to them.
  74336. * @param func defines the action to apply on each value.
  74337. */
  74338. forEach(func: (content: T) => void): void;
  74339. /**
  74340. * Sorts the full sets of data.
  74341. * @param compareFn defines the comparison function to apply.
  74342. */
  74343. sort(compareFn: (a: T, b: T) => number): void;
  74344. /**
  74345. * Resets the active data to an empty array.
  74346. */
  74347. reset(): void;
  74348. /**
  74349. * Releases all the data from the array as well as the array.
  74350. */
  74351. dispose(): void;
  74352. /**
  74353. * Concats the active data with a given array.
  74354. * @param array defines the data to concatenate with.
  74355. */
  74356. concat(array: any): void;
  74357. /**
  74358. * Returns the position of a value in the active data.
  74359. * @param value defines the value to find the index for
  74360. * @returns the index if found in the active data otherwise -1
  74361. */
  74362. indexOf(value: T): number;
  74363. /**
  74364. * Returns whether an element is part of the active data.
  74365. * @param value defines the value to look for
  74366. * @returns true if found in the active data otherwise false
  74367. */
  74368. contains(value: T): boolean;
  74369. private static _GlobalId;
  74370. }
  74371. /**
  74372. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  74373. * The data in this array can only be present once
  74374. */
  74375. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  74376. private _duplicateId;
  74377. /**
  74378. * Pushes a value at the end of the active data.
  74379. * THIS DOES NOT PREVENT DUPPLICATE DATA
  74380. * @param value defines the object to push in the array.
  74381. */
  74382. push(value: T): void;
  74383. /**
  74384. * Pushes a value at the end of the active data.
  74385. * If the data is already present, it won t be added again
  74386. * @param value defines the object to push in the array.
  74387. * @returns true if added false if it was already present
  74388. */
  74389. pushNoDuplicate(value: T): boolean;
  74390. /**
  74391. * Resets the active data to an empty array.
  74392. */
  74393. reset(): void;
  74394. /**
  74395. * Concats the active data with a given array.
  74396. * This ensures no dupplicate will be present in the result.
  74397. * @param array defines the data to concatenate with.
  74398. */
  74399. concatWithNoDuplicate(array: any): void;
  74400. }
  74401. }
  74402. declare module BABYLON {
  74403. /**
  74404. * @ignore
  74405. * This is a list of all the different input types that are available in the application.
  74406. * Fo instance: ArcRotateCameraGamepadInput...
  74407. */
  74408. export var CameraInputTypes: {};
  74409. /**
  74410. * This is the contract to implement in order to create a new input class.
  74411. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  74412. */
  74413. export interface ICameraInput<TCamera extends Camera> {
  74414. /**
  74415. * Defines the camera the input is attached to.
  74416. */
  74417. camera: Nullable<TCamera>;
  74418. /**
  74419. * Gets the class name of the current intput.
  74420. * @returns the class name
  74421. */
  74422. getClassName(): string;
  74423. /**
  74424. * Get the friendly name associated with the input class.
  74425. * @returns the input friendly name
  74426. */
  74427. getSimpleName(): string;
  74428. /**
  74429. * Attach the input controls to a specific dom element to get the input from.
  74430. * @param element Defines the element the controls should be listened from
  74431. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74432. */
  74433. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74434. /**
  74435. * Detach the current controls from the specified dom element.
  74436. * @param element Defines the element to stop listening the inputs from
  74437. */
  74438. detachControl(element: Nullable<HTMLElement>): void;
  74439. /**
  74440. * Update the current camera state depending on the inputs that have been used this frame.
  74441. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74442. */
  74443. checkInputs?: () => void;
  74444. }
  74445. /**
  74446. * Represents a map of input types to input instance or input index to input instance.
  74447. */
  74448. export interface CameraInputsMap<TCamera extends Camera> {
  74449. /**
  74450. * Accessor to the input by input type.
  74451. */
  74452. [name: string]: ICameraInput<TCamera>;
  74453. /**
  74454. * Accessor to the input by input index.
  74455. */
  74456. [idx: number]: ICameraInput<TCamera>;
  74457. }
  74458. /**
  74459. * This represents the input manager used within a camera.
  74460. * It helps dealing with all the different kind of input attached to a camera.
  74461. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74462. */
  74463. export class CameraInputsManager<TCamera extends Camera> {
  74464. /**
  74465. * Defines the list of inputs attahed to the camera.
  74466. */
  74467. attached: CameraInputsMap<TCamera>;
  74468. /**
  74469. * Defines the dom element the camera is collecting inputs from.
  74470. * This is null if the controls have not been attached.
  74471. */
  74472. attachedElement: Nullable<HTMLElement>;
  74473. /**
  74474. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74475. */
  74476. noPreventDefault: boolean;
  74477. /**
  74478. * Defined the camera the input manager belongs to.
  74479. */
  74480. camera: TCamera;
  74481. /**
  74482. * Update the current camera state depending on the inputs that have been used this frame.
  74483. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74484. */
  74485. checkInputs: () => void;
  74486. /**
  74487. * Instantiate a new Camera Input Manager.
  74488. * @param camera Defines the camera the input manager blongs to
  74489. */
  74490. constructor(camera: TCamera);
  74491. /**
  74492. * Add an input method to a camera
  74493. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74494. * @param input camera input method
  74495. */
  74496. add(input: ICameraInput<TCamera>): void;
  74497. /**
  74498. * Remove a specific input method from a camera
  74499. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  74500. * @param inputToRemove camera input method
  74501. */
  74502. remove(inputToRemove: ICameraInput<TCamera>): void;
  74503. /**
  74504. * Remove a specific input type from a camera
  74505. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  74506. * @param inputType the type of the input to remove
  74507. */
  74508. removeByType(inputType: string): void;
  74509. private _addCheckInputs;
  74510. /**
  74511. * Attach the input controls to the currently attached dom element to listen the events from.
  74512. * @param input Defines the input to attach
  74513. */
  74514. attachInput(input: ICameraInput<TCamera>): void;
  74515. /**
  74516. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  74517. * @param element Defines the dom element to collect the events from
  74518. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74519. */
  74520. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  74521. /**
  74522. * Detach the current manager inputs controls from a specific dom element.
  74523. * @param element Defines the dom element to collect the events from
  74524. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  74525. */
  74526. detachElement(element: HTMLElement, disconnect?: boolean): void;
  74527. /**
  74528. * Rebuild the dynamic inputCheck function from the current list of
  74529. * defined inputs in the manager.
  74530. */
  74531. rebuildInputCheck(): void;
  74532. /**
  74533. * Remove all attached input methods from a camera
  74534. */
  74535. clear(): void;
  74536. /**
  74537. * Serialize the current input manager attached to a camera.
  74538. * This ensures than once parsed,
  74539. * the input associated to the camera will be identical to the current ones
  74540. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  74541. */
  74542. serialize(serializedCamera: any): void;
  74543. /**
  74544. * Parses an input manager serialized JSON to restore the previous list of inputs
  74545. * and states associated to a camera.
  74546. * @param parsedCamera Defines the JSON to parse
  74547. */
  74548. parse(parsedCamera: any): void;
  74549. }
  74550. }
  74551. declare module BABYLON {
  74552. /**
  74553. * Class used to store data that will be store in GPU memory
  74554. */
  74555. export class Buffer {
  74556. private _engine;
  74557. private _buffer;
  74558. /** @hidden */
  74559. _data: Nullable<DataArray>;
  74560. private _updatable;
  74561. private _instanced;
  74562. private _divisor;
  74563. /**
  74564. * Gets the byte stride.
  74565. */
  74566. readonly byteStride: number;
  74567. /**
  74568. * Constructor
  74569. * @param engine the engine
  74570. * @param data the data to use for this buffer
  74571. * @param updatable whether the data is updatable
  74572. * @param stride the stride (optional)
  74573. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74574. * @param instanced whether the buffer is instanced (optional)
  74575. * @param useBytes set to true if the stride in in bytes (optional)
  74576. * @param divisor sets an optional divisor for instances (1 by default)
  74577. */
  74578. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  74579. /**
  74580. * Create a new VertexBuffer based on the current buffer
  74581. * @param kind defines the vertex buffer kind (position, normal, etc.)
  74582. * @param offset defines offset in the buffer (0 by default)
  74583. * @param size defines the size in floats of attributes (position is 3 for instance)
  74584. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  74585. * @param instanced defines if the vertex buffer contains indexed data
  74586. * @param useBytes defines if the offset and stride are in bytes *
  74587. * @param divisor sets an optional divisor for instances (1 by default)
  74588. * @returns the new vertex buffer
  74589. */
  74590. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  74591. /**
  74592. * Gets a boolean indicating if the Buffer is updatable?
  74593. * @returns true if the buffer is updatable
  74594. */
  74595. isUpdatable(): boolean;
  74596. /**
  74597. * Gets current buffer's data
  74598. * @returns a DataArray or null
  74599. */
  74600. getData(): Nullable<DataArray>;
  74601. /**
  74602. * Gets underlying native buffer
  74603. * @returns underlying native buffer
  74604. */
  74605. getBuffer(): Nullable<DataBuffer>;
  74606. /**
  74607. * Gets the stride in float32 units (i.e. byte stride / 4).
  74608. * May not be an integer if the byte stride is not divisible by 4.
  74609. * DEPRECATED. Use byteStride instead.
  74610. * @returns the stride in float32 units
  74611. */
  74612. getStrideSize(): number;
  74613. /**
  74614. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74615. * @param data defines the data to store
  74616. */
  74617. create(data?: Nullable<DataArray>): void;
  74618. /** @hidden */
  74619. _rebuild(): void;
  74620. /**
  74621. * Update current buffer data
  74622. * @param data defines the data to store
  74623. */
  74624. update(data: DataArray): void;
  74625. /**
  74626. * Updates the data directly.
  74627. * @param data the new data
  74628. * @param offset the new offset
  74629. * @param vertexCount the vertex count (optional)
  74630. * @param useBytes set to true if the offset is in bytes
  74631. */
  74632. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  74633. /**
  74634. * Release all resources
  74635. */
  74636. dispose(): void;
  74637. }
  74638. /**
  74639. * Specialized buffer used to store vertex data
  74640. */
  74641. export class VertexBuffer {
  74642. /** @hidden */
  74643. _buffer: Buffer;
  74644. private _kind;
  74645. private _size;
  74646. private _ownsBuffer;
  74647. private _instanced;
  74648. private _instanceDivisor;
  74649. /**
  74650. * The byte type.
  74651. */
  74652. static readonly BYTE: number;
  74653. /**
  74654. * The unsigned byte type.
  74655. */
  74656. static readonly UNSIGNED_BYTE: number;
  74657. /**
  74658. * The short type.
  74659. */
  74660. static readonly SHORT: number;
  74661. /**
  74662. * The unsigned short type.
  74663. */
  74664. static readonly UNSIGNED_SHORT: number;
  74665. /**
  74666. * The integer type.
  74667. */
  74668. static readonly INT: number;
  74669. /**
  74670. * The unsigned integer type.
  74671. */
  74672. static readonly UNSIGNED_INT: number;
  74673. /**
  74674. * The float type.
  74675. */
  74676. static readonly FLOAT: number;
  74677. /**
  74678. * Gets or sets the instance divisor when in instanced mode
  74679. */
  74680. instanceDivisor: number;
  74681. /**
  74682. * Gets the byte stride.
  74683. */
  74684. readonly byteStride: number;
  74685. /**
  74686. * Gets the byte offset.
  74687. */
  74688. readonly byteOffset: number;
  74689. /**
  74690. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  74691. */
  74692. readonly normalized: boolean;
  74693. /**
  74694. * Gets the data type of each component in the array.
  74695. */
  74696. readonly type: number;
  74697. /**
  74698. * Constructor
  74699. * @param engine the engine
  74700. * @param data the data to use for this vertex buffer
  74701. * @param kind the vertex buffer kind
  74702. * @param updatable whether the data is updatable
  74703. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74704. * @param stride the stride (optional)
  74705. * @param instanced whether the buffer is instanced (optional)
  74706. * @param offset the offset of the data (optional)
  74707. * @param size the number of components (optional)
  74708. * @param type the type of the component (optional)
  74709. * @param normalized whether the data contains normalized data (optional)
  74710. * @param useBytes set to true if stride and offset are in bytes (optional)
  74711. * @param divisor defines the instance divisor to use (1 by default)
  74712. */
  74713. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean, divisor?: number);
  74714. /** @hidden */
  74715. _rebuild(): void;
  74716. /**
  74717. * Returns the kind of the VertexBuffer (string)
  74718. * @returns a string
  74719. */
  74720. getKind(): string;
  74721. /**
  74722. * Gets a boolean indicating if the VertexBuffer is updatable?
  74723. * @returns true if the buffer is updatable
  74724. */
  74725. isUpdatable(): boolean;
  74726. /**
  74727. * Gets current buffer's data
  74728. * @returns a DataArray or null
  74729. */
  74730. getData(): Nullable<DataArray>;
  74731. /**
  74732. * Gets underlying native buffer
  74733. * @returns underlying native buffer
  74734. */
  74735. getBuffer(): Nullable<DataBuffer>;
  74736. /**
  74737. * Gets the stride in float32 units (i.e. byte stride / 4).
  74738. * May not be an integer if the byte stride is not divisible by 4.
  74739. * DEPRECATED. Use byteStride instead.
  74740. * @returns the stride in float32 units
  74741. */
  74742. getStrideSize(): number;
  74743. /**
  74744. * Returns the offset as a multiple of the type byte length.
  74745. * DEPRECATED. Use byteOffset instead.
  74746. * @returns the offset in bytes
  74747. */
  74748. getOffset(): number;
  74749. /**
  74750. * Returns the number of components per vertex attribute (integer)
  74751. * @returns the size in float
  74752. */
  74753. getSize(): number;
  74754. /**
  74755. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  74756. * @returns true if this buffer is instanced
  74757. */
  74758. getIsInstanced(): boolean;
  74759. /**
  74760. * Returns the instancing divisor, zero for non-instanced (integer).
  74761. * @returns a number
  74762. */
  74763. getInstanceDivisor(): number;
  74764. /**
  74765. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74766. * @param data defines the data to store
  74767. */
  74768. create(data?: DataArray): void;
  74769. /**
  74770. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  74771. * This function will create a new buffer if the current one is not updatable
  74772. * @param data defines the data to store
  74773. */
  74774. update(data: DataArray): void;
  74775. /**
  74776. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  74777. * Returns the directly updated WebGLBuffer.
  74778. * @param data the new data
  74779. * @param offset the new offset
  74780. * @param useBytes set to true if the offset is in bytes
  74781. */
  74782. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  74783. /**
  74784. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  74785. */
  74786. dispose(): void;
  74787. /**
  74788. * Enumerates each value of this vertex buffer as numbers.
  74789. * @param count the number of values to enumerate
  74790. * @param callback the callback function called for each value
  74791. */
  74792. forEach(count: number, callback: (value: number, index: number) => void): void;
  74793. /**
  74794. * Positions
  74795. */
  74796. static readonly PositionKind: string;
  74797. /**
  74798. * Normals
  74799. */
  74800. static readonly NormalKind: string;
  74801. /**
  74802. * Tangents
  74803. */
  74804. static readonly TangentKind: string;
  74805. /**
  74806. * Texture coordinates
  74807. */
  74808. static readonly UVKind: string;
  74809. /**
  74810. * Texture coordinates 2
  74811. */
  74812. static readonly UV2Kind: string;
  74813. /**
  74814. * Texture coordinates 3
  74815. */
  74816. static readonly UV3Kind: string;
  74817. /**
  74818. * Texture coordinates 4
  74819. */
  74820. static readonly UV4Kind: string;
  74821. /**
  74822. * Texture coordinates 5
  74823. */
  74824. static readonly UV5Kind: string;
  74825. /**
  74826. * Texture coordinates 6
  74827. */
  74828. static readonly UV6Kind: string;
  74829. /**
  74830. * Colors
  74831. */
  74832. static readonly ColorKind: string;
  74833. /**
  74834. * Matrix indices (for bones)
  74835. */
  74836. static readonly MatricesIndicesKind: string;
  74837. /**
  74838. * Matrix weights (for bones)
  74839. */
  74840. static readonly MatricesWeightsKind: string;
  74841. /**
  74842. * Additional matrix indices (for bones)
  74843. */
  74844. static readonly MatricesIndicesExtraKind: string;
  74845. /**
  74846. * Additional matrix weights (for bones)
  74847. */
  74848. static readonly MatricesWeightsExtraKind: string;
  74849. /**
  74850. * Deduces the stride given a kind.
  74851. * @param kind The kind string to deduce
  74852. * @returns The deduced stride
  74853. */
  74854. static DeduceStride(kind: string): number;
  74855. /**
  74856. * Gets the byte length of the given type.
  74857. * @param type the type
  74858. * @returns the number of bytes
  74859. */
  74860. static GetTypeByteLength(type: number): number;
  74861. /**
  74862. * Enumerates each value of the given parameters as numbers.
  74863. * @param data the data to enumerate
  74864. * @param byteOffset the byte offset of the data
  74865. * @param byteStride the byte stride of the data
  74866. * @param componentCount the number of components per element
  74867. * @param componentType the type of the component
  74868. * @param count the number of values to enumerate
  74869. * @param normalized whether the data is normalized
  74870. * @param callback the callback function called for each value
  74871. */
  74872. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  74873. private static _GetFloatValue;
  74874. }
  74875. }
  74876. declare module BABYLON {
  74877. /**
  74878. * @hidden
  74879. */
  74880. export class IntersectionInfo {
  74881. bu: Nullable<number>;
  74882. bv: Nullable<number>;
  74883. distance: number;
  74884. faceId: number;
  74885. subMeshId: number;
  74886. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  74887. }
  74888. }
  74889. declare module BABYLON {
  74890. /**
  74891. * Represens a plane by the equation ax + by + cz + d = 0
  74892. */
  74893. export class Plane {
  74894. private static _TmpMatrix;
  74895. /**
  74896. * Normal of the plane (a,b,c)
  74897. */
  74898. normal: Vector3;
  74899. /**
  74900. * d component of the plane
  74901. */
  74902. d: number;
  74903. /**
  74904. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  74905. * @param a a component of the plane
  74906. * @param b b component of the plane
  74907. * @param c c component of the plane
  74908. * @param d d component of the plane
  74909. */
  74910. constructor(a: number, b: number, c: number, d: number);
  74911. /**
  74912. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  74913. */
  74914. asArray(): number[];
  74915. /**
  74916. * @returns a new plane copied from the current Plane.
  74917. */
  74918. clone(): Plane;
  74919. /**
  74920. * @returns the string "Plane".
  74921. */
  74922. getClassName(): string;
  74923. /**
  74924. * @returns the Plane hash code.
  74925. */
  74926. getHashCode(): number;
  74927. /**
  74928. * Normalize the current Plane in place.
  74929. * @returns the updated Plane.
  74930. */
  74931. normalize(): Plane;
  74932. /**
  74933. * Applies a transformation the plane and returns the result
  74934. * @param transformation the transformation matrix to be applied to the plane
  74935. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  74936. */
  74937. transform(transformation: DeepImmutable<Matrix>): Plane;
  74938. /**
  74939. * Calcualtte the dot product between the point and the plane normal
  74940. * @param point point to calculate the dot product with
  74941. * @returns the dot product (float) of the point coordinates and the plane normal.
  74942. */
  74943. dotCoordinate(point: DeepImmutable<Vector3>): number;
  74944. /**
  74945. * Updates the current Plane from the plane defined by the three given points.
  74946. * @param point1 one of the points used to contruct the plane
  74947. * @param point2 one of the points used to contruct the plane
  74948. * @param point3 one of the points used to contruct the plane
  74949. * @returns the updated Plane.
  74950. */
  74951. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74952. /**
  74953. * Checks if the plane is facing a given direction
  74954. * @param direction the direction to check if the plane is facing
  74955. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  74956. * @returns True is the vector "direction" is the same side than the plane normal.
  74957. */
  74958. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  74959. /**
  74960. * Calculates the distance to a point
  74961. * @param point point to calculate distance to
  74962. * @returns the signed distance (float) from the given point to the Plane.
  74963. */
  74964. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  74965. /**
  74966. * Creates a plane from an array
  74967. * @param array the array to create a plane from
  74968. * @returns a new Plane from the given array.
  74969. */
  74970. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  74971. /**
  74972. * Creates a plane from three points
  74973. * @param point1 point used to create the plane
  74974. * @param point2 point used to create the plane
  74975. * @param point3 point used to create the plane
  74976. * @returns a new Plane defined by the three given points.
  74977. */
  74978. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74979. /**
  74980. * Creates a plane from an origin point and a normal
  74981. * @param origin origin of the plane to be constructed
  74982. * @param normal normal of the plane to be constructed
  74983. * @returns a new Plane the normal vector to this plane at the given origin point.
  74984. * Note : the vector "normal" is updated because normalized.
  74985. */
  74986. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  74987. /**
  74988. * Calculates the distance from a plane and a point
  74989. * @param origin origin of the plane to be constructed
  74990. * @param normal normal of the plane to be constructed
  74991. * @param point point to calculate distance to
  74992. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  74993. */
  74994. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  74995. }
  74996. }
  74997. declare module BABYLON {
  74998. /**
  74999. * Class used to store bounding sphere information
  75000. */
  75001. export class BoundingSphere {
  75002. /**
  75003. * Gets the center of the bounding sphere in local space
  75004. */
  75005. readonly center: Vector3;
  75006. /**
  75007. * Radius of the bounding sphere in local space
  75008. */
  75009. radius: number;
  75010. /**
  75011. * Gets the center of the bounding sphere in world space
  75012. */
  75013. readonly centerWorld: Vector3;
  75014. /**
  75015. * Radius of the bounding sphere in world space
  75016. */
  75017. radiusWorld: number;
  75018. /**
  75019. * Gets the minimum vector in local space
  75020. */
  75021. readonly minimum: Vector3;
  75022. /**
  75023. * Gets the maximum vector in local space
  75024. */
  75025. readonly maximum: Vector3;
  75026. private _worldMatrix;
  75027. private static readonly TmpVector3;
  75028. /**
  75029. * Creates a new bounding sphere
  75030. * @param min defines the minimum vector (in local space)
  75031. * @param max defines the maximum vector (in local space)
  75032. * @param worldMatrix defines the new world matrix
  75033. */
  75034. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75035. /**
  75036. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  75037. * @param min defines the new minimum vector (in local space)
  75038. * @param max defines the new maximum vector (in local space)
  75039. * @param worldMatrix defines the new world matrix
  75040. */
  75041. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75042. /**
  75043. * Scale the current bounding sphere by applying a scale factor
  75044. * @param factor defines the scale factor to apply
  75045. * @returns the current bounding box
  75046. */
  75047. scale(factor: number): BoundingSphere;
  75048. /**
  75049. * Gets the world matrix of the bounding box
  75050. * @returns a matrix
  75051. */
  75052. getWorldMatrix(): DeepImmutable<Matrix>;
  75053. /** @hidden */
  75054. _update(worldMatrix: DeepImmutable<Matrix>): void;
  75055. /**
  75056. * Tests if the bounding sphere is intersecting the frustum planes
  75057. * @param frustumPlanes defines the frustum planes to test
  75058. * @returns true if there is an intersection
  75059. */
  75060. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75061. /**
  75062. * Tests if the bounding sphere center is in between the frustum planes.
  75063. * Used for optimistic fast inclusion.
  75064. * @param frustumPlanes defines the frustum planes to test
  75065. * @returns true if the sphere center is in between the frustum planes
  75066. */
  75067. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75068. /**
  75069. * Tests if a point is inside the bounding sphere
  75070. * @param point defines the point to test
  75071. * @returns true if the point is inside the bounding sphere
  75072. */
  75073. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75074. /**
  75075. * Checks if two sphere intersct
  75076. * @param sphere0 sphere 0
  75077. * @param sphere1 sphere 1
  75078. * @returns true if the speres intersect
  75079. */
  75080. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  75081. }
  75082. }
  75083. declare module BABYLON {
  75084. /**
  75085. * Class used to store bounding box information
  75086. */
  75087. export class BoundingBox implements ICullable {
  75088. /**
  75089. * Gets the 8 vectors representing the bounding box in local space
  75090. */
  75091. readonly vectors: Vector3[];
  75092. /**
  75093. * Gets the center of the bounding box in local space
  75094. */
  75095. readonly center: Vector3;
  75096. /**
  75097. * Gets the center of the bounding box in world space
  75098. */
  75099. readonly centerWorld: Vector3;
  75100. /**
  75101. * Gets the extend size in local space
  75102. */
  75103. readonly extendSize: Vector3;
  75104. /**
  75105. * Gets the extend size in world space
  75106. */
  75107. readonly extendSizeWorld: Vector3;
  75108. /**
  75109. * Gets the OBB (object bounding box) directions
  75110. */
  75111. readonly directions: Vector3[];
  75112. /**
  75113. * Gets the 8 vectors representing the bounding box in world space
  75114. */
  75115. readonly vectorsWorld: Vector3[];
  75116. /**
  75117. * Gets the minimum vector in world space
  75118. */
  75119. readonly minimumWorld: Vector3;
  75120. /**
  75121. * Gets the maximum vector in world space
  75122. */
  75123. readonly maximumWorld: Vector3;
  75124. /**
  75125. * Gets the minimum vector in local space
  75126. */
  75127. readonly minimum: Vector3;
  75128. /**
  75129. * Gets the maximum vector in local space
  75130. */
  75131. readonly maximum: Vector3;
  75132. private _worldMatrix;
  75133. private static readonly TmpVector3;
  75134. /**
  75135. * @hidden
  75136. */
  75137. _tag: number;
  75138. /**
  75139. * Creates a new bounding box
  75140. * @param min defines the minimum vector (in local space)
  75141. * @param max defines the maximum vector (in local space)
  75142. * @param worldMatrix defines the new world matrix
  75143. */
  75144. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75145. /**
  75146. * Recreates the entire bounding box from scratch as if we call the constructor in place
  75147. * @param min defines the new minimum vector (in local space)
  75148. * @param max defines the new maximum vector (in local space)
  75149. * @param worldMatrix defines the new world matrix
  75150. */
  75151. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75152. /**
  75153. * Scale the current bounding box by applying a scale factor
  75154. * @param factor defines the scale factor to apply
  75155. * @returns the current bounding box
  75156. */
  75157. scale(factor: number): BoundingBox;
  75158. /**
  75159. * Gets the world matrix of the bounding box
  75160. * @returns a matrix
  75161. */
  75162. getWorldMatrix(): DeepImmutable<Matrix>;
  75163. /** @hidden */
  75164. _update(world: DeepImmutable<Matrix>): void;
  75165. /**
  75166. * Tests if the bounding box is intersecting the frustum planes
  75167. * @param frustumPlanes defines the frustum planes to test
  75168. * @returns true if there is an intersection
  75169. */
  75170. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75171. /**
  75172. * Tests if the bounding box is entirely inside the frustum planes
  75173. * @param frustumPlanes defines the frustum planes to test
  75174. * @returns true if there is an inclusion
  75175. */
  75176. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75177. /**
  75178. * Tests if a point is inside the bounding box
  75179. * @param point defines the point to test
  75180. * @returns true if the point is inside the bounding box
  75181. */
  75182. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75183. /**
  75184. * Tests if the bounding box intersects with a bounding sphere
  75185. * @param sphere defines the sphere to test
  75186. * @returns true if there is an intersection
  75187. */
  75188. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  75189. /**
  75190. * Tests if the bounding box intersects with a box defined by a min and max vectors
  75191. * @param min defines the min vector to use
  75192. * @param max defines the max vector to use
  75193. * @returns true if there is an intersection
  75194. */
  75195. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  75196. /**
  75197. * Tests if two bounding boxes are intersections
  75198. * @param box0 defines the first box to test
  75199. * @param box1 defines the second box to test
  75200. * @returns true if there is an intersection
  75201. */
  75202. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  75203. /**
  75204. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  75205. * @param minPoint defines the minimum vector of the bounding box
  75206. * @param maxPoint defines the maximum vector of the bounding box
  75207. * @param sphereCenter defines the sphere center
  75208. * @param sphereRadius defines the sphere radius
  75209. * @returns true if there is an intersection
  75210. */
  75211. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  75212. /**
  75213. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  75214. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  75215. * @param frustumPlanes defines the frustum planes to test
  75216. * @return true if there is an inclusion
  75217. */
  75218. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75219. /**
  75220. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  75221. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  75222. * @param frustumPlanes defines the frustum planes to test
  75223. * @return true if there is an intersection
  75224. */
  75225. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75226. }
  75227. }
  75228. declare module BABYLON {
  75229. /** @hidden */
  75230. export class Collider {
  75231. /** Define if a collision was found */
  75232. collisionFound: boolean;
  75233. /**
  75234. * Define last intersection point in local space
  75235. */
  75236. intersectionPoint: Vector3;
  75237. /**
  75238. * Define last collided mesh
  75239. */
  75240. collidedMesh: Nullable<AbstractMesh>;
  75241. private _collisionPoint;
  75242. private _planeIntersectionPoint;
  75243. private _tempVector;
  75244. private _tempVector2;
  75245. private _tempVector3;
  75246. private _tempVector4;
  75247. private _edge;
  75248. private _baseToVertex;
  75249. private _destinationPoint;
  75250. private _slidePlaneNormal;
  75251. private _displacementVector;
  75252. /** @hidden */
  75253. _radius: Vector3;
  75254. /** @hidden */
  75255. _retry: number;
  75256. private _velocity;
  75257. private _basePoint;
  75258. private _epsilon;
  75259. /** @hidden */
  75260. _velocityWorldLength: number;
  75261. /** @hidden */
  75262. _basePointWorld: Vector3;
  75263. private _velocityWorld;
  75264. private _normalizedVelocity;
  75265. /** @hidden */
  75266. _initialVelocity: Vector3;
  75267. /** @hidden */
  75268. _initialPosition: Vector3;
  75269. private _nearestDistance;
  75270. private _collisionMask;
  75271. collisionMask: number;
  75272. /**
  75273. * Gets the plane normal used to compute the sliding response (in local space)
  75274. */
  75275. readonly slidePlaneNormal: Vector3;
  75276. /** @hidden */
  75277. _initialize(source: Vector3, dir: Vector3, e: number): void;
  75278. /** @hidden */
  75279. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  75280. /** @hidden */
  75281. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  75282. /** @hidden */
  75283. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  75284. /** @hidden */
  75285. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  75286. /** @hidden */
  75287. _getResponse(pos: Vector3, vel: Vector3): void;
  75288. }
  75289. }
  75290. declare module BABYLON {
  75291. /**
  75292. * Interface for cullable objects
  75293. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  75294. */
  75295. export interface ICullable {
  75296. /**
  75297. * Checks if the object or part of the object is in the frustum
  75298. * @param frustumPlanes Camera near/planes
  75299. * @returns true if the object is in frustum otherwise false
  75300. */
  75301. isInFrustum(frustumPlanes: Plane[]): boolean;
  75302. /**
  75303. * Checks if a cullable object (mesh...) is in the camera frustum
  75304. * Unlike isInFrustum this cheks the full bounding box
  75305. * @param frustumPlanes Camera near/planes
  75306. * @returns true if the object is in frustum otherwise false
  75307. */
  75308. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  75309. }
  75310. /**
  75311. * Info for a bounding data of a mesh
  75312. */
  75313. export class BoundingInfo implements ICullable {
  75314. /**
  75315. * Bounding box for the mesh
  75316. */
  75317. readonly boundingBox: BoundingBox;
  75318. /**
  75319. * Bounding sphere for the mesh
  75320. */
  75321. readonly boundingSphere: BoundingSphere;
  75322. private _isLocked;
  75323. private static readonly TmpVector3;
  75324. /**
  75325. * Constructs bounding info
  75326. * @param minimum min vector of the bounding box/sphere
  75327. * @param maximum max vector of the bounding box/sphere
  75328. * @param worldMatrix defines the new world matrix
  75329. */
  75330. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75331. /**
  75332. * Recreates the entire bounding info from scratch as if we call the constructor in place
  75333. * @param min defines the new minimum vector (in local space)
  75334. * @param max defines the new maximum vector (in local space)
  75335. * @param worldMatrix defines the new world matrix
  75336. */
  75337. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75338. /**
  75339. * min vector of the bounding box/sphere
  75340. */
  75341. readonly minimum: Vector3;
  75342. /**
  75343. * max vector of the bounding box/sphere
  75344. */
  75345. readonly maximum: Vector3;
  75346. /**
  75347. * If the info is locked and won't be updated to avoid perf overhead
  75348. */
  75349. isLocked: boolean;
  75350. /**
  75351. * Updates the bounding sphere and box
  75352. * @param world world matrix to be used to update
  75353. */
  75354. update(world: DeepImmutable<Matrix>): void;
  75355. /**
  75356. * Recreate the bounding info to be centered around a specific point given a specific extend.
  75357. * @param center New center of the bounding info
  75358. * @param extend New extend of the bounding info
  75359. * @returns the current bounding info
  75360. */
  75361. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  75362. /**
  75363. * Scale the current bounding info by applying a scale factor
  75364. * @param factor defines the scale factor to apply
  75365. * @returns the current bounding info
  75366. */
  75367. scale(factor: number): BoundingInfo;
  75368. /**
  75369. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  75370. * @param frustumPlanes defines the frustum to test
  75371. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  75372. * @returns true if the bounding info is in the frustum planes
  75373. */
  75374. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  75375. /**
  75376. * Gets the world distance between the min and max points of the bounding box
  75377. */
  75378. readonly diagonalLength: number;
  75379. /**
  75380. * Checks if a cullable object (mesh...) is in the camera frustum
  75381. * Unlike isInFrustum this cheks the full bounding box
  75382. * @param frustumPlanes Camera near/planes
  75383. * @returns true if the object is in frustum otherwise false
  75384. */
  75385. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75386. /** @hidden */
  75387. _checkCollision(collider: Collider): boolean;
  75388. /**
  75389. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  75390. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  75391. * @param point the point to check intersection with
  75392. * @returns if the point intersects
  75393. */
  75394. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75395. /**
  75396. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  75397. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  75398. * @param boundingInfo the bounding info to check intersection with
  75399. * @param precise if the intersection should be done using OBB
  75400. * @returns if the bounding info intersects
  75401. */
  75402. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  75403. }
  75404. }
  75405. declare module BABYLON {
  75406. /**
  75407. * Extracts minimum and maximum values from a list of indexed positions
  75408. * @param positions defines the positions to use
  75409. * @param indices defines the indices to the positions
  75410. * @param indexStart defines the start index
  75411. * @param indexCount defines the end index
  75412. * @param bias defines bias value to add to the result
  75413. * @return minimum and maximum values
  75414. */
  75415. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  75416. minimum: Vector3;
  75417. maximum: Vector3;
  75418. };
  75419. /**
  75420. * Extracts minimum and maximum values from a list of positions
  75421. * @param positions defines the positions to use
  75422. * @param start defines the start index in the positions array
  75423. * @param count defines the number of positions to handle
  75424. * @param bias defines bias value to add to the result
  75425. * @param stride defines the stride size to use (distance between two positions in the positions array)
  75426. * @return minimum and maximum values
  75427. */
  75428. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  75429. minimum: Vector3;
  75430. maximum: Vector3;
  75431. };
  75432. }
  75433. declare module BABYLON {
  75434. /** @hidden */
  75435. export class WebGLDataBuffer extends DataBuffer {
  75436. private _buffer;
  75437. constructor(resource: WebGLBuffer);
  75438. readonly underlyingResource: any;
  75439. }
  75440. }
  75441. declare module BABYLON {
  75442. /** @hidden */
  75443. export class WebGLPipelineContext implements IPipelineContext {
  75444. engine: ThinEngine;
  75445. program: Nullable<WebGLProgram>;
  75446. context?: WebGLRenderingContext;
  75447. vertexShader?: WebGLShader;
  75448. fragmentShader?: WebGLShader;
  75449. isParallelCompiled: boolean;
  75450. onCompiled?: () => void;
  75451. transformFeedback?: WebGLTransformFeedback | null;
  75452. readonly isAsync: boolean;
  75453. readonly isReady: boolean;
  75454. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  75455. }
  75456. }
  75457. declare module BABYLON {
  75458. interface ThinEngine {
  75459. /**
  75460. * Create an uniform buffer
  75461. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75462. * @param elements defines the content of the uniform buffer
  75463. * @returns the webGL uniform buffer
  75464. */
  75465. createUniformBuffer(elements: FloatArray): DataBuffer;
  75466. /**
  75467. * Create a dynamic uniform buffer
  75468. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75469. * @param elements defines the content of the uniform buffer
  75470. * @returns the webGL uniform buffer
  75471. */
  75472. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  75473. /**
  75474. * Update an existing uniform buffer
  75475. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75476. * @param uniformBuffer defines the target uniform buffer
  75477. * @param elements defines the content to update
  75478. * @param offset defines the offset in the uniform buffer where update should start
  75479. * @param count defines the size of the data to update
  75480. */
  75481. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  75482. /**
  75483. * Bind an uniform buffer to the current webGL context
  75484. * @param buffer defines the buffer to bind
  75485. */
  75486. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  75487. /**
  75488. * Bind a buffer to the current webGL context at a given location
  75489. * @param buffer defines the buffer to bind
  75490. * @param location defines the index where to bind the buffer
  75491. */
  75492. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  75493. /**
  75494. * Bind a specific block at a given index in a specific shader program
  75495. * @param pipelineContext defines the pipeline context to use
  75496. * @param blockName defines the block name
  75497. * @param index defines the index where to bind the block
  75498. */
  75499. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  75500. }
  75501. }
  75502. declare module BABYLON {
  75503. /**
  75504. * Uniform buffer objects.
  75505. *
  75506. * Handles blocks of uniform on the GPU.
  75507. *
  75508. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75509. *
  75510. * For more information, please refer to :
  75511. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75512. */
  75513. export class UniformBuffer {
  75514. private _engine;
  75515. private _buffer;
  75516. private _data;
  75517. private _bufferData;
  75518. private _dynamic?;
  75519. private _uniformLocations;
  75520. private _uniformSizes;
  75521. private _uniformLocationPointer;
  75522. private _needSync;
  75523. private _noUBO;
  75524. private _currentEffect;
  75525. /** @hidden */
  75526. _alreadyBound: boolean;
  75527. private static _MAX_UNIFORM_SIZE;
  75528. private static _tempBuffer;
  75529. /**
  75530. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  75531. * This is dynamic to allow compat with webgl 1 and 2.
  75532. * You will need to pass the name of the uniform as well as the value.
  75533. */
  75534. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  75535. /**
  75536. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  75537. * This is dynamic to allow compat with webgl 1 and 2.
  75538. * You will need to pass the name of the uniform as well as the value.
  75539. */
  75540. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  75541. /**
  75542. * Lambda to Update a single float in a uniform buffer.
  75543. * This is dynamic to allow compat with webgl 1 and 2.
  75544. * You will need to pass the name of the uniform as well as the value.
  75545. */
  75546. updateFloat: (name: string, x: number) => void;
  75547. /**
  75548. * Lambda to Update a vec2 of float in a uniform buffer.
  75549. * This is dynamic to allow compat with webgl 1 and 2.
  75550. * You will need to pass the name of the uniform as well as the value.
  75551. */
  75552. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  75553. /**
  75554. * Lambda to Update a vec3 of float in a uniform buffer.
  75555. * This is dynamic to allow compat with webgl 1 and 2.
  75556. * You will need to pass the name of the uniform as well as the value.
  75557. */
  75558. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  75559. /**
  75560. * Lambda to Update a vec4 of float in a uniform buffer.
  75561. * This is dynamic to allow compat with webgl 1 and 2.
  75562. * You will need to pass the name of the uniform as well as the value.
  75563. */
  75564. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  75565. /**
  75566. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  75567. * This is dynamic to allow compat with webgl 1 and 2.
  75568. * You will need to pass the name of the uniform as well as the value.
  75569. */
  75570. updateMatrix: (name: string, mat: Matrix) => void;
  75571. /**
  75572. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  75573. * This is dynamic to allow compat with webgl 1 and 2.
  75574. * You will need to pass the name of the uniform as well as the value.
  75575. */
  75576. updateVector3: (name: string, vector: Vector3) => void;
  75577. /**
  75578. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  75579. * This is dynamic to allow compat with webgl 1 and 2.
  75580. * You will need to pass the name of the uniform as well as the value.
  75581. */
  75582. updateVector4: (name: string, vector: Vector4) => void;
  75583. /**
  75584. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  75585. * This is dynamic to allow compat with webgl 1 and 2.
  75586. * You will need to pass the name of the uniform as well as the value.
  75587. */
  75588. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  75589. /**
  75590. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  75591. * This is dynamic to allow compat with webgl 1 and 2.
  75592. * You will need to pass the name of the uniform as well as the value.
  75593. */
  75594. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  75595. /**
  75596. * Instantiates a new Uniform buffer objects.
  75597. *
  75598. * Handles blocks of uniform on the GPU.
  75599. *
  75600. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75601. *
  75602. * For more information, please refer to :
  75603. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75604. * @param engine Define the engine the buffer is associated with
  75605. * @param data Define the data contained in the buffer
  75606. * @param dynamic Define if the buffer is updatable
  75607. */
  75608. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  75609. /**
  75610. * Indicates if the buffer is using the WebGL2 UBO implementation,
  75611. * or just falling back on setUniformXXX calls.
  75612. */
  75613. readonly useUbo: boolean;
  75614. /**
  75615. * Indicates if the WebGL underlying uniform buffer is in sync
  75616. * with the javascript cache data.
  75617. */
  75618. readonly isSync: boolean;
  75619. /**
  75620. * Indicates if the WebGL underlying uniform buffer is dynamic.
  75621. * Also, a dynamic UniformBuffer will disable cache verification and always
  75622. * update the underlying WebGL uniform buffer to the GPU.
  75623. * @returns if Dynamic, otherwise false
  75624. */
  75625. isDynamic(): boolean;
  75626. /**
  75627. * The data cache on JS side.
  75628. * @returns the underlying data as a float array
  75629. */
  75630. getData(): Float32Array;
  75631. /**
  75632. * The underlying WebGL Uniform buffer.
  75633. * @returns the webgl buffer
  75634. */
  75635. getBuffer(): Nullable<DataBuffer>;
  75636. /**
  75637. * std140 layout specifies how to align data within an UBO structure.
  75638. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  75639. * for specs.
  75640. */
  75641. private _fillAlignment;
  75642. /**
  75643. * Adds an uniform in the buffer.
  75644. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  75645. * for the layout to be correct !
  75646. * @param name Name of the uniform, as used in the uniform block in the shader.
  75647. * @param size Data size, or data directly.
  75648. */
  75649. addUniform(name: string, size: number | number[]): void;
  75650. /**
  75651. * Adds a Matrix 4x4 to the uniform buffer.
  75652. * @param name Name of the uniform, as used in the uniform block in the shader.
  75653. * @param mat A 4x4 matrix.
  75654. */
  75655. addMatrix(name: string, mat: Matrix): void;
  75656. /**
  75657. * Adds a vec2 to the uniform buffer.
  75658. * @param name Name of the uniform, as used in the uniform block in the shader.
  75659. * @param x Define the x component value of the vec2
  75660. * @param y Define the y component value of the vec2
  75661. */
  75662. addFloat2(name: string, x: number, y: number): void;
  75663. /**
  75664. * Adds a vec3 to the uniform buffer.
  75665. * @param name Name of the uniform, as used in the uniform block in the shader.
  75666. * @param x Define the x component value of the vec3
  75667. * @param y Define the y component value of the vec3
  75668. * @param z Define the z component value of the vec3
  75669. */
  75670. addFloat3(name: string, x: number, y: number, z: number): void;
  75671. /**
  75672. * Adds a vec3 to the uniform buffer.
  75673. * @param name Name of the uniform, as used in the uniform block in the shader.
  75674. * @param color Define the vec3 from a Color
  75675. */
  75676. addColor3(name: string, color: Color3): void;
  75677. /**
  75678. * Adds a vec4 to the uniform buffer.
  75679. * @param name Name of the uniform, as used in the uniform block in the shader.
  75680. * @param color Define the rgb components from a Color
  75681. * @param alpha Define the a component of the vec4
  75682. */
  75683. addColor4(name: string, color: Color3, alpha: number): void;
  75684. /**
  75685. * Adds a vec3 to the uniform buffer.
  75686. * @param name Name of the uniform, as used in the uniform block in the shader.
  75687. * @param vector Define the vec3 components from a Vector
  75688. */
  75689. addVector3(name: string, vector: Vector3): void;
  75690. /**
  75691. * Adds a Matrix 3x3 to the uniform buffer.
  75692. * @param name Name of the uniform, as used in the uniform block in the shader.
  75693. */
  75694. addMatrix3x3(name: string): void;
  75695. /**
  75696. * Adds a Matrix 2x2 to the uniform buffer.
  75697. * @param name Name of the uniform, as used in the uniform block in the shader.
  75698. */
  75699. addMatrix2x2(name: string): void;
  75700. /**
  75701. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  75702. */
  75703. create(): void;
  75704. /** @hidden */
  75705. _rebuild(): void;
  75706. /**
  75707. * Updates the WebGL Uniform Buffer on the GPU.
  75708. * If the `dynamic` flag is set to true, no cache comparison is done.
  75709. * Otherwise, the buffer will be updated only if the cache differs.
  75710. */
  75711. update(): void;
  75712. /**
  75713. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  75714. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75715. * @param data Define the flattened data
  75716. * @param size Define the size of the data.
  75717. */
  75718. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  75719. private _valueCache;
  75720. private _cacheMatrix;
  75721. private _updateMatrix3x3ForUniform;
  75722. private _updateMatrix3x3ForEffect;
  75723. private _updateMatrix2x2ForEffect;
  75724. private _updateMatrix2x2ForUniform;
  75725. private _updateFloatForEffect;
  75726. private _updateFloatForUniform;
  75727. private _updateFloat2ForEffect;
  75728. private _updateFloat2ForUniform;
  75729. private _updateFloat3ForEffect;
  75730. private _updateFloat3ForUniform;
  75731. private _updateFloat4ForEffect;
  75732. private _updateFloat4ForUniform;
  75733. private _updateMatrixForEffect;
  75734. private _updateMatrixForUniform;
  75735. private _updateVector3ForEffect;
  75736. private _updateVector3ForUniform;
  75737. private _updateVector4ForEffect;
  75738. private _updateVector4ForUniform;
  75739. private _updateColor3ForEffect;
  75740. private _updateColor3ForUniform;
  75741. private _updateColor4ForEffect;
  75742. private _updateColor4ForUniform;
  75743. /**
  75744. * Sets a sampler uniform on the effect.
  75745. * @param name Define the name of the sampler.
  75746. * @param texture Define the texture to set in the sampler
  75747. */
  75748. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  75749. /**
  75750. * Directly updates the value of the uniform in the cache AND on the GPU.
  75751. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75752. * @param data Define the flattened data
  75753. */
  75754. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  75755. /**
  75756. * Binds this uniform buffer to an effect.
  75757. * @param effect Define the effect to bind the buffer to
  75758. * @param name Name of the uniform block in the shader.
  75759. */
  75760. bindToEffect(effect: Effect, name: string): void;
  75761. /**
  75762. * Disposes the uniform buffer.
  75763. */
  75764. dispose(): void;
  75765. }
  75766. }
  75767. declare module BABYLON {
  75768. /**
  75769. * Enum that determines the text-wrapping mode to use.
  75770. */
  75771. export enum InspectableType {
  75772. /**
  75773. * Checkbox for booleans
  75774. */
  75775. Checkbox = 0,
  75776. /**
  75777. * Sliders for numbers
  75778. */
  75779. Slider = 1,
  75780. /**
  75781. * Vector3
  75782. */
  75783. Vector3 = 2,
  75784. /**
  75785. * Quaternions
  75786. */
  75787. Quaternion = 3,
  75788. /**
  75789. * Color3
  75790. */
  75791. Color3 = 4,
  75792. /**
  75793. * String
  75794. */
  75795. String = 5
  75796. }
  75797. /**
  75798. * Interface used to define custom inspectable properties.
  75799. * This interface is used by the inspector to display custom property grids
  75800. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  75801. */
  75802. export interface IInspectable {
  75803. /**
  75804. * Gets the label to display
  75805. */
  75806. label: string;
  75807. /**
  75808. * Gets the name of the property to edit
  75809. */
  75810. propertyName: string;
  75811. /**
  75812. * Gets the type of the editor to use
  75813. */
  75814. type: InspectableType;
  75815. /**
  75816. * Gets the minimum value of the property when using in "slider" mode
  75817. */
  75818. min?: number;
  75819. /**
  75820. * Gets the maximum value of the property when using in "slider" mode
  75821. */
  75822. max?: number;
  75823. /**
  75824. * Gets the setp to use when using in "slider" mode
  75825. */
  75826. step?: number;
  75827. }
  75828. }
  75829. declare module BABYLON {
  75830. /**
  75831. * Class used to provide helper for timing
  75832. */
  75833. export class TimingTools {
  75834. /**
  75835. * Polyfill for setImmediate
  75836. * @param action defines the action to execute after the current execution block
  75837. */
  75838. static SetImmediate(action: () => void): void;
  75839. }
  75840. }
  75841. declare module BABYLON {
  75842. /**
  75843. * Class used to enable instatition of objects by class name
  75844. */
  75845. export class InstantiationTools {
  75846. /**
  75847. * Use this object to register external classes like custom textures or material
  75848. * to allow the laoders to instantiate them
  75849. */
  75850. static RegisteredExternalClasses: {
  75851. [key: string]: Object;
  75852. };
  75853. /**
  75854. * Tries to instantiate a new object from a given class name
  75855. * @param className defines the class name to instantiate
  75856. * @returns the new object or null if the system was not able to do the instantiation
  75857. */
  75858. static Instantiate(className: string): any;
  75859. }
  75860. }
  75861. declare module BABYLON {
  75862. /**
  75863. * Define options used to create a depth texture
  75864. */
  75865. export class DepthTextureCreationOptions {
  75866. /** Specifies whether or not a stencil should be allocated in the texture */
  75867. generateStencil?: boolean;
  75868. /** Specifies whether or not bilinear filtering is enable on the texture */
  75869. bilinearFiltering?: boolean;
  75870. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  75871. comparisonFunction?: number;
  75872. /** Specifies if the created texture is a cube texture */
  75873. isCube?: boolean;
  75874. }
  75875. }
  75876. declare module BABYLON {
  75877. interface ThinEngine {
  75878. /**
  75879. * Creates a depth stencil cube texture.
  75880. * This is only available in WebGL 2.
  75881. * @param size The size of face edge in the cube texture.
  75882. * @param options The options defining the cube texture.
  75883. * @returns The cube texture
  75884. */
  75885. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  75886. /**
  75887. * Creates a cube texture
  75888. * @param rootUrl defines the url where the files to load is located
  75889. * @param scene defines the current scene
  75890. * @param files defines the list of files to load (1 per face)
  75891. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75892. * @param onLoad defines an optional callback raised when the texture is loaded
  75893. * @param onError defines an optional callback raised if there is an issue to load the texture
  75894. * @param format defines the format of the data
  75895. * @param forcedExtension defines the extension to use to pick the right loader
  75896. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75897. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75898. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75899. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  75900. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  75901. * @returns the cube texture as an InternalTexture
  75902. */
  75903. 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;
  75904. /**
  75905. * Creates a cube texture
  75906. * @param rootUrl defines the url where the files to load is located
  75907. * @param scene defines the current scene
  75908. * @param files defines the list of files to load (1 per face)
  75909. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75910. * @param onLoad defines an optional callback raised when the texture is loaded
  75911. * @param onError defines an optional callback raised if there is an issue to load the texture
  75912. * @param format defines the format of the data
  75913. * @param forcedExtension defines the extension to use to pick the right loader
  75914. * @returns the cube texture as an InternalTexture
  75915. */
  75916. 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;
  75917. /**
  75918. * Creates a cube texture
  75919. * @param rootUrl defines the url where the files to load is located
  75920. * @param scene defines the current scene
  75921. * @param files defines the list of files to load (1 per face)
  75922. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75923. * @param onLoad defines an optional callback raised when the texture is loaded
  75924. * @param onError defines an optional callback raised if there is an issue to load the texture
  75925. * @param format defines the format of the data
  75926. * @param forcedExtension defines the extension to use to pick the right loader
  75927. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75928. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75929. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75930. * @returns the cube texture as an InternalTexture
  75931. */
  75932. 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;
  75933. /** @hidden */
  75934. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  75935. /** @hidden */
  75936. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  75937. /** @hidden */
  75938. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75939. /** @hidden */
  75940. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75941. /**
  75942. * @hidden
  75943. */
  75944. _setCubeMapTextureParams(loadMipmap: boolean): void;
  75945. }
  75946. }
  75947. declare module BABYLON {
  75948. /**
  75949. * Class for creating a cube texture
  75950. */
  75951. export class CubeTexture extends BaseTexture {
  75952. private _delayedOnLoad;
  75953. /**
  75954. * The url of the texture
  75955. */
  75956. url: string;
  75957. /**
  75958. * Gets or sets the center of the bounding box associated with the cube texture.
  75959. * It must define where the camera used to render the texture was set
  75960. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75961. */
  75962. boundingBoxPosition: Vector3;
  75963. private _boundingBoxSize;
  75964. /**
  75965. * Gets or sets the size of the bounding box associated with the cube texture
  75966. * When defined, the cubemap will switch to local mode
  75967. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  75968. * @example https://www.babylonjs-playground.com/#RNASML
  75969. */
  75970. /**
  75971. * Returns the bounding box size
  75972. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75973. */
  75974. boundingBoxSize: Vector3;
  75975. protected _rotationY: number;
  75976. /**
  75977. * Sets texture matrix rotation angle around Y axis in radians.
  75978. */
  75979. /**
  75980. * Gets texture matrix rotation angle around Y axis radians.
  75981. */
  75982. rotationY: number;
  75983. /**
  75984. * Are mip maps generated for this texture or not.
  75985. */
  75986. readonly noMipmap: boolean;
  75987. private _noMipmap;
  75988. private _files;
  75989. protected _forcedExtension: Nullable<string>;
  75990. private _extensions;
  75991. private _textureMatrix;
  75992. private _format;
  75993. private _createPolynomials;
  75994. /** @hidden */
  75995. _prefiltered: boolean;
  75996. /**
  75997. * Creates a cube texture from an array of image urls
  75998. * @param files defines an array of image urls
  75999. * @param scene defines the hosting scene
  76000. * @param noMipmap specifies if mip maps are not used
  76001. * @returns a cube texture
  76002. */
  76003. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  76004. /**
  76005. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  76006. * @param url defines the url of the prefiltered texture
  76007. * @param scene defines the scene the texture is attached to
  76008. * @param forcedExtension defines the extension of the file if different from the url
  76009. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  76010. * @return the prefiltered texture
  76011. */
  76012. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  76013. /**
  76014. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  76015. * as prefiltered data.
  76016. * @param rootUrl defines the url of the texture or the root name of the six images
  76017. * @param scene defines the scene the texture is attached to
  76018. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  76019. * @param noMipmap defines if mipmaps should be created or not
  76020. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  76021. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  76022. * @param onError defines a callback triggered in case of error during load
  76023. * @param format defines the internal format to use for the texture once loaded
  76024. * @param prefiltered defines whether or not the texture is created from prefiltered data
  76025. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  76026. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  76027. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  76028. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  76029. * @return the cube texture
  76030. */
  76031. 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);
  76032. /**
  76033. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  76034. */
  76035. readonly isPrefiltered: boolean;
  76036. /**
  76037. * Get the current class name of the texture useful for serialization or dynamic coding.
  76038. * @returns "CubeTexture"
  76039. */
  76040. getClassName(): string;
  76041. /**
  76042. * Update the url (and optional buffer) of this texture if url was null during construction.
  76043. * @param url the url of the texture
  76044. * @param forcedExtension defines the extension to use
  76045. * @param onLoad callback called when the texture is loaded (defaults to null)
  76046. */
  76047. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  76048. /**
  76049. * Delays loading of the cube texture
  76050. * @param forcedExtension defines the extension to use
  76051. */
  76052. delayLoad(forcedExtension?: string): void;
  76053. /**
  76054. * Returns the reflection texture matrix
  76055. * @returns the reflection texture matrix
  76056. */
  76057. getReflectionTextureMatrix(): Matrix;
  76058. /**
  76059. * Sets the reflection texture matrix
  76060. * @param value Reflection texture matrix
  76061. */
  76062. setReflectionTextureMatrix(value: Matrix): void;
  76063. /**
  76064. * Parses text to create a cube texture
  76065. * @param parsedTexture define the serialized text to read from
  76066. * @param scene defines the hosting scene
  76067. * @param rootUrl defines the root url of the cube texture
  76068. * @returns a cube texture
  76069. */
  76070. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  76071. /**
  76072. * Makes a clone, or deep copy, of the cube texture
  76073. * @returns a new cube texture
  76074. */
  76075. clone(): CubeTexture;
  76076. }
  76077. }
  76078. declare module BABYLON {
  76079. /**
  76080. * Manages the defines for the Material
  76081. */
  76082. export class MaterialDefines {
  76083. /** @hidden */
  76084. protected _keys: string[];
  76085. private _isDirty;
  76086. /** @hidden */
  76087. _renderId: number;
  76088. /** @hidden */
  76089. _areLightsDirty: boolean;
  76090. /** @hidden */
  76091. _areLightsDisposed: boolean;
  76092. /** @hidden */
  76093. _areAttributesDirty: boolean;
  76094. /** @hidden */
  76095. _areTexturesDirty: boolean;
  76096. /** @hidden */
  76097. _areFresnelDirty: boolean;
  76098. /** @hidden */
  76099. _areMiscDirty: boolean;
  76100. /** @hidden */
  76101. _areImageProcessingDirty: boolean;
  76102. /** @hidden */
  76103. _normals: boolean;
  76104. /** @hidden */
  76105. _uvs: boolean;
  76106. /** @hidden */
  76107. _needNormals: boolean;
  76108. /** @hidden */
  76109. _needUVs: boolean;
  76110. [id: string]: any;
  76111. /**
  76112. * Specifies if the material needs to be re-calculated
  76113. */
  76114. readonly isDirty: boolean;
  76115. /**
  76116. * Marks the material to indicate that it has been re-calculated
  76117. */
  76118. markAsProcessed(): void;
  76119. /**
  76120. * Marks the material to indicate that it needs to be re-calculated
  76121. */
  76122. markAsUnprocessed(): void;
  76123. /**
  76124. * Marks the material to indicate all of its defines need to be re-calculated
  76125. */
  76126. markAllAsDirty(): void;
  76127. /**
  76128. * Marks the material to indicate that image processing needs to be re-calculated
  76129. */
  76130. markAsImageProcessingDirty(): void;
  76131. /**
  76132. * Marks the material to indicate the lights need to be re-calculated
  76133. * @param disposed Defines whether the light is dirty due to dispose or not
  76134. */
  76135. markAsLightDirty(disposed?: boolean): void;
  76136. /**
  76137. * Marks the attribute state as changed
  76138. */
  76139. markAsAttributesDirty(): void;
  76140. /**
  76141. * Marks the texture state as changed
  76142. */
  76143. markAsTexturesDirty(): void;
  76144. /**
  76145. * Marks the fresnel state as changed
  76146. */
  76147. markAsFresnelDirty(): void;
  76148. /**
  76149. * Marks the misc state as changed
  76150. */
  76151. markAsMiscDirty(): void;
  76152. /**
  76153. * Rebuilds the material defines
  76154. */
  76155. rebuild(): void;
  76156. /**
  76157. * Specifies if two material defines are equal
  76158. * @param other - A material define instance to compare to
  76159. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  76160. */
  76161. isEqual(other: MaterialDefines): boolean;
  76162. /**
  76163. * Clones this instance's defines to another instance
  76164. * @param other - material defines to clone values to
  76165. */
  76166. cloneTo(other: MaterialDefines): void;
  76167. /**
  76168. * Resets the material define values
  76169. */
  76170. reset(): void;
  76171. /**
  76172. * Converts the material define values to a string
  76173. * @returns - String of material define information
  76174. */
  76175. toString(): string;
  76176. }
  76177. }
  76178. declare module BABYLON {
  76179. /**
  76180. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  76181. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  76182. * 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;
  76183. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  76184. */
  76185. export class ColorCurves {
  76186. private _dirty;
  76187. private _tempColor;
  76188. private _globalCurve;
  76189. private _highlightsCurve;
  76190. private _midtonesCurve;
  76191. private _shadowsCurve;
  76192. private _positiveCurve;
  76193. private _negativeCurve;
  76194. private _globalHue;
  76195. private _globalDensity;
  76196. private _globalSaturation;
  76197. private _globalExposure;
  76198. /**
  76199. * Gets the global Hue value.
  76200. * 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).
  76201. */
  76202. /**
  76203. * Sets the global Hue value.
  76204. * 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).
  76205. */
  76206. globalHue: number;
  76207. /**
  76208. * Gets the global Density value.
  76209. * 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.
  76210. * Values less than zero provide a filter of opposite hue.
  76211. */
  76212. /**
  76213. * Sets the global Density value.
  76214. * 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.
  76215. * Values less than zero provide a filter of opposite hue.
  76216. */
  76217. globalDensity: number;
  76218. /**
  76219. * Gets the global Saturation value.
  76220. * 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.
  76221. */
  76222. /**
  76223. * Sets the global Saturation value.
  76224. * 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.
  76225. */
  76226. globalSaturation: number;
  76227. /**
  76228. * Gets the global Exposure value.
  76229. * 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.
  76230. */
  76231. /**
  76232. * Sets the global Exposure value.
  76233. * 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.
  76234. */
  76235. globalExposure: number;
  76236. private _highlightsHue;
  76237. private _highlightsDensity;
  76238. private _highlightsSaturation;
  76239. private _highlightsExposure;
  76240. /**
  76241. * Gets the highlights Hue value.
  76242. * 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).
  76243. */
  76244. /**
  76245. * Sets the highlights Hue value.
  76246. * 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).
  76247. */
  76248. highlightsHue: number;
  76249. /**
  76250. * Gets the highlights Density value.
  76251. * 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.
  76252. * Values less than zero provide a filter of opposite hue.
  76253. */
  76254. /**
  76255. * Sets the highlights Density value.
  76256. * 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.
  76257. * Values less than zero provide a filter of opposite hue.
  76258. */
  76259. highlightsDensity: number;
  76260. /**
  76261. * Gets the highlights Saturation value.
  76262. * 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.
  76263. */
  76264. /**
  76265. * Sets the highlights Saturation value.
  76266. * 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.
  76267. */
  76268. highlightsSaturation: number;
  76269. /**
  76270. * Gets the highlights Exposure value.
  76271. * 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.
  76272. */
  76273. /**
  76274. * Sets the highlights Exposure value.
  76275. * 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.
  76276. */
  76277. highlightsExposure: number;
  76278. private _midtonesHue;
  76279. private _midtonesDensity;
  76280. private _midtonesSaturation;
  76281. private _midtonesExposure;
  76282. /**
  76283. * Gets the midtones Hue value.
  76284. * 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).
  76285. */
  76286. /**
  76287. * Sets the midtones Hue value.
  76288. * 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).
  76289. */
  76290. midtonesHue: number;
  76291. /**
  76292. * Gets the midtones Density value.
  76293. * 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.
  76294. * Values less than zero provide a filter of opposite hue.
  76295. */
  76296. /**
  76297. * Sets the midtones Density value.
  76298. * 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.
  76299. * Values less than zero provide a filter of opposite hue.
  76300. */
  76301. midtonesDensity: number;
  76302. /**
  76303. * Gets the midtones Saturation value.
  76304. * 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.
  76305. */
  76306. /**
  76307. * Sets the midtones Saturation value.
  76308. * 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.
  76309. */
  76310. midtonesSaturation: number;
  76311. /**
  76312. * Gets the midtones Exposure value.
  76313. * 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.
  76314. */
  76315. /**
  76316. * Sets the midtones Exposure value.
  76317. * 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.
  76318. */
  76319. midtonesExposure: number;
  76320. private _shadowsHue;
  76321. private _shadowsDensity;
  76322. private _shadowsSaturation;
  76323. private _shadowsExposure;
  76324. /**
  76325. * Gets the shadows Hue value.
  76326. * 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).
  76327. */
  76328. /**
  76329. * Sets the shadows Hue value.
  76330. * 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).
  76331. */
  76332. shadowsHue: number;
  76333. /**
  76334. * Gets the shadows Density value.
  76335. * 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.
  76336. * Values less than zero provide a filter of opposite hue.
  76337. */
  76338. /**
  76339. * Sets the shadows Density value.
  76340. * 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.
  76341. * Values less than zero provide a filter of opposite hue.
  76342. */
  76343. shadowsDensity: number;
  76344. /**
  76345. * Gets the shadows Saturation value.
  76346. * 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.
  76347. */
  76348. /**
  76349. * Sets the shadows Saturation value.
  76350. * 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.
  76351. */
  76352. shadowsSaturation: number;
  76353. /**
  76354. * Gets the shadows Exposure value.
  76355. * 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.
  76356. */
  76357. /**
  76358. * Sets the shadows Exposure value.
  76359. * 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.
  76360. */
  76361. shadowsExposure: number;
  76362. /**
  76363. * Returns the class name
  76364. * @returns The class name
  76365. */
  76366. getClassName(): string;
  76367. /**
  76368. * Binds the color curves to the shader.
  76369. * @param colorCurves The color curve to bind
  76370. * @param effect The effect to bind to
  76371. * @param positiveUniform The positive uniform shader parameter
  76372. * @param neutralUniform The neutral uniform shader parameter
  76373. * @param negativeUniform The negative uniform shader parameter
  76374. */
  76375. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  76376. /**
  76377. * Prepare the list of uniforms associated with the ColorCurves effects.
  76378. * @param uniformsList The list of uniforms used in the effect
  76379. */
  76380. static PrepareUniforms(uniformsList: string[]): void;
  76381. /**
  76382. * Returns color grading data based on a hue, density, saturation and exposure value.
  76383. * @param filterHue The hue of the color filter.
  76384. * @param filterDensity The density of the color filter.
  76385. * @param saturation The saturation.
  76386. * @param exposure The exposure.
  76387. * @param result The result data container.
  76388. */
  76389. private getColorGradingDataToRef;
  76390. /**
  76391. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  76392. * @param value The input slider value in range [-100,100].
  76393. * @returns Adjusted value.
  76394. */
  76395. private static applyColorGradingSliderNonlinear;
  76396. /**
  76397. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  76398. * @param hue The hue (H) input.
  76399. * @param saturation The saturation (S) input.
  76400. * @param brightness The brightness (B) input.
  76401. * @result An RGBA color represented as Vector4.
  76402. */
  76403. private static fromHSBToRef;
  76404. /**
  76405. * Returns a value clamped between min and max
  76406. * @param value The value to clamp
  76407. * @param min The minimum of value
  76408. * @param max The maximum of value
  76409. * @returns The clamped value.
  76410. */
  76411. private static clamp;
  76412. /**
  76413. * Clones the current color curve instance.
  76414. * @return The cloned curves
  76415. */
  76416. clone(): ColorCurves;
  76417. /**
  76418. * Serializes the current color curve instance to a json representation.
  76419. * @return a JSON representation
  76420. */
  76421. serialize(): any;
  76422. /**
  76423. * Parses the color curve from a json representation.
  76424. * @param source the JSON source to parse
  76425. * @return The parsed curves
  76426. */
  76427. static Parse(source: any): ColorCurves;
  76428. }
  76429. }
  76430. declare module BABYLON {
  76431. /**
  76432. * Interface to follow in your material defines to integrate easily the
  76433. * Image proccessing functions.
  76434. * @hidden
  76435. */
  76436. export interface IImageProcessingConfigurationDefines {
  76437. IMAGEPROCESSING: boolean;
  76438. VIGNETTE: boolean;
  76439. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76440. VIGNETTEBLENDMODEOPAQUE: boolean;
  76441. TONEMAPPING: boolean;
  76442. TONEMAPPING_ACES: boolean;
  76443. CONTRAST: boolean;
  76444. EXPOSURE: boolean;
  76445. COLORCURVES: boolean;
  76446. COLORGRADING: boolean;
  76447. COLORGRADING3D: boolean;
  76448. SAMPLER3DGREENDEPTH: boolean;
  76449. SAMPLER3DBGRMAP: boolean;
  76450. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76451. }
  76452. /**
  76453. * @hidden
  76454. */
  76455. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  76456. IMAGEPROCESSING: boolean;
  76457. VIGNETTE: boolean;
  76458. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76459. VIGNETTEBLENDMODEOPAQUE: boolean;
  76460. TONEMAPPING: boolean;
  76461. TONEMAPPING_ACES: boolean;
  76462. CONTRAST: boolean;
  76463. COLORCURVES: boolean;
  76464. COLORGRADING: boolean;
  76465. COLORGRADING3D: boolean;
  76466. SAMPLER3DGREENDEPTH: boolean;
  76467. SAMPLER3DBGRMAP: boolean;
  76468. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76469. EXPOSURE: boolean;
  76470. constructor();
  76471. }
  76472. /**
  76473. * This groups together the common properties used for image processing either in direct forward pass
  76474. * or through post processing effect depending on the use of the image processing pipeline in your scene
  76475. * or not.
  76476. */
  76477. export class ImageProcessingConfiguration {
  76478. /**
  76479. * Default tone mapping applied in BabylonJS.
  76480. */
  76481. static readonly TONEMAPPING_STANDARD: number;
  76482. /**
  76483. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  76484. * to other engines rendering to increase portability.
  76485. */
  76486. static readonly TONEMAPPING_ACES: number;
  76487. /**
  76488. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  76489. */
  76490. colorCurves: Nullable<ColorCurves>;
  76491. private _colorCurvesEnabled;
  76492. /**
  76493. * Gets wether the color curves effect is enabled.
  76494. */
  76495. /**
  76496. * Sets wether the color curves effect is enabled.
  76497. */
  76498. colorCurvesEnabled: boolean;
  76499. private _colorGradingTexture;
  76500. /**
  76501. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76502. */
  76503. /**
  76504. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76505. */
  76506. colorGradingTexture: Nullable<BaseTexture>;
  76507. private _colorGradingEnabled;
  76508. /**
  76509. * Gets wether the color grading effect is enabled.
  76510. */
  76511. /**
  76512. * Sets wether the color grading effect is enabled.
  76513. */
  76514. colorGradingEnabled: boolean;
  76515. private _colorGradingWithGreenDepth;
  76516. /**
  76517. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  76518. */
  76519. /**
  76520. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  76521. */
  76522. colorGradingWithGreenDepth: boolean;
  76523. private _colorGradingBGR;
  76524. /**
  76525. * Gets wether the color grading texture contains BGR values.
  76526. */
  76527. /**
  76528. * Sets wether the color grading texture contains BGR values.
  76529. */
  76530. colorGradingBGR: boolean;
  76531. /** @hidden */
  76532. _exposure: number;
  76533. /**
  76534. * Gets the Exposure used in the effect.
  76535. */
  76536. /**
  76537. * Sets the Exposure used in the effect.
  76538. */
  76539. exposure: number;
  76540. private _toneMappingEnabled;
  76541. /**
  76542. * Gets wether the tone mapping effect is enabled.
  76543. */
  76544. /**
  76545. * Sets wether the tone mapping effect is enabled.
  76546. */
  76547. toneMappingEnabled: boolean;
  76548. private _toneMappingType;
  76549. /**
  76550. * Gets the type of tone mapping effect.
  76551. */
  76552. /**
  76553. * Sets the type of tone mapping effect used in BabylonJS.
  76554. */
  76555. toneMappingType: number;
  76556. protected _contrast: number;
  76557. /**
  76558. * Gets the contrast used in the effect.
  76559. */
  76560. /**
  76561. * Sets the contrast used in the effect.
  76562. */
  76563. contrast: number;
  76564. /**
  76565. * Vignette stretch size.
  76566. */
  76567. vignetteStretch: number;
  76568. /**
  76569. * Vignette centre X Offset.
  76570. */
  76571. vignetteCentreX: number;
  76572. /**
  76573. * Vignette centre Y Offset.
  76574. */
  76575. vignetteCentreY: number;
  76576. /**
  76577. * Vignette weight or intensity of the vignette effect.
  76578. */
  76579. vignetteWeight: number;
  76580. /**
  76581. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  76582. * if vignetteEnabled is set to true.
  76583. */
  76584. vignetteColor: Color4;
  76585. /**
  76586. * Camera field of view used by the Vignette effect.
  76587. */
  76588. vignetteCameraFov: number;
  76589. private _vignetteBlendMode;
  76590. /**
  76591. * Gets the vignette blend mode allowing different kind of effect.
  76592. */
  76593. /**
  76594. * Sets the vignette blend mode allowing different kind of effect.
  76595. */
  76596. vignetteBlendMode: number;
  76597. private _vignetteEnabled;
  76598. /**
  76599. * Gets wether the vignette effect is enabled.
  76600. */
  76601. /**
  76602. * Sets wether the vignette effect is enabled.
  76603. */
  76604. vignetteEnabled: boolean;
  76605. private _applyByPostProcess;
  76606. /**
  76607. * Gets wether the image processing is applied through a post process or not.
  76608. */
  76609. /**
  76610. * Sets wether the image processing is applied through a post process or not.
  76611. */
  76612. applyByPostProcess: boolean;
  76613. private _isEnabled;
  76614. /**
  76615. * Gets wether the image processing is enabled or not.
  76616. */
  76617. /**
  76618. * Sets wether the image processing is enabled or not.
  76619. */
  76620. isEnabled: boolean;
  76621. /**
  76622. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  76623. */
  76624. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  76625. /**
  76626. * Method called each time the image processing information changes requires to recompile the effect.
  76627. */
  76628. protected _updateParameters(): void;
  76629. /**
  76630. * Gets the current class name.
  76631. * @return "ImageProcessingConfiguration"
  76632. */
  76633. getClassName(): string;
  76634. /**
  76635. * Prepare the list of uniforms associated with the Image Processing effects.
  76636. * @param uniforms The list of uniforms used in the effect
  76637. * @param defines the list of defines currently in use
  76638. */
  76639. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  76640. /**
  76641. * Prepare the list of samplers associated with the Image Processing effects.
  76642. * @param samplersList The list of uniforms used in the effect
  76643. * @param defines the list of defines currently in use
  76644. */
  76645. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  76646. /**
  76647. * Prepare the list of defines associated to the shader.
  76648. * @param defines the list of defines to complete
  76649. * @param forPostProcess Define if we are currently in post process mode or not
  76650. */
  76651. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  76652. /**
  76653. * Returns true if all the image processing information are ready.
  76654. * @returns True if ready, otherwise, false
  76655. */
  76656. isReady(): boolean;
  76657. /**
  76658. * Binds the image processing to the shader.
  76659. * @param effect The effect to bind to
  76660. * @param overrideAspectRatio Override the aspect ratio of the effect
  76661. */
  76662. bind(effect: Effect, overrideAspectRatio?: number): void;
  76663. /**
  76664. * Clones the current image processing instance.
  76665. * @return The cloned image processing
  76666. */
  76667. clone(): ImageProcessingConfiguration;
  76668. /**
  76669. * Serializes the current image processing instance to a json representation.
  76670. * @return a JSON representation
  76671. */
  76672. serialize(): any;
  76673. /**
  76674. * Parses the image processing from a json representation.
  76675. * @param source the JSON source to parse
  76676. * @return The parsed image processing
  76677. */
  76678. static Parse(source: any): ImageProcessingConfiguration;
  76679. private static _VIGNETTEMODE_MULTIPLY;
  76680. private static _VIGNETTEMODE_OPAQUE;
  76681. /**
  76682. * Used to apply the vignette as a mix with the pixel color.
  76683. */
  76684. static readonly VIGNETTEMODE_MULTIPLY: number;
  76685. /**
  76686. * Used to apply the vignette as a replacement of the pixel color.
  76687. */
  76688. static readonly VIGNETTEMODE_OPAQUE: number;
  76689. }
  76690. }
  76691. declare module BABYLON {
  76692. /** @hidden */
  76693. export var postprocessVertexShader: {
  76694. name: string;
  76695. shader: string;
  76696. };
  76697. }
  76698. declare module BABYLON {
  76699. interface ThinEngine {
  76700. /**
  76701. * Creates a new render target texture
  76702. * @param size defines the size of the texture
  76703. * @param options defines the options used to create the texture
  76704. * @returns a new render target texture stored in an InternalTexture
  76705. */
  76706. createRenderTargetTexture(size: number | {
  76707. width: number;
  76708. height: number;
  76709. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  76710. /**
  76711. * Creates a depth stencil texture.
  76712. * This is only available in WebGL 2 or with the depth texture extension available.
  76713. * @param size The size of face edge in the texture.
  76714. * @param options The options defining the texture.
  76715. * @returns The texture
  76716. */
  76717. createDepthStencilTexture(size: number | {
  76718. width: number;
  76719. height: number;
  76720. }, options: DepthTextureCreationOptions): InternalTexture;
  76721. /** @hidden */
  76722. _createDepthStencilTexture(size: number | {
  76723. width: number;
  76724. height: number;
  76725. }, options: DepthTextureCreationOptions): InternalTexture;
  76726. }
  76727. }
  76728. declare module BABYLON {
  76729. /** Defines supported spaces */
  76730. export enum Space {
  76731. /** Local (object) space */
  76732. LOCAL = 0,
  76733. /** World space */
  76734. WORLD = 1,
  76735. /** Bone space */
  76736. BONE = 2
  76737. }
  76738. /** Defines the 3 main axes */
  76739. export class Axis {
  76740. /** X axis */
  76741. static X: Vector3;
  76742. /** Y axis */
  76743. static Y: Vector3;
  76744. /** Z axis */
  76745. static Z: Vector3;
  76746. }
  76747. }
  76748. declare module BABYLON {
  76749. /**
  76750. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  76751. * This is the base of the follow, arc rotate cameras and Free camera
  76752. * @see http://doc.babylonjs.com/features/cameras
  76753. */
  76754. export class TargetCamera extends Camera {
  76755. private static _RigCamTransformMatrix;
  76756. private static _TargetTransformMatrix;
  76757. private static _TargetFocalPoint;
  76758. /**
  76759. * Define the current direction the camera is moving to
  76760. */
  76761. cameraDirection: Vector3;
  76762. /**
  76763. * Define the current rotation the camera is rotating to
  76764. */
  76765. cameraRotation: Vector2;
  76766. /**
  76767. * When set, the up vector of the camera will be updated by the rotation of the camera
  76768. */
  76769. updateUpVectorFromRotation: boolean;
  76770. private _tmpQuaternion;
  76771. /**
  76772. * Define the current rotation of the camera
  76773. */
  76774. rotation: Vector3;
  76775. /**
  76776. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  76777. */
  76778. rotationQuaternion: Quaternion;
  76779. /**
  76780. * Define the current speed of the camera
  76781. */
  76782. speed: number;
  76783. /**
  76784. * Add constraint to the camera to prevent it to move freely in all directions and
  76785. * around all axis.
  76786. */
  76787. noRotationConstraint: boolean;
  76788. /**
  76789. * Define the current target of the camera as an object or a position.
  76790. */
  76791. lockedTarget: any;
  76792. /** @hidden */
  76793. _currentTarget: Vector3;
  76794. /** @hidden */
  76795. _initialFocalDistance: number;
  76796. /** @hidden */
  76797. _viewMatrix: Matrix;
  76798. /** @hidden */
  76799. _camMatrix: Matrix;
  76800. /** @hidden */
  76801. _cameraTransformMatrix: Matrix;
  76802. /** @hidden */
  76803. _cameraRotationMatrix: Matrix;
  76804. /** @hidden */
  76805. _referencePoint: Vector3;
  76806. /** @hidden */
  76807. _transformedReferencePoint: Vector3;
  76808. protected _globalCurrentTarget: Vector3;
  76809. protected _globalCurrentUpVector: Vector3;
  76810. /** @hidden */
  76811. _reset: () => void;
  76812. private _defaultUp;
  76813. /**
  76814. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  76815. * This is the base of the follow, arc rotate cameras and Free camera
  76816. * @see http://doc.babylonjs.com/features/cameras
  76817. * @param name Defines the name of the camera in the scene
  76818. * @param position Defines the start position of the camera in the scene
  76819. * @param scene Defines the scene the camera belongs to
  76820. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76821. */
  76822. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76823. /**
  76824. * Gets the position in front of the camera at a given distance.
  76825. * @param distance The distance from the camera we want the position to be
  76826. * @returns the position
  76827. */
  76828. getFrontPosition(distance: number): Vector3;
  76829. /** @hidden */
  76830. _getLockedTargetPosition(): Nullable<Vector3>;
  76831. private _storedPosition;
  76832. private _storedRotation;
  76833. private _storedRotationQuaternion;
  76834. /**
  76835. * Store current camera state of the camera (fov, position, rotation, etc..)
  76836. * @returns the camera
  76837. */
  76838. storeState(): Camera;
  76839. /**
  76840. * Restored camera state. You must call storeState() first
  76841. * @returns whether it was successful or not
  76842. * @hidden
  76843. */
  76844. _restoreStateValues(): boolean;
  76845. /** @hidden */
  76846. _initCache(): void;
  76847. /** @hidden */
  76848. _updateCache(ignoreParentClass?: boolean): void;
  76849. /** @hidden */
  76850. _isSynchronizedViewMatrix(): boolean;
  76851. /** @hidden */
  76852. _computeLocalCameraSpeed(): number;
  76853. /**
  76854. * Defines the target the camera should look at.
  76855. * @param target Defines the new target as a Vector or a mesh
  76856. */
  76857. setTarget(target: Vector3): void;
  76858. /**
  76859. * Return the current target position of the camera. This value is expressed in local space.
  76860. * @returns the target position
  76861. */
  76862. getTarget(): Vector3;
  76863. /** @hidden */
  76864. _decideIfNeedsToMove(): boolean;
  76865. /** @hidden */
  76866. _updatePosition(): void;
  76867. /** @hidden */
  76868. _checkInputs(): void;
  76869. protected _updateCameraRotationMatrix(): void;
  76870. /**
  76871. * 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)
  76872. * @returns the current camera
  76873. */
  76874. private _rotateUpVectorWithCameraRotationMatrix;
  76875. private _cachedRotationZ;
  76876. private _cachedQuaternionRotationZ;
  76877. /** @hidden */
  76878. _getViewMatrix(): Matrix;
  76879. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  76880. /**
  76881. * @hidden
  76882. */
  76883. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  76884. /**
  76885. * @hidden
  76886. */
  76887. _updateRigCameras(): void;
  76888. private _getRigCamPositionAndTarget;
  76889. /**
  76890. * Gets the current object class name.
  76891. * @return the class name
  76892. */
  76893. getClassName(): string;
  76894. }
  76895. }
  76896. declare module BABYLON {
  76897. /**
  76898. * Gather the list of keyboard event types as constants.
  76899. */
  76900. export class KeyboardEventTypes {
  76901. /**
  76902. * The keydown event is fired when a key becomes active (pressed).
  76903. */
  76904. static readonly KEYDOWN: number;
  76905. /**
  76906. * The keyup event is fired when a key has been released.
  76907. */
  76908. static readonly KEYUP: number;
  76909. }
  76910. /**
  76911. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76912. */
  76913. export class KeyboardInfo {
  76914. /**
  76915. * Defines the type of event (KeyboardEventTypes)
  76916. */
  76917. type: number;
  76918. /**
  76919. * Defines the related dom event
  76920. */
  76921. event: KeyboardEvent;
  76922. /**
  76923. * Instantiates a new keyboard info.
  76924. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76925. * @param type Defines the type of event (KeyboardEventTypes)
  76926. * @param event Defines the related dom event
  76927. */
  76928. constructor(
  76929. /**
  76930. * Defines the type of event (KeyboardEventTypes)
  76931. */
  76932. type: number,
  76933. /**
  76934. * Defines the related dom event
  76935. */
  76936. event: KeyboardEvent);
  76937. }
  76938. /**
  76939. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76940. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  76941. */
  76942. export class KeyboardInfoPre extends KeyboardInfo {
  76943. /**
  76944. * Defines the type of event (KeyboardEventTypes)
  76945. */
  76946. type: number;
  76947. /**
  76948. * Defines the related dom event
  76949. */
  76950. event: KeyboardEvent;
  76951. /**
  76952. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  76953. */
  76954. skipOnPointerObservable: boolean;
  76955. /**
  76956. * Instantiates a new keyboard pre info.
  76957. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76958. * @param type Defines the type of event (KeyboardEventTypes)
  76959. * @param event Defines the related dom event
  76960. */
  76961. constructor(
  76962. /**
  76963. * Defines the type of event (KeyboardEventTypes)
  76964. */
  76965. type: number,
  76966. /**
  76967. * Defines the related dom event
  76968. */
  76969. event: KeyboardEvent);
  76970. }
  76971. }
  76972. declare module BABYLON {
  76973. /**
  76974. * Manage the keyboard inputs to control the movement of a free camera.
  76975. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76976. */
  76977. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  76978. /**
  76979. * Defines the camera the input is attached to.
  76980. */
  76981. camera: FreeCamera;
  76982. /**
  76983. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76984. */
  76985. keysUp: number[];
  76986. /**
  76987. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76988. */
  76989. keysDown: number[];
  76990. /**
  76991. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76992. */
  76993. keysLeft: number[];
  76994. /**
  76995. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76996. */
  76997. keysRight: number[];
  76998. private _keys;
  76999. private _onCanvasBlurObserver;
  77000. private _onKeyboardObserver;
  77001. private _engine;
  77002. private _scene;
  77003. /**
  77004. * Attach the input controls to a specific dom element to get the input from.
  77005. * @param element Defines the element the controls should be listened from
  77006. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77007. */
  77008. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77009. /**
  77010. * Detach the current controls from the specified dom element.
  77011. * @param element Defines the element to stop listening the inputs from
  77012. */
  77013. detachControl(element: Nullable<HTMLElement>): void;
  77014. /**
  77015. * Update the current camera state depending on the inputs that have been used this frame.
  77016. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  77017. */
  77018. checkInputs(): void;
  77019. /**
  77020. * Gets the class name of the current intput.
  77021. * @returns the class name
  77022. */
  77023. getClassName(): string;
  77024. /** @hidden */
  77025. _onLostFocus(): void;
  77026. /**
  77027. * Get the friendly name associated with the input class.
  77028. * @returns the input friendly name
  77029. */
  77030. getSimpleName(): string;
  77031. }
  77032. }
  77033. declare module BABYLON {
  77034. /**
  77035. * Interface describing all the common properties and methods a shadow light needs to implement.
  77036. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  77037. * as well as binding the different shadow properties to the effects.
  77038. */
  77039. export interface IShadowLight extends Light {
  77040. /**
  77041. * The light id in the scene (used in scene.findLighById for instance)
  77042. */
  77043. id: string;
  77044. /**
  77045. * The position the shdow will be casted from.
  77046. */
  77047. position: Vector3;
  77048. /**
  77049. * In 2d mode (needCube being false), the direction used to cast the shadow.
  77050. */
  77051. direction: Vector3;
  77052. /**
  77053. * The transformed position. Position of the light in world space taking parenting in account.
  77054. */
  77055. transformedPosition: Vector3;
  77056. /**
  77057. * The transformed direction. Direction of the light in world space taking parenting in account.
  77058. */
  77059. transformedDirection: Vector3;
  77060. /**
  77061. * The friendly name of the light in the scene.
  77062. */
  77063. name: string;
  77064. /**
  77065. * Defines the shadow projection clipping minimum z value.
  77066. */
  77067. shadowMinZ: number;
  77068. /**
  77069. * Defines the shadow projection clipping maximum z value.
  77070. */
  77071. shadowMaxZ: number;
  77072. /**
  77073. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  77074. * @returns true if the information has been computed, false if it does not need to (no parenting)
  77075. */
  77076. computeTransformedInformation(): boolean;
  77077. /**
  77078. * Gets the scene the light belongs to.
  77079. * @returns The scene
  77080. */
  77081. getScene(): Scene;
  77082. /**
  77083. * Callback defining a custom Projection Matrix Builder.
  77084. * This can be used to override the default projection matrix computation.
  77085. */
  77086. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  77087. /**
  77088. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  77089. * @param matrix The materix to updated with the projection information
  77090. * @param viewMatrix The transform matrix of the light
  77091. * @param renderList The list of mesh to render in the map
  77092. * @returns The current light
  77093. */
  77094. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  77095. /**
  77096. * Gets the current depth scale used in ESM.
  77097. * @returns The scale
  77098. */
  77099. getDepthScale(): number;
  77100. /**
  77101. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  77102. * @returns true if a cube texture needs to be use
  77103. */
  77104. needCube(): boolean;
  77105. /**
  77106. * Detects if the projection matrix requires to be recomputed this frame.
  77107. * @returns true if it requires to be recomputed otherwise, false.
  77108. */
  77109. needProjectionMatrixCompute(): boolean;
  77110. /**
  77111. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  77112. */
  77113. forceProjectionMatrixCompute(): void;
  77114. /**
  77115. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  77116. * @param faceIndex The index of the face we are computed the direction to generate shadow
  77117. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  77118. */
  77119. getShadowDirection(faceIndex?: number): Vector3;
  77120. /**
  77121. * Gets the minZ used for shadow according to both the scene and the light.
  77122. * @param activeCamera The camera we are returning the min for
  77123. * @returns the depth min z
  77124. */
  77125. getDepthMinZ(activeCamera: Camera): number;
  77126. /**
  77127. * Gets the maxZ used for shadow according to both the scene and the light.
  77128. * @param activeCamera The camera we are returning the max for
  77129. * @returns the depth max z
  77130. */
  77131. getDepthMaxZ(activeCamera: Camera): number;
  77132. }
  77133. /**
  77134. * Base implementation IShadowLight
  77135. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  77136. */
  77137. export abstract class ShadowLight extends Light implements IShadowLight {
  77138. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  77139. protected _position: Vector3;
  77140. protected _setPosition(value: Vector3): void;
  77141. /**
  77142. * Sets the position the shadow will be casted from. Also use as the light position for both
  77143. * point and spot lights.
  77144. */
  77145. /**
  77146. * Sets the position the shadow will be casted from. Also use as the light position for both
  77147. * point and spot lights.
  77148. */
  77149. position: Vector3;
  77150. protected _direction: Vector3;
  77151. protected _setDirection(value: Vector3): void;
  77152. /**
  77153. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  77154. * Also use as the light direction on spot and directional lights.
  77155. */
  77156. /**
  77157. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  77158. * Also use as the light direction on spot and directional lights.
  77159. */
  77160. direction: Vector3;
  77161. private _shadowMinZ;
  77162. /**
  77163. * Gets the shadow projection clipping minimum z value.
  77164. */
  77165. /**
  77166. * Sets the shadow projection clipping minimum z value.
  77167. */
  77168. shadowMinZ: number;
  77169. private _shadowMaxZ;
  77170. /**
  77171. * Sets the shadow projection clipping maximum z value.
  77172. */
  77173. /**
  77174. * Gets the shadow projection clipping maximum z value.
  77175. */
  77176. shadowMaxZ: number;
  77177. /**
  77178. * Callback defining a custom Projection Matrix Builder.
  77179. * This can be used to override the default projection matrix computation.
  77180. */
  77181. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  77182. /**
  77183. * The transformed position. Position of the light in world space taking parenting in account.
  77184. */
  77185. transformedPosition: Vector3;
  77186. /**
  77187. * The transformed direction. Direction of the light in world space taking parenting in account.
  77188. */
  77189. transformedDirection: Vector3;
  77190. private _needProjectionMatrixCompute;
  77191. /**
  77192. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  77193. * @returns true if the information has been computed, false if it does not need to (no parenting)
  77194. */
  77195. computeTransformedInformation(): boolean;
  77196. /**
  77197. * Return the depth scale used for the shadow map.
  77198. * @returns the depth scale.
  77199. */
  77200. getDepthScale(): number;
  77201. /**
  77202. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  77203. * @param faceIndex The index of the face we are computed the direction to generate shadow
  77204. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  77205. */
  77206. getShadowDirection(faceIndex?: number): Vector3;
  77207. /**
  77208. * Returns the ShadowLight absolute position in the World.
  77209. * @returns the position vector in world space
  77210. */
  77211. getAbsolutePosition(): Vector3;
  77212. /**
  77213. * Sets the ShadowLight direction toward the passed target.
  77214. * @param target The point to target in local space
  77215. * @returns the updated ShadowLight direction
  77216. */
  77217. setDirectionToTarget(target: Vector3): Vector3;
  77218. /**
  77219. * Returns the light rotation in euler definition.
  77220. * @returns the x y z rotation in local space.
  77221. */
  77222. getRotation(): Vector3;
  77223. /**
  77224. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  77225. * @returns true if a cube texture needs to be use
  77226. */
  77227. needCube(): boolean;
  77228. /**
  77229. * Detects if the projection matrix requires to be recomputed this frame.
  77230. * @returns true if it requires to be recomputed otherwise, false.
  77231. */
  77232. needProjectionMatrixCompute(): boolean;
  77233. /**
  77234. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  77235. */
  77236. forceProjectionMatrixCompute(): void;
  77237. /** @hidden */
  77238. _initCache(): void;
  77239. /** @hidden */
  77240. _isSynchronized(): boolean;
  77241. /**
  77242. * Computes the world matrix of the node
  77243. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77244. * @returns the world matrix
  77245. */
  77246. computeWorldMatrix(force?: boolean): Matrix;
  77247. /**
  77248. * Gets the minZ used for shadow according to both the scene and the light.
  77249. * @param activeCamera The camera we are returning the min for
  77250. * @returns the depth min z
  77251. */
  77252. getDepthMinZ(activeCamera: Camera): number;
  77253. /**
  77254. * Gets the maxZ used for shadow according to both the scene and the light.
  77255. * @param activeCamera The camera we are returning the max for
  77256. * @returns the depth max z
  77257. */
  77258. getDepthMaxZ(activeCamera: Camera): number;
  77259. /**
  77260. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  77261. * @param matrix The materix to updated with the projection information
  77262. * @param viewMatrix The transform matrix of the light
  77263. * @param renderList The list of mesh to render in the map
  77264. * @returns The current light
  77265. */
  77266. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  77267. }
  77268. }
  77269. declare module BABYLON {
  77270. /**
  77271. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  77272. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  77273. */
  77274. export class EffectFallbacks implements IEffectFallbacks {
  77275. private _defines;
  77276. private _currentRank;
  77277. private _maxRank;
  77278. private _mesh;
  77279. /**
  77280. * Removes the fallback from the bound mesh.
  77281. */
  77282. unBindMesh(): void;
  77283. /**
  77284. * Adds a fallback on the specified property.
  77285. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  77286. * @param define The name of the define in the shader
  77287. */
  77288. addFallback(rank: number, define: string): void;
  77289. /**
  77290. * Sets the mesh to use CPU skinning when needing to fallback.
  77291. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  77292. * @param mesh The mesh to use the fallbacks.
  77293. */
  77294. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  77295. /**
  77296. * Checks to see if more fallbacks are still availible.
  77297. */
  77298. readonly hasMoreFallbacks: boolean;
  77299. /**
  77300. * Removes the defines that should be removed when falling back.
  77301. * @param currentDefines defines the current define statements for the shader.
  77302. * @param effect defines the current effect we try to compile
  77303. * @returns The resulting defines with defines of the current rank removed.
  77304. */
  77305. reduce(currentDefines: string, effect: Effect): string;
  77306. }
  77307. }
  77308. declare module BABYLON {
  77309. /**
  77310. * "Static Class" containing the most commonly used helper while dealing with material for
  77311. * rendering purpose.
  77312. *
  77313. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  77314. *
  77315. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  77316. */
  77317. export class MaterialHelper {
  77318. /**
  77319. * Bind the current view position to an effect.
  77320. * @param effect The effect to be bound
  77321. * @param scene The scene the eyes position is used from
  77322. */
  77323. static BindEyePosition(effect: Effect, scene: Scene): void;
  77324. /**
  77325. * Helps preparing the defines values about the UVs in used in the effect.
  77326. * UVs are shared as much as we can accross channels in the shaders.
  77327. * @param texture The texture we are preparing the UVs for
  77328. * @param defines The defines to update
  77329. * @param key The channel key "diffuse", "specular"... used in the shader
  77330. */
  77331. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  77332. /**
  77333. * Binds a texture matrix value to its corrsponding uniform
  77334. * @param texture The texture to bind the matrix for
  77335. * @param uniformBuffer The uniform buffer receivin the data
  77336. * @param key The channel key "diffuse", "specular"... used in the shader
  77337. */
  77338. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  77339. /**
  77340. * Gets the current status of the fog (should it be enabled?)
  77341. * @param mesh defines the mesh to evaluate for fog support
  77342. * @param scene defines the hosting scene
  77343. * @returns true if fog must be enabled
  77344. */
  77345. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  77346. /**
  77347. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  77348. * @param mesh defines the current mesh
  77349. * @param scene defines the current scene
  77350. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  77351. * @param pointsCloud defines if point cloud rendering has to be turned on
  77352. * @param fogEnabled defines if fog has to be turned on
  77353. * @param alphaTest defines if alpha testing has to be turned on
  77354. * @param defines defines the current list of defines
  77355. */
  77356. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  77357. /**
  77358. * Helper used to prepare the list of defines associated with frame values for shader compilation
  77359. * @param scene defines the current scene
  77360. * @param engine defines the current engine
  77361. * @param defines specifies the list of active defines
  77362. * @param useInstances defines if instances have to be turned on
  77363. * @param useClipPlane defines if clip plane have to be turned on
  77364. */
  77365. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  77366. /**
  77367. * Prepares the defines for bones
  77368. * @param mesh The mesh containing the geometry data we will draw
  77369. * @param defines The defines to update
  77370. */
  77371. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  77372. /**
  77373. * Prepares the defines for morph targets
  77374. * @param mesh The mesh containing the geometry data we will draw
  77375. * @param defines The defines to update
  77376. */
  77377. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  77378. /**
  77379. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  77380. * @param mesh The mesh containing the geometry data we will draw
  77381. * @param defines The defines to update
  77382. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  77383. * @param useBones Precise whether bones should be used or not (override mesh info)
  77384. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  77385. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  77386. * @returns false if defines are considered not dirty and have not been checked
  77387. */
  77388. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  77389. /**
  77390. * Prepares the defines related to multiview
  77391. * @param scene The scene we are intending to draw
  77392. * @param defines The defines to update
  77393. */
  77394. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  77395. /**
  77396. * Prepares the defines related to the light information passed in parameter
  77397. * @param scene The scene we are intending to draw
  77398. * @param mesh The mesh the effect is compiling for
  77399. * @param light The light the effect is compiling for
  77400. * @param lightIndex The index of the light
  77401. * @param defines The defines to update
  77402. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77403. * @param state Defines the current state regarding what is needed (normals, etc...)
  77404. */
  77405. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  77406. needNormals: boolean;
  77407. needRebuild: boolean;
  77408. shadowEnabled: boolean;
  77409. specularEnabled: boolean;
  77410. lightmapMode: boolean;
  77411. }): void;
  77412. /**
  77413. * Prepares the defines related to the light information passed in parameter
  77414. * @param scene The scene we are intending to draw
  77415. * @param mesh The mesh the effect is compiling for
  77416. * @param defines The defines to update
  77417. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77418. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  77419. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  77420. * @returns true if normals will be required for the rest of the effect
  77421. */
  77422. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  77423. /**
  77424. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  77425. * @param lightIndex defines the light index
  77426. * @param uniformsList The uniform list
  77427. * @param samplersList The sampler list
  77428. * @param projectedLightTexture defines if projected texture must be used
  77429. * @param uniformBuffersList defines an optional list of uniform buffers
  77430. */
  77431. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  77432. /**
  77433. * Prepares the uniforms and samplers list to be used in the effect
  77434. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  77435. * @param samplersList The sampler list
  77436. * @param defines The defines helping in the list generation
  77437. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  77438. */
  77439. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  77440. /**
  77441. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  77442. * @param defines The defines to update while falling back
  77443. * @param fallbacks The authorized effect fallbacks
  77444. * @param maxSimultaneousLights The maximum number of lights allowed
  77445. * @param rank the current rank of the Effect
  77446. * @returns The newly affected rank
  77447. */
  77448. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  77449. private static _TmpMorphInfluencers;
  77450. /**
  77451. * Prepares the list of attributes required for morph targets according to the effect defines.
  77452. * @param attribs The current list of supported attribs
  77453. * @param mesh The mesh to prepare the morph targets attributes for
  77454. * @param influencers The number of influencers
  77455. */
  77456. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  77457. /**
  77458. * Prepares the list of attributes required for morph targets according to the effect defines.
  77459. * @param attribs The current list of supported attribs
  77460. * @param mesh The mesh to prepare the morph targets attributes for
  77461. * @param defines The current Defines of the effect
  77462. */
  77463. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  77464. /**
  77465. * Prepares the list of attributes required for bones according to the effect defines.
  77466. * @param attribs The current list of supported attribs
  77467. * @param mesh The mesh to prepare the bones attributes for
  77468. * @param defines The current Defines of the effect
  77469. * @param fallbacks The current efffect fallback strategy
  77470. */
  77471. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  77472. /**
  77473. * Check and prepare the list of attributes required for instances according to the effect defines.
  77474. * @param attribs The current list of supported attribs
  77475. * @param defines The current MaterialDefines of the effect
  77476. */
  77477. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  77478. /**
  77479. * Add the list of attributes required for instances to the attribs array.
  77480. * @param attribs The current list of supported attribs
  77481. */
  77482. static PushAttributesForInstances(attribs: string[]): void;
  77483. /**
  77484. * Binds the light information to the effect.
  77485. * @param light The light containing the generator
  77486. * @param effect The effect we are binding the data to
  77487. * @param lightIndex The light index in the effect used to render
  77488. */
  77489. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  77490. /**
  77491. * Binds the lights information from the scene to the effect for the given mesh.
  77492. * @param light Light to bind
  77493. * @param lightIndex Light index
  77494. * @param scene The scene where the light belongs to
  77495. * @param effect The effect we are binding the data to
  77496. * @param useSpecular Defines if specular is supported
  77497. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77498. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77499. */
  77500. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77501. /**
  77502. * Binds the lights information from the scene to the effect for the given mesh.
  77503. * @param scene The scene the lights belongs to
  77504. * @param mesh The mesh we are binding the information to render
  77505. * @param effect The effect we are binding the data to
  77506. * @param defines The generated defines for the effect
  77507. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  77508. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77509. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77510. */
  77511. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77512. private static _tempFogColor;
  77513. /**
  77514. * Binds the fog information from the scene to the effect for the given mesh.
  77515. * @param scene The scene the lights belongs to
  77516. * @param mesh The mesh we are binding the information to render
  77517. * @param effect The effect we are binding the data to
  77518. * @param linearSpace Defines if the fog effect is applied in linear space
  77519. */
  77520. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  77521. /**
  77522. * Binds the bones information from the mesh to the effect.
  77523. * @param mesh The mesh we are binding the information to render
  77524. * @param effect The effect we are binding the data to
  77525. */
  77526. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  77527. /**
  77528. * Binds the morph targets information from the mesh to the effect.
  77529. * @param abstractMesh The mesh we are binding the information to render
  77530. * @param effect The effect we are binding the data to
  77531. */
  77532. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  77533. /**
  77534. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  77535. * @param defines The generated defines used in the effect
  77536. * @param effect The effect we are binding the data to
  77537. * @param scene The scene we are willing to render with logarithmic scale for
  77538. */
  77539. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  77540. /**
  77541. * Binds the clip plane information from the scene to the effect.
  77542. * @param scene The scene the clip plane information are extracted from
  77543. * @param effect The effect we are binding the data to
  77544. */
  77545. static BindClipPlane(effect: Effect, scene: Scene): void;
  77546. }
  77547. }
  77548. declare module BABYLON {
  77549. /** @hidden */
  77550. export var packingFunctions: {
  77551. name: string;
  77552. shader: string;
  77553. };
  77554. }
  77555. declare module BABYLON {
  77556. /** @hidden */
  77557. export var shadowMapPixelShader: {
  77558. name: string;
  77559. shader: string;
  77560. };
  77561. }
  77562. declare module BABYLON {
  77563. /** @hidden */
  77564. export var bonesDeclaration: {
  77565. name: string;
  77566. shader: string;
  77567. };
  77568. }
  77569. declare module BABYLON {
  77570. /** @hidden */
  77571. export var morphTargetsVertexGlobalDeclaration: {
  77572. name: string;
  77573. shader: string;
  77574. };
  77575. }
  77576. declare module BABYLON {
  77577. /** @hidden */
  77578. export var morphTargetsVertexDeclaration: {
  77579. name: string;
  77580. shader: string;
  77581. };
  77582. }
  77583. declare module BABYLON {
  77584. /** @hidden */
  77585. export var instancesDeclaration: {
  77586. name: string;
  77587. shader: string;
  77588. };
  77589. }
  77590. declare module BABYLON {
  77591. /** @hidden */
  77592. export var helperFunctions: {
  77593. name: string;
  77594. shader: string;
  77595. };
  77596. }
  77597. declare module BABYLON {
  77598. /** @hidden */
  77599. export var morphTargetsVertex: {
  77600. name: string;
  77601. shader: string;
  77602. };
  77603. }
  77604. declare module BABYLON {
  77605. /** @hidden */
  77606. export var instancesVertex: {
  77607. name: string;
  77608. shader: string;
  77609. };
  77610. }
  77611. declare module BABYLON {
  77612. /** @hidden */
  77613. export var bonesVertex: {
  77614. name: string;
  77615. shader: string;
  77616. };
  77617. }
  77618. declare module BABYLON {
  77619. /** @hidden */
  77620. export var shadowMapVertexShader: {
  77621. name: string;
  77622. shader: string;
  77623. };
  77624. }
  77625. declare module BABYLON {
  77626. /** @hidden */
  77627. export var depthBoxBlurPixelShader: {
  77628. name: string;
  77629. shader: string;
  77630. };
  77631. }
  77632. declare module BABYLON {
  77633. /**
  77634. * Defines the options associated with the creation of a custom shader for a shadow generator.
  77635. */
  77636. export interface ICustomShaderOptions {
  77637. /**
  77638. * Gets or sets the custom shader name to use
  77639. */
  77640. shaderName: string;
  77641. /**
  77642. * The list of attribute names used in the shader
  77643. */
  77644. attributes?: string[];
  77645. /**
  77646. * The list of unifrom names used in the shader
  77647. */
  77648. uniforms?: string[];
  77649. /**
  77650. * The list of sampler names used in the shader
  77651. */
  77652. samplers?: string[];
  77653. /**
  77654. * The list of defines used in the shader
  77655. */
  77656. defines?: string[];
  77657. }
  77658. /**
  77659. * Interface to implement to create a shadow generator compatible with BJS.
  77660. */
  77661. export interface IShadowGenerator {
  77662. /**
  77663. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77664. * @returns The render target texture if present otherwise, null
  77665. */
  77666. getShadowMap(): Nullable<RenderTargetTexture>;
  77667. /**
  77668. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77669. * @returns The render target texture if the shadow map is present otherwise, null
  77670. */
  77671. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77672. /**
  77673. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77674. * @param subMesh The submesh we want to render in the shadow map
  77675. * @param useInstances Defines wether will draw in the map using instances
  77676. * @returns true if ready otherwise, false
  77677. */
  77678. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77679. /**
  77680. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77681. * @param defines Defines of the material we want to update
  77682. * @param lightIndex Index of the light in the enabled light list of the material
  77683. */
  77684. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  77685. /**
  77686. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77687. * defined in the generator but impacting the effect).
  77688. * It implies the unifroms available on the materials are the standard BJS ones.
  77689. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77690. * @param effect The effect we are binfing the information for
  77691. */
  77692. bindShadowLight(lightIndex: string, effect: Effect): void;
  77693. /**
  77694. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77695. * (eq to shadow prjection matrix * light transform matrix)
  77696. * @returns The transform matrix used to create the shadow map
  77697. */
  77698. getTransformMatrix(): Matrix;
  77699. /**
  77700. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77701. * Cube and 2D textures for instance.
  77702. */
  77703. recreateShadowMap(): void;
  77704. /**
  77705. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77706. * @param onCompiled Callback triggered at the and of the effects compilation
  77707. * @param options Sets of optional options forcing the compilation with different modes
  77708. */
  77709. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77710. useInstances: boolean;
  77711. }>): void;
  77712. /**
  77713. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77714. * @param options Sets of optional options forcing the compilation with different modes
  77715. * @returns A promise that resolves when the compilation completes
  77716. */
  77717. forceCompilationAsync(options?: Partial<{
  77718. useInstances: boolean;
  77719. }>): Promise<void>;
  77720. /**
  77721. * Serializes the shadow generator setup to a json object.
  77722. * @returns The serialized JSON object
  77723. */
  77724. serialize(): any;
  77725. /**
  77726. * Disposes the Shadow map and related Textures and effects.
  77727. */
  77728. dispose(): void;
  77729. }
  77730. /**
  77731. * Default implementation IShadowGenerator.
  77732. * This is the main object responsible of generating shadows in the framework.
  77733. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  77734. */
  77735. export class ShadowGenerator implements IShadowGenerator {
  77736. /**
  77737. * Shadow generator mode None: no filtering applied.
  77738. */
  77739. static readonly FILTER_NONE: number;
  77740. /**
  77741. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77742. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77743. */
  77744. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  77745. /**
  77746. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77747. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77748. */
  77749. static readonly FILTER_POISSONSAMPLING: number;
  77750. /**
  77751. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77752. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77753. */
  77754. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  77755. /**
  77756. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77757. * edge artifacts on steep falloff.
  77758. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77759. */
  77760. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  77761. /**
  77762. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77763. * edge artifacts on steep falloff.
  77764. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77765. */
  77766. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  77767. /**
  77768. * Shadow generator mode PCF: Percentage Closer Filtering
  77769. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77770. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77771. */
  77772. static readonly FILTER_PCF: number;
  77773. /**
  77774. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77775. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77776. * Contact Hardening
  77777. */
  77778. static readonly FILTER_PCSS: number;
  77779. /**
  77780. * Reserved for PCF and PCSS
  77781. * Highest Quality.
  77782. *
  77783. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77784. *
  77785. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77786. */
  77787. static readonly QUALITY_HIGH: number;
  77788. /**
  77789. * Reserved for PCF and PCSS
  77790. * Good tradeoff for quality/perf cross devices
  77791. *
  77792. * Execute PCF on a 3*3 kernel.
  77793. *
  77794. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77795. */
  77796. static readonly QUALITY_MEDIUM: number;
  77797. /**
  77798. * Reserved for PCF and PCSS
  77799. * The lowest quality but the fastest.
  77800. *
  77801. * Execute PCF on a 1*1 kernel.
  77802. *
  77803. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77804. */
  77805. static readonly QUALITY_LOW: number;
  77806. /** Gets or sets the custom shader name to use */
  77807. customShaderOptions: ICustomShaderOptions;
  77808. /**
  77809. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  77810. */
  77811. onBeforeShadowMapRenderObservable: Observable<Effect>;
  77812. /**
  77813. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  77814. */
  77815. onAfterShadowMapRenderObservable: Observable<Effect>;
  77816. /**
  77817. * Observable triggered before a mesh is rendered in the shadow map.
  77818. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  77819. */
  77820. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  77821. /**
  77822. * Observable triggered after a mesh is rendered in the shadow map.
  77823. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  77824. */
  77825. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  77826. private _bias;
  77827. /**
  77828. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  77829. */
  77830. /**
  77831. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  77832. */
  77833. bias: number;
  77834. private _normalBias;
  77835. /**
  77836. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77837. */
  77838. /**
  77839. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77840. */
  77841. normalBias: number;
  77842. private _blurBoxOffset;
  77843. /**
  77844. * Gets the blur box offset: offset applied during the blur pass.
  77845. * Only useful if useKernelBlur = false
  77846. */
  77847. /**
  77848. * Sets the blur box offset: offset applied during the blur pass.
  77849. * Only useful if useKernelBlur = false
  77850. */
  77851. blurBoxOffset: number;
  77852. private _blurScale;
  77853. /**
  77854. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  77855. * 2 means half of the size.
  77856. */
  77857. /**
  77858. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  77859. * 2 means half of the size.
  77860. */
  77861. blurScale: number;
  77862. private _blurKernel;
  77863. /**
  77864. * Gets the blur kernel: kernel size of the blur pass.
  77865. * Only useful if useKernelBlur = true
  77866. */
  77867. /**
  77868. * Sets the blur kernel: kernel size of the blur pass.
  77869. * Only useful if useKernelBlur = true
  77870. */
  77871. blurKernel: number;
  77872. private _useKernelBlur;
  77873. /**
  77874. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  77875. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77876. */
  77877. /**
  77878. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  77879. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77880. */
  77881. useKernelBlur: boolean;
  77882. private _depthScale;
  77883. /**
  77884. * Gets the depth scale used in ESM mode.
  77885. */
  77886. /**
  77887. * Sets the depth scale used in ESM mode.
  77888. * This can override the scale stored on the light.
  77889. */
  77890. depthScale: number;
  77891. private _filter;
  77892. /**
  77893. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  77894. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77895. */
  77896. /**
  77897. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  77898. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77899. */
  77900. filter: number;
  77901. /**
  77902. * Gets if the current filter is set to Poisson Sampling.
  77903. */
  77904. /**
  77905. * Sets the current filter to Poisson Sampling.
  77906. */
  77907. usePoissonSampling: boolean;
  77908. /**
  77909. * Gets if the current filter is set to ESM.
  77910. */
  77911. /**
  77912. * Sets the current filter is to ESM.
  77913. */
  77914. useExponentialShadowMap: boolean;
  77915. /**
  77916. * Gets if the current filter is set to filtered ESM.
  77917. */
  77918. /**
  77919. * Gets if the current filter is set to filtered ESM.
  77920. */
  77921. useBlurExponentialShadowMap: boolean;
  77922. /**
  77923. * Gets if the current filter is set to "close ESM" (using the inverse of the
  77924. * exponential to prevent steep falloff artifacts).
  77925. */
  77926. /**
  77927. * Sets the current filter to "close ESM" (using the inverse of the
  77928. * exponential to prevent steep falloff artifacts).
  77929. */
  77930. useCloseExponentialShadowMap: boolean;
  77931. /**
  77932. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  77933. * exponential to prevent steep falloff artifacts).
  77934. */
  77935. /**
  77936. * Sets the current filter to filtered "close ESM" (using the inverse of the
  77937. * exponential to prevent steep falloff artifacts).
  77938. */
  77939. useBlurCloseExponentialShadowMap: boolean;
  77940. /**
  77941. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77942. */
  77943. /**
  77944. * Sets the current filter to "PCF" (percentage closer filtering).
  77945. */
  77946. usePercentageCloserFiltering: boolean;
  77947. private _filteringQuality;
  77948. /**
  77949. * Gets the PCF or PCSS Quality.
  77950. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77951. */
  77952. /**
  77953. * Sets the PCF or PCSS Quality.
  77954. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77955. */
  77956. filteringQuality: number;
  77957. /**
  77958. * Gets if the current filter is set to "PCSS" (contact hardening).
  77959. */
  77960. /**
  77961. * Sets the current filter to "PCSS" (contact hardening).
  77962. */
  77963. useContactHardeningShadow: boolean;
  77964. private _contactHardeningLightSizeUVRatio;
  77965. /**
  77966. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77967. * Using a ratio helps keeping shape stability independently of the map size.
  77968. *
  77969. * It does not account for the light projection as it was having too much
  77970. * instability during the light setup or during light position changes.
  77971. *
  77972. * Only valid if useContactHardeningShadow is true.
  77973. */
  77974. /**
  77975. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77976. * Using a ratio helps keeping shape stability independently of the map size.
  77977. *
  77978. * It does not account for the light projection as it was having too much
  77979. * instability during the light setup or during light position changes.
  77980. *
  77981. * Only valid if useContactHardeningShadow is true.
  77982. */
  77983. contactHardeningLightSizeUVRatio: number;
  77984. private _darkness;
  77985. /** Gets or sets the actual darkness of a shadow */
  77986. darkness: number;
  77987. /**
  77988. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77989. * 0 means strongest and 1 would means no shadow.
  77990. * @returns the darkness.
  77991. */
  77992. getDarkness(): number;
  77993. /**
  77994. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77995. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77996. * @returns the shadow generator allowing fluent coding.
  77997. */
  77998. setDarkness(darkness: number): ShadowGenerator;
  77999. private _transparencyShadow;
  78000. /** Gets or sets the ability to have transparent shadow */
  78001. transparencyShadow: boolean;
  78002. /**
  78003. * Sets the ability to have transparent shadow (boolean).
  78004. * @param transparent True if transparent else False
  78005. * @returns the shadow generator allowing fluent coding
  78006. */
  78007. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  78008. private _shadowMap;
  78009. private _shadowMap2;
  78010. /**
  78011. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  78012. * @returns The render target texture if present otherwise, null
  78013. */
  78014. getShadowMap(): Nullable<RenderTargetTexture>;
  78015. /**
  78016. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  78017. * @returns The render target texture if the shadow map is present otherwise, null
  78018. */
  78019. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  78020. /**
  78021. * Gets the class name of that object
  78022. * @returns "ShadowGenerator"
  78023. */
  78024. getClassName(): string;
  78025. /**
  78026. * Helper function to add a mesh and its descendants to the list of shadow casters.
  78027. * @param mesh Mesh to add
  78028. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  78029. * @returns the Shadow Generator itself
  78030. */
  78031. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  78032. /**
  78033. * Helper function to remove a mesh and its descendants from the list of shadow casters
  78034. * @param mesh Mesh to remove
  78035. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  78036. * @returns the Shadow Generator itself
  78037. */
  78038. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  78039. /**
  78040. * Controls the extent to which the shadows fade out at the edge of the frustum
  78041. * Used only by directionals and spots
  78042. */
  78043. frustumEdgeFalloff: number;
  78044. private _light;
  78045. /**
  78046. * Returns the associated light object.
  78047. * @returns the light generating the shadow
  78048. */
  78049. getLight(): IShadowLight;
  78050. /**
  78051. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  78052. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  78053. * It might on the other hand introduce peter panning.
  78054. */
  78055. forceBackFacesOnly: boolean;
  78056. private _scene;
  78057. private _lightDirection;
  78058. private _effect;
  78059. private _viewMatrix;
  78060. private _projectionMatrix;
  78061. private _transformMatrix;
  78062. private _cachedPosition;
  78063. private _cachedDirection;
  78064. private _cachedDefines;
  78065. private _currentRenderID;
  78066. private _boxBlurPostprocess;
  78067. private _kernelBlurXPostprocess;
  78068. private _kernelBlurYPostprocess;
  78069. private _blurPostProcesses;
  78070. private _mapSize;
  78071. private _currentFaceIndex;
  78072. private _currentFaceIndexCache;
  78073. private _textureType;
  78074. private _defaultTextureMatrix;
  78075. private _storedUniqueId;
  78076. /** @hidden */
  78077. static _SceneComponentInitialization: (scene: Scene) => void;
  78078. /**
  78079. * Creates a ShadowGenerator object.
  78080. * A ShadowGenerator is the required tool to use the shadows.
  78081. * Each light casting shadows needs to use its own ShadowGenerator.
  78082. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  78083. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  78084. * @param light The light object generating the shadows.
  78085. * @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.
  78086. */
  78087. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  78088. private _initializeGenerator;
  78089. private _initializeShadowMap;
  78090. private _initializeBlurRTTAndPostProcesses;
  78091. private _renderForShadowMap;
  78092. private _renderSubMeshForShadowMap;
  78093. private _applyFilterValues;
  78094. /**
  78095. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  78096. * @param onCompiled Callback triggered at the and of the effects compilation
  78097. * @param options Sets of optional options forcing the compilation with different modes
  78098. */
  78099. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  78100. useInstances: boolean;
  78101. }>): void;
  78102. /**
  78103. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  78104. * @param options Sets of optional options forcing the compilation with different modes
  78105. * @returns A promise that resolves when the compilation completes
  78106. */
  78107. forceCompilationAsync(options?: Partial<{
  78108. useInstances: boolean;
  78109. }>): Promise<void>;
  78110. /**
  78111. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  78112. * @param subMesh The submesh we want to render in the shadow map
  78113. * @param useInstances Defines wether will draw in the map using instances
  78114. * @returns true if ready otherwise, false
  78115. */
  78116. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  78117. /**
  78118. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  78119. * @param defines Defines of the material we want to update
  78120. * @param lightIndex Index of the light in the enabled light list of the material
  78121. */
  78122. prepareDefines(defines: any, lightIndex: number): void;
  78123. /**
  78124. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  78125. * defined in the generator but impacting the effect).
  78126. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  78127. * @param effect The effect we are binfing the information for
  78128. */
  78129. bindShadowLight(lightIndex: string, effect: Effect): void;
  78130. /**
  78131. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  78132. * (eq to shadow prjection matrix * light transform matrix)
  78133. * @returns The transform matrix used to create the shadow map
  78134. */
  78135. getTransformMatrix(): Matrix;
  78136. /**
  78137. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  78138. * Cube and 2D textures for instance.
  78139. */
  78140. recreateShadowMap(): void;
  78141. private _disposeBlurPostProcesses;
  78142. private _disposeRTTandPostProcesses;
  78143. /**
  78144. * Disposes the ShadowGenerator.
  78145. * Returns nothing.
  78146. */
  78147. dispose(): void;
  78148. /**
  78149. * Serializes the shadow generator setup to a json object.
  78150. * @returns The serialized JSON object
  78151. */
  78152. serialize(): any;
  78153. /**
  78154. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  78155. * @param parsedShadowGenerator The JSON object to parse
  78156. * @param scene The scene to create the shadow map for
  78157. * @returns The parsed shadow generator
  78158. */
  78159. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  78160. }
  78161. }
  78162. declare module BABYLON {
  78163. /**
  78164. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  78165. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  78166. * 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.
  78167. */
  78168. export abstract class Light extends Node {
  78169. /**
  78170. * Falloff Default: light is falling off following the material specification:
  78171. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  78172. */
  78173. static readonly FALLOFF_DEFAULT: number;
  78174. /**
  78175. * Falloff Physical: light is falling off following the inverse squared distance law.
  78176. */
  78177. static readonly FALLOFF_PHYSICAL: number;
  78178. /**
  78179. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  78180. * to enhance interoperability with other engines.
  78181. */
  78182. static readonly FALLOFF_GLTF: number;
  78183. /**
  78184. * Falloff Standard: light is falling off like in the standard material
  78185. * to enhance interoperability with other materials.
  78186. */
  78187. static readonly FALLOFF_STANDARD: number;
  78188. /**
  78189. * If every light affecting the material is in this lightmapMode,
  78190. * material.lightmapTexture adds or multiplies
  78191. * (depends on material.useLightmapAsShadowmap)
  78192. * after every other light calculations.
  78193. */
  78194. static readonly LIGHTMAP_DEFAULT: number;
  78195. /**
  78196. * material.lightmapTexture as only diffuse lighting from this light
  78197. * adds only specular lighting from this light
  78198. * adds dynamic shadows
  78199. */
  78200. static readonly LIGHTMAP_SPECULAR: number;
  78201. /**
  78202. * material.lightmapTexture as only lighting
  78203. * no light calculation from this light
  78204. * only adds dynamic shadows from this light
  78205. */
  78206. static readonly LIGHTMAP_SHADOWSONLY: number;
  78207. /**
  78208. * Each light type uses the default quantity according to its type:
  78209. * point/spot lights use luminous intensity
  78210. * directional lights use illuminance
  78211. */
  78212. static readonly INTENSITYMODE_AUTOMATIC: number;
  78213. /**
  78214. * lumen (lm)
  78215. */
  78216. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  78217. /**
  78218. * candela (lm/sr)
  78219. */
  78220. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  78221. /**
  78222. * lux (lm/m^2)
  78223. */
  78224. static readonly INTENSITYMODE_ILLUMINANCE: number;
  78225. /**
  78226. * nit (cd/m^2)
  78227. */
  78228. static readonly INTENSITYMODE_LUMINANCE: number;
  78229. /**
  78230. * Light type const id of the point light.
  78231. */
  78232. static readonly LIGHTTYPEID_POINTLIGHT: number;
  78233. /**
  78234. * Light type const id of the directional light.
  78235. */
  78236. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  78237. /**
  78238. * Light type const id of the spot light.
  78239. */
  78240. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  78241. /**
  78242. * Light type const id of the hemispheric light.
  78243. */
  78244. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  78245. /**
  78246. * Diffuse gives the basic color to an object.
  78247. */
  78248. diffuse: Color3;
  78249. /**
  78250. * Specular produces a highlight color on an object.
  78251. * Note: This is note affecting PBR materials.
  78252. */
  78253. specular: Color3;
  78254. /**
  78255. * Defines the falloff type for this light. This lets overrriding how punctual light are
  78256. * falling off base on range or angle.
  78257. * This can be set to any values in Light.FALLOFF_x.
  78258. *
  78259. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  78260. * other types of materials.
  78261. */
  78262. falloffType: number;
  78263. /**
  78264. * Strength of the light.
  78265. * Note: By default it is define in the framework own unit.
  78266. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  78267. */
  78268. intensity: number;
  78269. private _range;
  78270. protected _inverseSquaredRange: number;
  78271. /**
  78272. * Defines how far from the source the light is impacting in scene units.
  78273. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  78274. */
  78275. /**
  78276. * Defines how far from the source the light is impacting in scene units.
  78277. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  78278. */
  78279. range: number;
  78280. /**
  78281. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  78282. * of light.
  78283. */
  78284. private _photometricScale;
  78285. private _intensityMode;
  78286. /**
  78287. * Gets the photometric scale used to interpret the intensity.
  78288. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  78289. */
  78290. /**
  78291. * Sets the photometric scale used to interpret the intensity.
  78292. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  78293. */
  78294. intensityMode: number;
  78295. private _radius;
  78296. /**
  78297. * Gets the light radius used by PBR Materials to simulate soft area lights.
  78298. */
  78299. /**
  78300. * sets the light radius used by PBR Materials to simulate soft area lights.
  78301. */
  78302. radius: number;
  78303. private _renderPriority;
  78304. /**
  78305. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  78306. * exceeding the number allowed of the materials.
  78307. */
  78308. renderPriority: number;
  78309. private _shadowEnabled;
  78310. /**
  78311. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  78312. * the current shadow generator.
  78313. */
  78314. /**
  78315. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  78316. * the current shadow generator.
  78317. */
  78318. shadowEnabled: boolean;
  78319. private _includedOnlyMeshes;
  78320. /**
  78321. * Gets the only meshes impacted by this light.
  78322. */
  78323. /**
  78324. * Sets the only meshes impacted by this light.
  78325. */
  78326. includedOnlyMeshes: AbstractMesh[];
  78327. private _excludedMeshes;
  78328. /**
  78329. * Gets the meshes not impacted by this light.
  78330. */
  78331. /**
  78332. * Sets the meshes not impacted by this light.
  78333. */
  78334. excludedMeshes: AbstractMesh[];
  78335. private _excludeWithLayerMask;
  78336. /**
  78337. * Gets the layer id use to find what meshes are not impacted by the light.
  78338. * Inactive if 0
  78339. */
  78340. /**
  78341. * Sets the layer id use to find what meshes are not impacted by the light.
  78342. * Inactive if 0
  78343. */
  78344. excludeWithLayerMask: number;
  78345. private _includeOnlyWithLayerMask;
  78346. /**
  78347. * Gets the layer id use to find what meshes are impacted by the light.
  78348. * Inactive if 0
  78349. */
  78350. /**
  78351. * Sets the layer id use to find what meshes are impacted by the light.
  78352. * Inactive if 0
  78353. */
  78354. includeOnlyWithLayerMask: number;
  78355. private _lightmapMode;
  78356. /**
  78357. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  78358. */
  78359. /**
  78360. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  78361. */
  78362. lightmapMode: number;
  78363. /**
  78364. * Shadow generator associted to the light.
  78365. * @hidden Internal use only.
  78366. */
  78367. _shadowGenerator: Nullable<IShadowGenerator>;
  78368. /**
  78369. * @hidden Internal use only.
  78370. */
  78371. _excludedMeshesIds: string[];
  78372. /**
  78373. * @hidden Internal use only.
  78374. */
  78375. _includedOnlyMeshesIds: string[];
  78376. /**
  78377. * The current light unifom buffer.
  78378. * @hidden Internal use only.
  78379. */
  78380. _uniformBuffer: UniformBuffer;
  78381. /** @hidden */
  78382. _renderId: number;
  78383. /**
  78384. * Creates a Light object in the scene.
  78385. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78386. * @param name The firendly name of the light
  78387. * @param scene The scene the light belongs too
  78388. */
  78389. constructor(name: string, scene: Scene);
  78390. protected abstract _buildUniformLayout(): void;
  78391. /**
  78392. * Sets the passed Effect "effect" with the Light information.
  78393. * @param effect The effect to update
  78394. * @param lightIndex The index of the light in the effect to update
  78395. * @returns The light
  78396. */
  78397. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  78398. /**
  78399. * Sets the passed Effect "effect" with the Light information.
  78400. * @param effect The effect to update
  78401. * @param lightDataUniformName The uniform used to store light data (position or direction)
  78402. * @returns The light
  78403. */
  78404. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  78405. /**
  78406. * Returns the string "Light".
  78407. * @returns the class name
  78408. */
  78409. getClassName(): string;
  78410. /** @hidden */
  78411. readonly _isLight: boolean;
  78412. /**
  78413. * Converts the light information to a readable string for debug purpose.
  78414. * @param fullDetails Supports for multiple levels of logging within scene loading
  78415. * @returns the human readable light info
  78416. */
  78417. toString(fullDetails?: boolean): string;
  78418. /** @hidden */
  78419. protected _syncParentEnabledState(): void;
  78420. /**
  78421. * Set the enabled state of this node.
  78422. * @param value - the new enabled state
  78423. */
  78424. setEnabled(value: boolean): void;
  78425. /**
  78426. * Returns the Light associated shadow generator if any.
  78427. * @return the associated shadow generator.
  78428. */
  78429. getShadowGenerator(): Nullable<IShadowGenerator>;
  78430. /**
  78431. * Returns a Vector3, the absolute light position in the World.
  78432. * @returns the world space position of the light
  78433. */
  78434. getAbsolutePosition(): Vector3;
  78435. /**
  78436. * Specifies if the light will affect the passed mesh.
  78437. * @param mesh The mesh to test against the light
  78438. * @return true the mesh is affected otherwise, false.
  78439. */
  78440. canAffectMesh(mesh: AbstractMesh): boolean;
  78441. /**
  78442. * Sort function to order lights for rendering.
  78443. * @param a First Light object to compare to second.
  78444. * @param b Second Light object to compare first.
  78445. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  78446. */
  78447. static CompareLightsPriority(a: Light, b: Light): number;
  78448. /**
  78449. * Releases resources associated with this node.
  78450. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78451. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78452. */
  78453. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78454. /**
  78455. * Returns the light type ID (integer).
  78456. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78457. */
  78458. getTypeID(): number;
  78459. /**
  78460. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  78461. * @returns the scaled intensity in intensity mode unit
  78462. */
  78463. getScaledIntensity(): number;
  78464. /**
  78465. * Returns a new Light object, named "name", from the current one.
  78466. * @param name The name of the cloned light
  78467. * @returns the new created light
  78468. */
  78469. clone(name: string): Nullable<Light>;
  78470. /**
  78471. * Serializes the current light into a Serialization object.
  78472. * @returns the serialized object.
  78473. */
  78474. serialize(): any;
  78475. /**
  78476. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  78477. * This new light is named "name" and added to the passed scene.
  78478. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  78479. * @param name The friendly name of the light
  78480. * @param scene The scene the new light will belong to
  78481. * @returns the constructor function
  78482. */
  78483. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  78484. /**
  78485. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  78486. * @param parsedLight The JSON representation of the light
  78487. * @param scene The scene to create the parsed light in
  78488. * @returns the created light after parsing
  78489. */
  78490. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  78491. private _hookArrayForExcluded;
  78492. private _hookArrayForIncludedOnly;
  78493. private _resyncMeshes;
  78494. /**
  78495. * Forces the meshes to update their light related information in their rendering used effects
  78496. * @hidden Internal Use Only
  78497. */
  78498. _markMeshesAsLightDirty(): void;
  78499. /**
  78500. * Recomputes the cached photometric scale if needed.
  78501. */
  78502. private _computePhotometricScale;
  78503. /**
  78504. * Returns the Photometric Scale according to the light type and intensity mode.
  78505. */
  78506. private _getPhotometricScale;
  78507. /**
  78508. * Reorder the light in the scene according to their defined priority.
  78509. * @hidden Internal Use Only
  78510. */
  78511. _reorderLightsInScene(): void;
  78512. /**
  78513. * Prepares the list of defines specific to the light type.
  78514. * @param defines the list of defines
  78515. * @param lightIndex defines the index of the light for the effect
  78516. */
  78517. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78518. }
  78519. }
  78520. declare module BABYLON {
  78521. /**
  78522. * Interface used to define Action
  78523. */
  78524. export interface IAction {
  78525. /**
  78526. * Trigger for the action
  78527. */
  78528. trigger: number;
  78529. /** Options of the trigger */
  78530. triggerOptions: any;
  78531. /**
  78532. * Gets the trigger parameters
  78533. * @returns the trigger parameters
  78534. */
  78535. getTriggerParameter(): any;
  78536. /**
  78537. * Internal only - executes current action event
  78538. * @hidden
  78539. */
  78540. _executeCurrent(evt?: ActionEvent): void;
  78541. /**
  78542. * Serialize placeholder for child classes
  78543. * @param parent of child
  78544. * @returns the serialized object
  78545. */
  78546. serialize(parent: any): any;
  78547. /**
  78548. * Internal only
  78549. * @hidden
  78550. */
  78551. _prepare(): void;
  78552. /**
  78553. * Internal only - manager for action
  78554. * @hidden
  78555. */
  78556. _actionManager: AbstractActionManager;
  78557. /**
  78558. * Adds action to chain of actions, may be a DoNothingAction
  78559. * @param action defines the next action to execute
  78560. * @returns The action passed in
  78561. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78562. */
  78563. then(action: IAction): IAction;
  78564. }
  78565. /**
  78566. * The action to be carried out following a trigger
  78567. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  78568. */
  78569. export class Action implements IAction {
  78570. /** the trigger, with or without parameters, for the action */
  78571. triggerOptions: any;
  78572. /**
  78573. * Trigger for the action
  78574. */
  78575. trigger: number;
  78576. /**
  78577. * Internal only - manager for action
  78578. * @hidden
  78579. */
  78580. _actionManager: ActionManager;
  78581. private _nextActiveAction;
  78582. private _child;
  78583. private _condition?;
  78584. private _triggerParameter;
  78585. /**
  78586. * An event triggered prior to action being executed.
  78587. */
  78588. onBeforeExecuteObservable: Observable<Action>;
  78589. /**
  78590. * Creates a new Action
  78591. * @param triggerOptions the trigger, with or without parameters, for the action
  78592. * @param condition an optional determinant of action
  78593. */
  78594. constructor(
  78595. /** the trigger, with or without parameters, for the action */
  78596. triggerOptions: any, condition?: Condition);
  78597. /**
  78598. * Internal only
  78599. * @hidden
  78600. */
  78601. _prepare(): void;
  78602. /**
  78603. * Gets the trigger parameters
  78604. * @returns the trigger parameters
  78605. */
  78606. getTriggerParameter(): any;
  78607. /**
  78608. * Internal only - executes current action event
  78609. * @hidden
  78610. */
  78611. _executeCurrent(evt?: ActionEvent): void;
  78612. /**
  78613. * Execute placeholder for child classes
  78614. * @param evt optional action event
  78615. */
  78616. execute(evt?: ActionEvent): void;
  78617. /**
  78618. * Skips to next active action
  78619. */
  78620. skipToNextActiveAction(): void;
  78621. /**
  78622. * Adds action to chain of actions, may be a DoNothingAction
  78623. * @param action defines the next action to execute
  78624. * @returns The action passed in
  78625. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78626. */
  78627. then(action: Action): Action;
  78628. /**
  78629. * Internal only
  78630. * @hidden
  78631. */
  78632. _getProperty(propertyPath: string): string;
  78633. /**
  78634. * Internal only
  78635. * @hidden
  78636. */
  78637. _getEffectiveTarget(target: any, propertyPath: string): any;
  78638. /**
  78639. * Serialize placeholder for child classes
  78640. * @param parent of child
  78641. * @returns the serialized object
  78642. */
  78643. serialize(parent: any): any;
  78644. /**
  78645. * Internal only called by serialize
  78646. * @hidden
  78647. */
  78648. protected _serialize(serializedAction: any, parent?: any): any;
  78649. /**
  78650. * Internal only
  78651. * @hidden
  78652. */
  78653. static _SerializeValueAsString: (value: any) => string;
  78654. /**
  78655. * Internal only
  78656. * @hidden
  78657. */
  78658. static _GetTargetProperty: (target: Node | Scene) => {
  78659. name: string;
  78660. targetType: string;
  78661. value: string;
  78662. };
  78663. }
  78664. }
  78665. declare module BABYLON {
  78666. /**
  78667. * A Condition applied to an Action
  78668. */
  78669. export class Condition {
  78670. /**
  78671. * Internal only - manager for action
  78672. * @hidden
  78673. */
  78674. _actionManager: ActionManager;
  78675. /**
  78676. * Internal only
  78677. * @hidden
  78678. */
  78679. _evaluationId: number;
  78680. /**
  78681. * Internal only
  78682. * @hidden
  78683. */
  78684. _currentResult: boolean;
  78685. /**
  78686. * Creates a new Condition
  78687. * @param actionManager the manager of the action the condition is applied to
  78688. */
  78689. constructor(actionManager: ActionManager);
  78690. /**
  78691. * Check if the current condition is valid
  78692. * @returns a boolean
  78693. */
  78694. isValid(): boolean;
  78695. /**
  78696. * Internal only
  78697. * @hidden
  78698. */
  78699. _getProperty(propertyPath: string): string;
  78700. /**
  78701. * Internal only
  78702. * @hidden
  78703. */
  78704. _getEffectiveTarget(target: any, propertyPath: string): any;
  78705. /**
  78706. * Serialize placeholder for child classes
  78707. * @returns the serialized object
  78708. */
  78709. serialize(): any;
  78710. /**
  78711. * Internal only
  78712. * @hidden
  78713. */
  78714. protected _serialize(serializedCondition: any): any;
  78715. }
  78716. /**
  78717. * Defines specific conditional operators as extensions of Condition
  78718. */
  78719. export class ValueCondition extends Condition {
  78720. /** path to specify the property of the target the conditional operator uses */
  78721. propertyPath: string;
  78722. /** the value compared by the conditional operator against the current value of the property */
  78723. value: any;
  78724. /** the conditional operator, default ValueCondition.IsEqual */
  78725. operator: number;
  78726. /**
  78727. * Internal only
  78728. * @hidden
  78729. */
  78730. private static _IsEqual;
  78731. /**
  78732. * Internal only
  78733. * @hidden
  78734. */
  78735. private static _IsDifferent;
  78736. /**
  78737. * Internal only
  78738. * @hidden
  78739. */
  78740. private static _IsGreater;
  78741. /**
  78742. * Internal only
  78743. * @hidden
  78744. */
  78745. private static _IsLesser;
  78746. /**
  78747. * returns the number for IsEqual
  78748. */
  78749. static readonly IsEqual: number;
  78750. /**
  78751. * Returns the number for IsDifferent
  78752. */
  78753. static readonly IsDifferent: number;
  78754. /**
  78755. * Returns the number for IsGreater
  78756. */
  78757. static readonly IsGreater: number;
  78758. /**
  78759. * Returns the number for IsLesser
  78760. */
  78761. static readonly IsLesser: number;
  78762. /**
  78763. * Internal only The action manager for the condition
  78764. * @hidden
  78765. */
  78766. _actionManager: ActionManager;
  78767. /**
  78768. * Internal only
  78769. * @hidden
  78770. */
  78771. private _target;
  78772. /**
  78773. * Internal only
  78774. * @hidden
  78775. */
  78776. private _effectiveTarget;
  78777. /**
  78778. * Internal only
  78779. * @hidden
  78780. */
  78781. private _property;
  78782. /**
  78783. * Creates a new ValueCondition
  78784. * @param actionManager manager for the action the condition applies to
  78785. * @param target for the action
  78786. * @param propertyPath path to specify the property of the target the conditional operator uses
  78787. * @param value the value compared by the conditional operator against the current value of the property
  78788. * @param operator the conditional operator, default ValueCondition.IsEqual
  78789. */
  78790. constructor(actionManager: ActionManager, target: any,
  78791. /** path to specify the property of the target the conditional operator uses */
  78792. propertyPath: string,
  78793. /** the value compared by the conditional operator against the current value of the property */
  78794. value: any,
  78795. /** the conditional operator, default ValueCondition.IsEqual */
  78796. operator?: number);
  78797. /**
  78798. * Compares the given value with the property value for the specified conditional operator
  78799. * @returns the result of the comparison
  78800. */
  78801. isValid(): boolean;
  78802. /**
  78803. * Serialize the ValueCondition into a JSON compatible object
  78804. * @returns serialization object
  78805. */
  78806. serialize(): any;
  78807. /**
  78808. * Gets the name of the conditional operator for the ValueCondition
  78809. * @param operator the conditional operator
  78810. * @returns the name
  78811. */
  78812. static GetOperatorName(operator: number): string;
  78813. }
  78814. /**
  78815. * Defines a predicate condition as an extension of Condition
  78816. */
  78817. export class PredicateCondition extends Condition {
  78818. /** defines the predicate function used to validate the condition */
  78819. predicate: () => boolean;
  78820. /**
  78821. * Internal only - manager for action
  78822. * @hidden
  78823. */
  78824. _actionManager: ActionManager;
  78825. /**
  78826. * Creates a new PredicateCondition
  78827. * @param actionManager manager for the action the condition applies to
  78828. * @param predicate defines the predicate function used to validate the condition
  78829. */
  78830. constructor(actionManager: ActionManager,
  78831. /** defines the predicate function used to validate the condition */
  78832. predicate: () => boolean);
  78833. /**
  78834. * @returns the validity of the predicate condition
  78835. */
  78836. isValid(): boolean;
  78837. }
  78838. /**
  78839. * Defines a state condition as an extension of Condition
  78840. */
  78841. export class StateCondition extends Condition {
  78842. /** Value to compare with target state */
  78843. value: string;
  78844. /**
  78845. * Internal only - manager for action
  78846. * @hidden
  78847. */
  78848. _actionManager: ActionManager;
  78849. /**
  78850. * Internal only
  78851. * @hidden
  78852. */
  78853. private _target;
  78854. /**
  78855. * Creates a new StateCondition
  78856. * @param actionManager manager for the action the condition applies to
  78857. * @param target of the condition
  78858. * @param value to compare with target state
  78859. */
  78860. constructor(actionManager: ActionManager, target: any,
  78861. /** Value to compare with target state */
  78862. value: string);
  78863. /**
  78864. * Gets a boolean indicating if the current condition is met
  78865. * @returns the validity of the state
  78866. */
  78867. isValid(): boolean;
  78868. /**
  78869. * Serialize the StateCondition into a JSON compatible object
  78870. * @returns serialization object
  78871. */
  78872. serialize(): any;
  78873. }
  78874. }
  78875. declare module BABYLON {
  78876. /**
  78877. * This defines an action responsible to toggle a boolean once triggered.
  78878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78879. */
  78880. export class SwitchBooleanAction extends Action {
  78881. /**
  78882. * The path to the boolean property in the target object
  78883. */
  78884. propertyPath: string;
  78885. private _target;
  78886. private _effectiveTarget;
  78887. private _property;
  78888. /**
  78889. * Instantiate the action
  78890. * @param triggerOptions defines the trigger options
  78891. * @param target defines the object containing the boolean
  78892. * @param propertyPath defines the path to the boolean property in the target object
  78893. * @param condition defines the trigger related conditions
  78894. */
  78895. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  78896. /** @hidden */
  78897. _prepare(): void;
  78898. /**
  78899. * Execute the action toggle the boolean value.
  78900. */
  78901. execute(): void;
  78902. /**
  78903. * Serializes the actions and its related information.
  78904. * @param parent defines the object to serialize in
  78905. * @returns the serialized object
  78906. */
  78907. serialize(parent: any): any;
  78908. }
  78909. /**
  78910. * This defines an action responsible to set a the state field of the target
  78911. * to a desired value once triggered.
  78912. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78913. */
  78914. export class SetStateAction extends Action {
  78915. /**
  78916. * The value to store in the state field.
  78917. */
  78918. value: string;
  78919. private _target;
  78920. /**
  78921. * Instantiate the action
  78922. * @param triggerOptions defines the trigger options
  78923. * @param target defines the object containing the state property
  78924. * @param value defines the value to store in the state field
  78925. * @param condition defines the trigger related conditions
  78926. */
  78927. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  78928. /**
  78929. * Execute the action and store the value on the target state property.
  78930. */
  78931. execute(): void;
  78932. /**
  78933. * Serializes the actions and its related information.
  78934. * @param parent defines the object to serialize in
  78935. * @returns the serialized object
  78936. */
  78937. serialize(parent: any): any;
  78938. }
  78939. /**
  78940. * This defines an action responsible to set a property of the target
  78941. * to a desired value once triggered.
  78942. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78943. */
  78944. export class SetValueAction extends Action {
  78945. /**
  78946. * The path of the property to set in the target.
  78947. */
  78948. propertyPath: string;
  78949. /**
  78950. * The value to set in the property
  78951. */
  78952. value: any;
  78953. private _target;
  78954. private _effectiveTarget;
  78955. private _property;
  78956. /**
  78957. * Instantiate the action
  78958. * @param triggerOptions defines the trigger options
  78959. * @param target defines the object containing the property
  78960. * @param propertyPath defines the path of the property to set in the target
  78961. * @param value defines the value to set in the property
  78962. * @param condition defines the trigger related conditions
  78963. */
  78964. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78965. /** @hidden */
  78966. _prepare(): void;
  78967. /**
  78968. * Execute the action and set the targetted property to the desired value.
  78969. */
  78970. execute(): void;
  78971. /**
  78972. * Serializes the actions and its related information.
  78973. * @param parent defines the object to serialize in
  78974. * @returns the serialized object
  78975. */
  78976. serialize(parent: any): any;
  78977. }
  78978. /**
  78979. * This defines an action responsible to increment the target value
  78980. * to a desired value once triggered.
  78981. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78982. */
  78983. export class IncrementValueAction extends Action {
  78984. /**
  78985. * The path of the property to increment in the target.
  78986. */
  78987. propertyPath: string;
  78988. /**
  78989. * The value we should increment the property by.
  78990. */
  78991. value: any;
  78992. private _target;
  78993. private _effectiveTarget;
  78994. private _property;
  78995. /**
  78996. * Instantiate the action
  78997. * @param triggerOptions defines the trigger options
  78998. * @param target defines the object containing the property
  78999. * @param propertyPath defines the path of the property to increment in the target
  79000. * @param value defines the value value we should increment the property by
  79001. * @param condition defines the trigger related conditions
  79002. */
  79003. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  79004. /** @hidden */
  79005. _prepare(): void;
  79006. /**
  79007. * Execute the action and increment the target of the value amount.
  79008. */
  79009. execute(): void;
  79010. /**
  79011. * Serializes the actions and its related information.
  79012. * @param parent defines the object to serialize in
  79013. * @returns the serialized object
  79014. */
  79015. serialize(parent: any): any;
  79016. }
  79017. /**
  79018. * This defines an action responsible to start an animation once triggered.
  79019. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79020. */
  79021. export class PlayAnimationAction extends Action {
  79022. /**
  79023. * Where the animation should start (animation frame)
  79024. */
  79025. from: number;
  79026. /**
  79027. * Where the animation should stop (animation frame)
  79028. */
  79029. to: number;
  79030. /**
  79031. * Define if the animation should loop or stop after the first play.
  79032. */
  79033. loop?: boolean;
  79034. private _target;
  79035. /**
  79036. * Instantiate the action
  79037. * @param triggerOptions defines the trigger options
  79038. * @param target defines the target animation or animation name
  79039. * @param from defines from where the animation should start (animation frame)
  79040. * @param end defines where the animation should stop (animation frame)
  79041. * @param loop defines if the animation should loop or stop after the first play
  79042. * @param condition defines the trigger related conditions
  79043. */
  79044. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  79045. /** @hidden */
  79046. _prepare(): void;
  79047. /**
  79048. * Execute the action and play the animation.
  79049. */
  79050. execute(): void;
  79051. /**
  79052. * Serializes the actions and its related information.
  79053. * @param parent defines the object to serialize in
  79054. * @returns the serialized object
  79055. */
  79056. serialize(parent: any): any;
  79057. }
  79058. /**
  79059. * This defines an action responsible to stop an animation once triggered.
  79060. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79061. */
  79062. export class StopAnimationAction extends Action {
  79063. private _target;
  79064. /**
  79065. * Instantiate the action
  79066. * @param triggerOptions defines the trigger options
  79067. * @param target defines the target animation or animation name
  79068. * @param condition defines the trigger related conditions
  79069. */
  79070. constructor(triggerOptions: any, target: any, condition?: Condition);
  79071. /** @hidden */
  79072. _prepare(): void;
  79073. /**
  79074. * Execute the action and stop the animation.
  79075. */
  79076. execute(): void;
  79077. /**
  79078. * Serializes the actions and its related information.
  79079. * @param parent defines the object to serialize in
  79080. * @returns the serialized object
  79081. */
  79082. serialize(parent: any): any;
  79083. }
  79084. /**
  79085. * This defines an action responsible that does nothing once triggered.
  79086. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79087. */
  79088. export class DoNothingAction extends Action {
  79089. /**
  79090. * Instantiate the action
  79091. * @param triggerOptions defines the trigger options
  79092. * @param condition defines the trigger related conditions
  79093. */
  79094. constructor(triggerOptions?: any, condition?: Condition);
  79095. /**
  79096. * Execute the action and do nothing.
  79097. */
  79098. execute(): void;
  79099. /**
  79100. * Serializes the actions and its related information.
  79101. * @param parent defines the object to serialize in
  79102. * @returns the serialized object
  79103. */
  79104. serialize(parent: any): any;
  79105. }
  79106. /**
  79107. * This defines an action responsible to trigger several actions once triggered.
  79108. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79109. */
  79110. export class CombineAction extends Action {
  79111. /**
  79112. * The list of aggregated animations to run.
  79113. */
  79114. children: Action[];
  79115. /**
  79116. * Instantiate the action
  79117. * @param triggerOptions defines the trigger options
  79118. * @param children defines the list of aggregated animations to run
  79119. * @param condition defines the trigger related conditions
  79120. */
  79121. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  79122. /** @hidden */
  79123. _prepare(): void;
  79124. /**
  79125. * Execute the action and executes all the aggregated actions.
  79126. */
  79127. execute(evt: ActionEvent): void;
  79128. /**
  79129. * Serializes the actions and its related information.
  79130. * @param parent defines the object to serialize in
  79131. * @returns the serialized object
  79132. */
  79133. serialize(parent: any): any;
  79134. }
  79135. /**
  79136. * This defines an action responsible to run code (external event) once triggered.
  79137. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79138. */
  79139. export class ExecuteCodeAction extends Action {
  79140. /**
  79141. * The callback function to run.
  79142. */
  79143. func: (evt: ActionEvent) => void;
  79144. /**
  79145. * Instantiate the action
  79146. * @param triggerOptions defines the trigger options
  79147. * @param func defines the callback function to run
  79148. * @param condition defines the trigger related conditions
  79149. */
  79150. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  79151. /**
  79152. * Execute the action and run the attached code.
  79153. */
  79154. execute(evt: ActionEvent): void;
  79155. }
  79156. /**
  79157. * This defines an action responsible to set the parent property of the target once triggered.
  79158. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79159. */
  79160. export class SetParentAction extends Action {
  79161. private _parent;
  79162. private _target;
  79163. /**
  79164. * Instantiate the action
  79165. * @param triggerOptions defines the trigger options
  79166. * @param target defines the target containing the parent property
  79167. * @param parent defines from where the animation should start (animation frame)
  79168. * @param condition defines the trigger related conditions
  79169. */
  79170. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  79171. /** @hidden */
  79172. _prepare(): void;
  79173. /**
  79174. * Execute the action and set the parent property.
  79175. */
  79176. execute(): void;
  79177. /**
  79178. * Serializes the actions and its related information.
  79179. * @param parent defines the object to serialize in
  79180. * @returns the serialized object
  79181. */
  79182. serialize(parent: any): any;
  79183. }
  79184. }
  79185. declare module BABYLON {
  79186. /**
  79187. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  79188. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  79189. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79190. */
  79191. export class ActionManager extends AbstractActionManager {
  79192. /**
  79193. * Nothing
  79194. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79195. */
  79196. static readonly NothingTrigger: number;
  79197. /**
  79198. * On pick
  79199. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79200. */
  79201. static readonly OnPickTrigger: number;
  79202. /**
  79203. * On left pick
  79204. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79205. */
  79206. static readonly OnLeftPickTrigger: number;
  79207. /**
  79208. * On right pick
  79209. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79210. */
  79211. static readonly OnRightPickTrigger: number;
  79212. /**
  79213. * On center pick
  79214. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79215. */
  79216. static readonly OnCenterPickTrigger: number;
  79217. /**
  79218. * On pick down
  79219. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79220. */
  79221. static readonly OnPickDownTrigger: number;
  79222. /**
  79223. * On double pick
  79224. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79225. */
  79226. static readonly OnDoublePickTrigger: number;
  79227. /**
  79228. * On pick up
  79229. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79230. */
  79231. static readonly OnPickUpTrigger: number;
  79232. /**
  79233. * On pick out.
  79234. * This trigger will only be raised if you also declared a OnPickDown
  79235. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79236. */
  79237. static readonly OnPickOutTrigger: number;
  79238. /**
  79239. * On long press
  79240. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79241. */
  79242. static readonly OnLongPressTrigger: number;
  79243. /**
  79244. * On pointer over
  79245. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79246. */
  79247. static readonly OnPointerOverTrigger: number;
  79248. /**
  79249. * On pointer out
  79250. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79251. */
  79252. static readonly OnPointerOutTrigger: number;
  79253. /**
  79254. * On every frame
  79255. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79256. */
  79257. static readonly OnEveryFrameTrigger: number;
  79258. /**
  79259. * On intersection enter
  79260. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79261. */
  79262. static readonly OnIntersectionEnterTrigger: number;
  79263. /**
  79264. * On intersection exit
  79265. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79266. */
  79267. static readonly OnIntersectionExitTrigger: number;
  79268. /**
  79269. * On key down
  79270. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79271. */
  79272. static readonly OnKeyDownTrigger: number;
  79273. /**
  79274. * On key up
  79275. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79276. */
  79277. static readonly OnKeyUpTrigger: number;
  79278. private _scene;
  79279. /**
  79280. * Creates a new action manager
  79281. * @param scene defines the hosting scene
  79282. */
  79283. constructor(scene: Scene);
  79284. /**
  79285. * Releases all associated resources
  79286. */
  79287. dispose(): void;
  79288. /**
  79289. * Gets hosting scene
  79290. * @returns the hosting scene
  79291. */
  79292. getScene(): Scene;
  79293. /**
  79294. * Does this action manager handles actions of any of the given triggers
  79295. * @param triggers defines the triggers to be tested
  79296. * @return a boolean indicating whether one (or more) of the triggers is handled
  79297. */
  79298. hasSpecificTriggers(triggers: number[]): boolean;
  79299. /**
  79300. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  79301. * speed.
  79302. * @param triggerA defines the trigger to be tested
  79303. * @param triggerB defines the trigger to be tested
  79304. * @return a boolean indicating whether one (or more) of the triggers is handled
  79305. */
  79306. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  79307. /**
  79308. * Does this action manager handles actions of a given trigger
  79309. * @param trigger defines the trigger to be tested
  79310. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  79311. * @return whether the trigger is handled
  79312. */
  79313. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  79314. /**
  79315. * Does this action manager has pointer triggers
  79316. */
  79317. readonly hasPointerTriggers: boolean;
  79318. /**
  79319. * Does this action manager has pick triggers
  79320. */
  79321. readonly hasPickTriggers: boolean;
  79322. /**
  79323. * Registers an action to this action manager
  79324. * @param action defines the action to be registered
  79325. * @return the action amended (prepared) after registration
  79326. */
  79327. registerAction(action: IAction): Nullable<IAction>;
  79328. /**
  79329. * Unregisters an action to this action manager
  79330. * @param action defines the action to be unregistered
  79331. * @return a boolean indicating whether the action has been unregistered
  79332. */
  79333. unregisterAction(action: IAction): Boolean;
  79334. /**
  79335. * Process a specific trigger
  79336. * @param trigger defines the trigger to process
  79337. * @param evt defines the event details to be processed
  79338. */
  79339. processTrigger(trigger: number, evt?: IActionEvent): void;
  79340. /** @hidden */
  79341. _getEffectiveTarget(target: any, propertyPath: string): any;
  79342. /** @hidden */
  79343. _getProperty(propertyPath: string): string;
  79344. /**
  79345. * Serialize this manager to a JSON object
  79346. * @param name defines the property name to store this manager
  79347. * @returns a JSON representation of this manager
  79348. */
  79349. serialize(name: string): any;
  79350. /**
  79351. * Creates a new ActionManager from a JSON data
  79352. * @param parsedActions defines the JSON data to read from
  79353. * @param object defines the hosting mesh
  79354. * @param scene defines the hosting scene
  79355. */
  79356. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  79357. /**
  79358. * Get a trigger name by index
  79359. * @param trigger defines the trigger index
  79360. * @returns a trigger name
  79361. */
  79362. static GetTriggerName(trigger: number): string;
  79363. }
  79364. }
  79365. declare module BABYLON {
  79366. /**
  79367. * Class representing a ray with position and direction
  79368. */
  79369. export class Ray {
  79370. /** origin point */
  79371. origin: Vector3;
  79372. /** direction */
  79373. direction: Vector3;
  79374. /** length of the ray */
  79375. length: number;
  79376. private static readonly TmpVector3;
  79377. private _tmpRay;
  79378. /**
  79379. * Creates a new ray
  79380. * @param origin origin point
  79381. * @param direction direction
  79382. * @param length length of the ray
  79383. */
  79384. constructor(
  79385. /** origin point */
  79386. origin: Vector3,
  79387. /** direction */
  79388. direction: Vector3,
  79389. /** length of the ray */
  79390. length?: number);
  79391. /**
  79392. * Checks if the ray intersects a box
  79393. * @param minimum bound of the box
  79394. * @param maximum bound of the box
  79395. * @param intersectionTreshold extra extend to be added to the box in all direction
  79396. * @returns if the box was hit
  79397. */
  79398. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  79399. /**
  79400. * Checks if the ray intersects a box
  79401. * @param box the bounding box to check
  79402. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  79403. * @returns if the box was hit
  79404. */
  79405. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  79406. /**
  79407. * If the ray hits a sphere
  79408. * @param sphere the bounding sphere to check
  79409. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  79410. * @returns true if it hits the sphere
  79411. */
  79412. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  79413. /**
  79414. * If the ray hits a triange
  79415. * @param vertex0 triangle vertex
  79416. * @param vertex1 triangle vertex
  79417. * @param vertex2 triangle vertex
  79418. * @returns intersection information if hit
  79419. */
  79420. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  79421. /**
  79422. * Checks if ray intersects a plane
  79423. * @param plane the plane to check
  79424. * @returns the distance away it was hit
  79425. */
  79426. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  79427. /**
  79428. * Calculate the intercept of a ray on a given axis
  79429. * @param axis to check 'x' | 'y' | 'z'
  79430. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  79431. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  79432. */
  79433. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  79434. /**
  79435. * Checks if ray intersects a mesh
  79436. * @param mesh the mesh to check
  79437. * @param fastCheck if only the bounding box should checked
  79438. * @returns picking info of the intersecton
  79439. */
  79440. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  79441. /**
  79442. * Checks if ray intersects a mesh
  79443. * @param meshes the meshes to check
  79444. * @param fastCheck if only the bounding box should checked
  79445. * @param results array to store result in
  79446. * @returns Array of picking infos
  79447. */
  79448. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  79449. private _comparePickingInfo;
  79450. private static smallnum;
  79451. private static rayl;
  79452. /**
  79453. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  79454. * @param sega the first point of the segment to test the intersection against
  79455. * @param segb the second point of the segment to test the intersection against
  79456. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  79457. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  79458. */
  79459. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  79460. /**
  79461. * Update the ray from viewport position
  79462. * @param x position
  79463. * @param y y position
  79464. * @param viewportWidth viewport width
  79465. * @param viewportHeight viewport height
  79466. * @param world world matrix
  79467. * @param view view matrix
  79468. * @param projection projection matrix
  79469. * @returns this ray updated
  79470. */
  79471. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79472. /**
  79473. * Creates a ray with origin and direction of 0,0,0
  79474. * @returns the new ray
  79475. */
  79476. static Zero(): Ray;
  79477. /**
  79478. * Creates a new ray from screen space and viewport
  79479. * @param x position
  79480. * @param y y position
  79481. * @param viewportWidth viewport width
  79482. * @param viewportHeight viewport height
  79483. * @param world world matrix
  79484. * @param view view matrix
  79485. * @param projection projection matrix
  79486. * @returns new ray
  79487. */
  79488. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79489. /**
  79490. * 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
  79491. * transformed to the given world matrix.
  79492. * @param origin The origin point
  79493. * @param end The end point
  79494. * @param world a matrix to transform the ray to. Default is the identity matrix.
  79495. * @returns the new ray
  79496. */
  79497. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  79498. /**
  79499. * Transforms a ray by a matrix
  79500. * @param ray ray to transform
  79501. * @param matrix matrix to apply
  79502. * @returns the resulting new ray
  79503. */
  79504. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  79505. /**
  79506. * Transforms a ray by a matrix
  79507. * @param ray ray to transform
  79508. * @param matrix matrix to apply
  79509. * @param result ray to store result in
  79510. */
  79511. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  79512. /**
  79513. * Unproject a ray from screen space to object space
  79514. * @param sourceX defines the screen space x coordinate to use
  79515. * @param sourceY defines the screen space y coordinate to use
  79516. * @param viewportWidth defines the current width of the viewport
  79517. * @param viewportHeight defines the current height of the viewport
  79518. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  79519. * @param view defines the view matrix to use
  79520. * @param projection defines the projection matrix to use
  79521. */
  79522. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  79523. }
  79524. /**
  79525. * Type used to define predicate used to select faces when a mesh intersection is detected
  79526. */
  79527. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  79528. interface Scene {
  79529. /** @hidden */
  79530. _tempPickingRay: Nullable<Ray>;
  79531. /** @hidden */
  79532. _cachedRayForTransform: Ray;
  79533. /** @hidden */
  79534. _pickWithRayInverseMatrix: Matrix;
  79535. /** @hidden */
  79536. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  79537. /** @hidden */
  79538. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  79539. }
  79540. }
  79541. declare module BABYLON {
  79542. /**
  79543. * Groups all the scene component constants in one place to ease maintenance.
  79544. * @hidden
  79545. */
  79546. export class SceneComponentConstants {
  79547. static readonly NAME_EFFECTLAYER: string;
  79548. static readonly NAME_LAYER: string;
  79549. static readonly NAME_LENSFLARESYSTEM: string;
  79550. static readonly NAME_BOUNDINGBOXRENDERER: string;
  79551. static readonly NAME_PARTICLESYSTEM: string;
  79552. static readonly NAME_GAMEPAD: string;
  79553. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  79554. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  79555. static readonly NAME_DEPTHRENDERER: string;
  79556. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  79557. static readonly NAME_SPRITE: string;
  79558. static readonly NAME_OUTLINERENDERER: string;
  79559. static readonly NAME_PROCEDURALTEXTURE: string;
  79560. static readonly NAME_SHADOWGENERATOR: string;
  79561. static readonly NAME_OCTREE: string;
  79562. static readonly NAME_PHYSICSENGINE: string;
  79563. static readonly NAME_AUDIO: string;
  79564. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  79565. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79566. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  79567. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79568. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  79569. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  79570. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  79571. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  79572. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  79573. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  79574. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  79575. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  79576. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  79577. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  79578. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  79579. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  79580. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  79581. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  79582. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  79583. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  79584. static readonly STEP_AFTERRENDER_AUDIO: number;
  79585. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  79586. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  79587. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  79588. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  79589. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  79590. static readonly STEP_POINTERMOVE_SPRITE: number;
  79591. static readonly STEP_POINTERDOWN_SPRITE: number;
  79592. static readonly STEP_POINTERUP_SPRITE: number;
  79593. }
  79594. /**
  79595. * This represents a scene component.
  79596. *
  79597. * This is used to decouple the dependency the scene is having on the different workloads like
  79598. * layers, post processes...
  79599. */
  79600. export interface ISceneComponent {
  79601. /**
  79602. * The name of the component. Each component must have a unique name.
  79603. */
  79604. name: string;
  79605. /**
  79606. * The scene the component belongs to.
  79607. */
  79608. scene: Scene;
  79609. /**
  79610. * Register the component to one instance of a scene.
  79611. */
  79612. register(): void;
  79613. /**
  79614. * Rebuilds the elements related to this component in case of
  79615. * context lost for instance.
  79616. */
  79617. rebuild(): void;
  79618. /**
  79619. * Disposes the component and the associated ressources.
  79620. */
  79621. dispose(): void;
  79622. }
  79623. /**
  79624. * This represents a SERIALIZABLE scene component.
  79625. *
  79626. * This extends Scene Component to add Serialization methods on top.
  79627. */
  79628. export interface ISceneSerializableComponent extends ISceneComponent {
  79629. /**
  79630. * Adds all the elements from the container to the scene
  79631. * @param container the container holding the elements
  79632. */
  79633. addFromContainer(container: AbstractScene): void;
  79634. /**
  79635. * Removes all the elements in the container from the scene
  79636. * @param container contains the elements to remove
  79637. * @param dispose if the removed element should be disposed (default: false)
  79638. */
  79639. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  79640. /**
  79641. * Serializes the component data to the specified json object
  79642. * @param serializationObject The object to serialize to
  79643. */
  79644. serialize(serializationObject: any): void;
  79645. }
  79646. /**
  79647. * Strong typing of a Mesh related stage step action
  79648. */
  79649. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  79650. /**
  79651. * Strong typing of a Evaluate Sub Mesh related stage step action
  79652. */
  79653. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  79654. /**
  79655. * Strong typing of a Active Mesh related stage step action
  79656. */
  79657. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  79658. /**
  79659. * Strong typing of a Camera related stage step action
  79660. */
  79661. export type CameraStageAction = (camera: Camera) => void;
  79662. /**
  79663. * Strong typing of a Camera Frame buffer related stage step action
  79664. */
  79665. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  79666. /**
  79667. * Strong typing of a Render Target related stage step action
  79668. */
  79669. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  79670. /**
  79671. * Strong typing of a RenderingGroup related stage step action
  79672. */
  79673. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  79674. /**
  79675. * Strong typing of a Mesh Render related stage step action
  79676. */
  79677. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  79678. /**
  79679. * Strong typing of a simple stage step action
  79680. */
  79681. export type SimpleStageAction = () => void;
  79682. /**
  79683. * Strong typing of a render target action.
  79684. */
  79685. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  79686. /**
  79687. * Strong typing of a pointer move action.
  79688. */
  79689. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  79690. /**
  79691. * Strong typing of a pointer up/down action.
  79692. */
  79693. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  79694. /**
  79695. * Representation of a stage in the scene (Basically a list of ordered steps)
  79696. * @hidden
  79697. */
  79698. export class Stage<T extends Function> extends Array<{
  79699. index: number;
  79700. component: ISceneComponent;
  79701. action: T;
  79702. }> {
  79703. /**
  79704. * Hide ctor from the rest of the world.
  79705. * @param items The items to add.
  79706. */
  79707. private constructor();
  79708. /**
  79709. * Creates a new Stage.
  79710. * @returns A new instance of a Stage
  79711. */
  79712. static Create<T extends Function>(): Stage<T>;
  79713. /**
  79714. * Registers a step in an ordered way in the targeted stage.
  79715. * @param index Defines the position to register the step in
  79716. * @param component Defines the component attached to the step
  79717. * @param action Defines the action to launch during the step
  79718. */
  79719. registerStep(index: number, component: ISceneComponent, action: T): void;
  79720. /**
  79721. * Clears all the steps from the stage.
  79722. */
  79723. clear(): void;
  79724. }
  79725. }
  79726. declare module BABYLON {
  79727. interface Scene {
  79728. /** @hidden */
  79729. _pointerOverSprite: Nullable<Sprite>;
  79730. /** @hidden */
  79731. _pickedDownSprite: Nullable<Sprite>;
  79732. /** @hidden */
  79733. _tempSpritePickingRay: Nullable<Ray>;
  79734. /**
  79735. * All of the sprite managers added to this scene
  79736. * @see http://doc.babylonjs.com/babylon101/sprites
  79737. */
  79738. spriteManagers: Array<ISpriteManager>;
  79739. /**
  79740. * An event triggered when sprites rendering is about to start
  79741. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79742. */
  79743. onBeforeSpritesRenderingObservable: Observable<Scene>;
  79744. /**
  79745. * An event triggered when sprites rendering is done
  79746. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79747. */
  79748. onAfterSpritesRenderingObservable: Observable<Scene>;
  79749. /** @hidden */
  79750. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79751. /** Launch a ray to try to pick a sprite in the scene
  79752. * @param x position on screen
  79753. * @param y position on screen
  79754. * @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
  79755. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79756. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79757. * @returns a PickingInfo
  79758. */
  79759. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79760. /** Use the given ray to pick a sprite in the scene
  79761. * @param ray The ray (in world space) to use to pick meshes
  79762. * @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
  79763. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79764. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79765. * @returns a PickingInfo
  79766. */
  79767. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79768. /** @hidden */
  79769. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79770. /** Launch a ray to try to pick sprites in the scene
  79771. * @param x position on screen
  79772. * @param y position on screen
  79773. * @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
  79774. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79775. * @returns a PickingInfo array
  79776. */
  79777. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79778. /** Use the given ray to pick sprites in the scene
  79779. * @param ray The ray (in world space) to use to pick meshes
  79780. * @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
  79781. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79782. * @returns a PickingInfo array
  79783. */
  79784. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79785. /**
  79786. * Force the sprite under the pointer
  79787. * @param sprite defines the sprite to use
  79788. */
  79789. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  79790. /**
  79791. * Gets the sprite under the pointer
  79792. * @returns a Sprite or null if no sprite is under the pointer
  79793. */
  79794. getPointerOverSprite(): Nullable<Sprite>;
  79795. }
  79796. /**
  79797. * Defines the sprite scene component responsible to manage sprites
  79798. * in a given scene.
  79799. */
  79800. export class SpriteSceneComponent implements ISceneComponent {
  79801. /**
  79802. * The component name helpfull to identify the component in the list of scene components.
  79803. */
  79804. readonly name: string;
  79805. /**
  79806. * The scene the component belongs to.
  79807. */
  79808. scene: Scene;
  79809. /** @hidden */
  79810. private _spritePredicate;
  79811. /**
  79812. * Creates a new instance of the component for the given scene
  79813. * @param scene Defines the scene to register the component in
  79814. */
  79815. constructor(scene: Scene);
  79816. /**
  79817. * Registers the component in a given scene
  79818. */
  79819. register(): void;
  79820. /**
  79821. * Rebuilds the elements related to this component in case of
  79822. * context lost for instance.
  79823. */
  79824. rebuild(): void;
  79825. /**
  79826. * Disposes the component and the associated ressources.
  79827. */
  79828. dispose(): void;
  79829. private _pickSpriteButKeepRay;
  79830. private _pointerMove;
  79831. private _pointerDown;
  79832. private _pointerUp;
  79833. }
  79834. }
  79835. declare module BABYLON {
  79836. /** @hidden */
  79837. export var fogFragmentDeclaration: {
  79838. name: string;
  79839. shader: string;
  79840. };
  79841. }
  79842. declare module BABYLON {
  79843. /** @hidden */
  79844. export var fogFragment: {
  79845. name: string;
  79846. shader: string;
  79847. };
  79848. }
  79849. declare module BABYLON {
  79850. /** @hidden */
  79851. export var spritesPixelShader: {
  79852. name: string;
  79853. shader: string;
  79854. };
  79855. }
  79856. declare module BABYLON {
  79857. /** @hidden */
  79858. export var fogVertexDeclaration: {
  79859. name: string;
  79860. shader: string;
  79861. };
  79862. }
  79863. declare module BABYLON {
  79864. /** @hidden */
  79865. export var spritesVertexShader: {
  79866. name: string;
  79867. shader: string;
  79868. };
  79869. }
  79870. declare module BABYLON {
  79871. /**
  79872. * Defines the minimum interface to fullfil in order to be a sprite manager.
  79873. */
  79874. export interface ISpriteManager extends IDisposable {
  79875. /**
  79876. * Restricts the camera to viewing objects with the same layerMask.
  79877. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  79878. */
  79879. layerMask: number;
  79880. /**
  79881. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  79882. */
  79883. isPickable: boolean;
  79884. /**
  79885. * Specifies the rendering group id for this mesh (0 by default)
  79886. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  79887. */
  79888. renderingGroupId: number;
  79889. /**
  79890. * Defines the list of sprites managed by the manager.
  79891. */
  79892. sprites: Array<Sprite>;
  79893. /**
  79894. * Tests the intersection of a sprite with a specific ray.
  79895. * @param ray The ray we are sending to test the collision
  79896. * @param camera The camera space we are sending rays in
  79897. * @param predicate A predicate allowing excluding sprites from the list of object to test
  79898. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  79899. * @returns picking info or null.
  79900. */
  79901. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79902. /**
  79903. * Intersects the sprites with a ray
  79904. * @param ray defines the ray to intersect with
  79905. * @param camera defines the current active camera
  79906. * @param predicate defines a predicate used to select candidate sprites
  79907. * @returns null if no hit or a PickingInfo array
  79908. */
  79909. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79910. /**
  79911. * Renders the list of sprites on screen.
  79912. */
  79913. render(): void;
  79914. }
  79915. /**
  79916. * Class used to manage multiple sprites on the same spritesheet
  79917. * @see http://doc.babylonjs.com/babylon101/sprites
  79918. */
  79919. export class SpriteManager implements ISpriteManager {
  79920. /** defines the manager's name */
  79921. name: string;
  79922. /** Gets the list of sprites */
  79923. sprites: Sprite[];
  79924. /** Gets or sets the rendering group id (0 by default) */
  79925. renderingGroupId: number;
  79926. /** Gets or sets camera layer mask */
  79927. layerMask: number;
  79928. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  79929. fogEnabled: boolean;
  79930. /** Gets or sets a boolean indicating if the sprites are pickable */
  79931. isPickable: boolean;
  79932. /** Defines the default width of a cell in the spritesheet */
  79933. cellWidth: number;
  79934. /** Defines the default height of a cell in the spritesheet */
  79935. cellHeight: number;
  79936. /** Associative array from JSON sprite data file */
  79937. private _cellData;
  79938. /** Array of sprite names from JSON sprite data file */
  79939. private _spriteMap;
  79940. /** True when packed cell data from JSON file is ready*/
  79941. private _packedAndReady;
  79942. /**
  79943. * An event triggered when the manager is disposed.
  79944. */
  79945. onDisposeObservable: Observable<SpriteManager>;
  79946. private _onDisposeObserver;
  79947. /**
  79948. * Callback called when the manager is disposed
  79949. */
  79950. onDispose: () => void;
  79951. private _capacity;
  79952. private _fromPacked;
  79953. private _spriteTexture;
  79954. private _epsilon;
  79955. private _scene;
  79956. private _vertexData;
  79957. private _buffer;
  79958. private _vertexBuffers;
  79959. private _indexBuffer;
  79960. private _effectBase;
  79961. private _effectFog;
  79962. /**
  79963. * Gets or sets the spritesheet texture
  79964. */
  79965. texture: Texture;
  79966. /**
  79967. * Creates a new sprite manager
  79968. * @param name defines the manager's name
  79969. * @param imgUrl defines the sprite sheet url
  79970. * @param capacity defines the maximum allowed number of sprites
  79971. * @param cellSize defines the size of a sprite cell
  79972. * @param scene defines the hosting scene
  79973. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  79974. * @param samplingMode defines the smapling mode to use with spritesheet
  79975. * @param fromPacked set to false; do not alter
  79976. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  79977. */
  79978. constructor(
  79979. /** defines the manager's name */
  79980. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  79981. private _makePacked;
  79982. private _appendSpriteVertex;
  79983. /**
  79984. * Intersects the sprites with a ray
  79985. * @param ray defines the ray to intersect with
  79986. * @param camera defines the current active camera
  79987. * @param predicate defines a predicate used to select candidate sprites
  79988. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  79989. * @returns null if no hit or a PickingInfo
  79990. */
  79991. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79992. /**
  79993. * Intersects the sprites with a ray
  79994. * @param ray defines the ray to intersect with
  79995. * @param camera defines the current active camera
  79996. * @param predicate defines a predicate used to select candidate sprites
  79997. * @returns null if no hit or a PickingInfo array
  79998. */
  79999. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  80000. /**
  80001. * Render all child sprites
  80002. */
  80003. render(): void;
  80004. /**
  80005. * Release associated resources
  80006. */
  80007. dispose(): void;
  80008. }
  80009. }
  80010. declare module BABYLON {
  80011. /**
  80012. * Class used to represent a sprite
  80013. * @see http://doc.babylonjs.com/babylon101/sprites
  80014. */
  80015. export class Sprite {
  80016. /** defines the name */
  80017. name: string;
  80018. /** Gets or sets the current world position */
  80019. position: Vector3;
  80020. /** Gets or sets the main color */
  80021. color: Color4;
  80022. /** Gets or sets the width */
  80023. width: number;
  80024. /** Gets or sets the height */
  80025. height: number;
  80026. /** Gets or sets rotation angle */
  80027. angle: number;
  80028. /** Gets or sets the cell index in the sprite sheet */
  80029. cellIndex: number;
  80030. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  80031. cellRef: string;
  80032. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  80033. invertU: number;
  80034. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  80035. invertV: number;
  80036. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  80037. disposeWhenFinishedAnimating: boolean;
  80038. /** Gets the list of attached animations */
  80039. animations: Animation[];
  80040. /** Gets or sets a boolean indicating if the sprite can be picked */
  80041. isPickable: boolean;
  80042. /**
  80043. * Gets or sets the associated action manager
  80044. */
  80045. actionManager: Nullable<ActionManager>;
  80046. private _animationStarted;
  80047. private _loopAnimation;
  80048. private _fromIndex;
  80049. private _toIndex;
  80050. private _delay;
  80051. private _direction;
  80052. private _manager;
  80053. private _time;
  80054. private _onAnimationEnd;
  80055. /**
  80056. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  80057. */
  80058. isVisible: boolean;
  80059. /**
  80060. * Gets or sets the sprite size
  80061. */
  80062. size: number;
  80063. /**
  80064. * Creates a new Sprite
  80065. * @param name defines the name
  80066. * @param manager defines the manager
  80067. */
  80068. constructor(
  80069. /** defines the name */
  80070. name: string, manager: ISpriteManager);
  80071. /**
  80072. * Starts an animation
  80073. * @param from defines the initial key
  80074. * @param to defines the end key
  80075. * @param loop defines if the animation must loop
  80076. * @param delay defines the start delay (in ms)
  80077. * @param onAnimationEnd defines a callback to call when animation ends
  80078. */
  80079. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  80080. /** Stops current animation (if any) */
  80081. stopAnimation(): void;
  80082. /** @hidden */
  80083. _animate(deltaTime: number): void;
  80084. /** Release associated resources */
  80085. dispose(): void;
  80086. }
  80087. }
  80088. declare module BABYLON {
  80089. /**
  80090. * Information about the result of picking within a scene
  80091. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  80092. */
  80093. export class PickingInfo {
  80094. /** @hidden */
  80095. _pickingUnavailable: boolean;
  80096. /**
  80097. * If the pick collided with an object
  80098. */
  80099. hit: boolean;
  80100. /**
  80101. * Distance away where the pick collided
  80102. */
  80103. distance: number;
  80104. /**
  80105. * The location of pick collision
  80106. */
  80107. pickedPoint: Nullable<Vector3>;
  80108. /**
  80109. * The mesh corresponding the the pick collision
  80110. */
  80111. pickedMesh: Nullable<AbstractMesh>;
  80112. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  80113. bu: number;
  80114. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  80115. bv: number;
  80116. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  80117. faceId: number;
  80118. /** Id of the the submesh that was picked */
  80119. subMeshId: number;
  80120. /** If a sprite was picked, this will be the sprite the pick collided with */
  80121. pickedSprite: Nullable<Sprite>;
  80122. /**
  80123. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  80124. */
  80125. originMesh: Nullable<AbstractMesh>;
  80126. /**
  80127. * The ray that was used to perform the picking.
  80128. */
  80129. ray: Nullable<Ray>;
  80130. /**
  80131. * Gets the normal correspodning to the face the pick collided with
  80132. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  80133. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  80134. * @returns The normal correspodning to the face the pick collided with
  80135. */
  80136. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  80137. /**
  80138. * Gets the texture coordinates of where the pick occured
  80139. * @returns the vector containing the coordnates of the texture
  80140. */
  80141. getTextureCoordinates(): Nullable<Vector2>;
  80142. }
  80143. }
  80144. declare module BABYLON {
  80145. /**
  80146. * Gather the list of pointer event types as constants.
  80147. */
  80148. export class PointerEventTypes {
  80149. /**
  80150. * 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.
  80151. */
  80152. static readonly POINTERDOWN: number;
  80153. /**
  80154. * The pointerup event is fired when a pointer is no longer active.
  80155. */
  80156. static readonly POINTERUP: number;
  80157. /**
  80158. * The pointermove event is fired when a pointer changes coordinates.
  80159. */
  80160. static readonly POINTERMOVE: number;
  80161. /**
  80162. * The pointerwheel event is fired when a mouse wheel has been rotated.
  80163. */
  80164. static readonly POINTERWHEEL: number;
  80165. /**
  80166. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  80167. */
  80168. static readonly POINTERPICK: number;
  80169. /**
  80170. * The pointertap event is fired when a the object has been touched and released without drag.
  80171. */
  80172. static readonly POINTERTAP: number;
  80173. /**
  80174. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  80175. */
  80176. static readonly POINTERDOUBLETAP: number;
  80177. }
  80178. /**
  80179. * Base class of pointer info types.
  80180. */
  80181. export class PointerInfoBase {
  80182. /**
  80183. * Defines the type of event (PointerEventTypes)
  80184. */
  80185. type: number;
  80186. /**
  80187. * Defines the related dom event
  80188. */
  80189. event: PointerEvent | MouseWheelEvent;
  80190. /**
  80191. * Instantiates the base class of pointers info.
  80192. * @param type Defines the type of event (PointerEventTypes)
  80193. * @param event Defines the related dom event
  80194. */
  80195. constructor(
  80196. /**
  80197. * Defines the type of event (PointerEventTypes)
  80198. */
  80199. type: number,
  80200. /**
  80201. * Defines the related dom event
  80202. */
  80203. event: PointerEvent | MouseWheelEvent);
  80204. }
  80205. /**
  80206. * This class is used to store pointer related info for the onPrePointerObservable event.
  80207. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  80208. */
  80209. export class PointerInfoPre extends PointerInfoBase {
  80210. /**
  80211. * Ray from a pointer if availible (eg. 6dof controller)
  80212. */
  80213. ray: Nullable<Ray>;
  80214. /**
  80215. * Defines the local position of the pointer on the canvas.
  80216. */
  80217. localPosition: Vector2;
  80218. /**
  80219. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  80220. */
  80221. skipOnPointerObservable: boolean;
  80222. /**
  80223. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  80224. * @param type Defines the type of event (PointerEventTypes)
  80225. * @param event Defines the related dom event
  80226. * @param localX Defines the local x coordinates of the pointer when the event occured
  80227. * @param localY Defines the local y coordinates of the pointer when the event occured
  80228. */
  80229. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  80230. }
  80231. /**
  80232. * This type contains all the data related to a pointer event in Babylon.js.
  80233. * 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.
  80234. */
  80235. export class PointerInfo extends PointerInfoBase {
  80236. /**
  80237. * Defines the picking info associated to the info (if any)\
  80238. */
  80239. pickInfo: Nullable<PickingInfo>;
  80240. /**
  80241. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  80242. * @param type Defines the type of event (PointerEventTypes)
  80243. * @param event Defines the related dom event
  80244. * @param pickInfo Defines the picking info associated to the info (if any)\
  80245. */
  80246. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  80247. /**
  80248. * Defines the picking info associated to the info (if any)\
  80249. */
  80250. pickInfo: Nullable<PickingInfo>);
  80251. }
  80252. /**
  80253. * Data relating to a touch event on the screen.
  80254. */
  80255. export interface PointerTouch {
  80256. /**
  80257. * X coordinate of touch.
  80258. */
  80259. x: number;
  80260. /**
  80261. * Y coordinate of touch.
  80262. */
  80263. y: number;
  80264. /**
  80265. * Id of touch. Unique for each finger.
  80266. */
  80267. pointerId: number;
  80268. /**
  80269. * Event type passed from DOM.
  80270. */
  80271. type: any;
  80272. }
  80273. }
  80274. declare module BABYLON {
  80275. /**
  80276. * Manage the mouse inputs to control the movement of a free camera.
  80277. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80278. */
  80279. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  80280. /**
  80281. * Define if touch is enabled in the mouse input
  80282. */
  80283. touchEnabled: boolean;
  80284. /**
  80285. * Defines the camera the input is attached to.
  80286. */
  80287. camera: FreeCamera;
  80288. /**
  80289. * Defines the buttons associated with the input to handle camera move.
  80290. */
  80291. buttons: number[];
  80292. /**
  80293. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  80294. */
  80295. angularSensibility: number;
  80296. private _pointerInput;
  80297. private _onMouseMove;
  80298. private _observer;
  80299. private previousPosition;
  80300. /**
  80301. * Observable for when a pointer move event occurs containing the move offset
  80302. */
  80303. onPointerMovedObservable: Observable<{
  80304. offsetX: number;
  80305. offsetY: number;
  80306. }>;
  80307. /**
  80308. * @hidden
  80309. * If the camera should be rotated automatically based on pointer movement
  80310. */
  80311. _allowCameraRotation: boolean;
  80312. /**
  80313. * Manage the mouse inputs to control the movement of a free camera.
  80314. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80315. * @param touchEnabled Defines if touch is enabled or not
  80316. */
  80317. constructor(
  80318. /**
  80319. * Define if touch is enabled in the mouse input
  80320. */
  80321. touchEnabled?: boolean);
  80322. /**
  80323. * Attach the input controls to a specific dom element to get the input from.
  80324. * @param element Defines the element the controls should be listened from
  80325. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80326. */
  80327. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80328. /**
  80329. * Called on JS contextmenu event.
  80330. * Override this method to provide functionality.
  80331. */
  80332. protected onContextMenu(evt: PointerEvent): void;
  80333. /**
  80334. * Detach the current controls from the specified dom element.
  80335. * @param element Defines the element to stop listening the inputs from
  80336. */
  80337. detachControl(element: Nullable<HTMLElement>): void;
  80338. /**
  80339. * Gets the class name of the current intput.
  80340. * @returns the class name
  80341. */
  80342. getClassName(): string;
  80343. /**
  80344. * Get the friendly name associated with the input class.
  80345. * @returns the input friendly name
  80346. */
  80347. getSimpleName(): string;
  80348. }
  80349. }
  80350. declare module BABYLON {
  80351. /**
  80352. * Manage the touch inputs to control the movement of a free camera.
  80353. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80354. */
  80355. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  80356. /**
  80357. * Defines the camera the input is attached to.
  80358. */
  80359. camera: FreeCamera;
  80360. /**
  80361. * Defines the touch sensibility for rotation.
  80362. * The higher the faster.
  80363. */
  80364. touchAngularSensibility: number;
  80365. /**
  80366. * Defines the touch sensibility for move.
  80367. * The higher the faster.
  80368. */
  80369. touchMoveSensibility: number;
  80370. private _offsetX;
  80371. private _offsetY;
  80372. private _pointerPressed;
  80373. private _pointerInput;
  80374. private _observer;
  80375. private _onLostFocus;
  80376. /**
  80377. * Attach the input controls to a specific dom element to get the input from.
  80378. * @param element Defines the element the controls should be listened from
  80379. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80380. */
  80381. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80382. /**
  80383. * Detach the current controls from the specified dom element.
  80384. * @param element Defines the element to stop listening the inputs from
  80385. */
  80386. detachControl(element: Nullable<HTMLElement>): void;
  80387. /**
  80388. * Update the current camera state depending on the inputs that have been used this frame.
  80389. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80390. */
  80391. checkInputs(): void;
  80392. /**
  80393. * Gets the class name of the current intput.
  80394. * @returns the class name
  80395. */
  80396. getClassName(): string;
  80397. /**
  80398. * Get the friendly name associated with the input class.
  80399. * @returns the input friendly name
  80400. */
  80401. getSimpleName(): string;
  80402. }
  80403. }
  80404. declare module BABYLON {
  80405. /**
  80406. * Default Inputs manager for the FreeCamera.
  80407. * It groups all the default supported inputs for ease of use.
  80408. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80409. */
  80410. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  80411. /**
  80412. * @hidden
  80413. */
  80414. _mouseInput: Nullable<FreeCameraMouseInput>;
  80415. /**
  80416. * Instantiates a new FreeCameraInputsManager.
  80417. * @param camera Defines the camera the inputs belong to
  80418. */
  80419. constructor(camera: FreeCamera);
  80420. /**
  80421. * Add keyboard input support to the input manager.
  80422. * @returns the current input manager
  80423. */
  80424. addKeyboard(): FreeCameraInputsManager;
  80425. /**
  80426. * Add mouse input support to the input manager.
  80427. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  80428. * @returns the current input manager
  80429. */
  80430. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  80431. /**
  80432. * Removes the mouse input support from the manager
  80433. * @returns the current input manager
  80434. */
  80435. removeMouse(): FreeCameraInputsManager;
  80436. /**
  80437. * Add touch input support to the input manager.
  80438. * @returns the current input manager
  80439. */
  80440. addTouch(): FreeCameraInputsManager;
  80441. /**
  80442. * Remove all attached input methods from a camera
  80443. */
  80444. clear(): void;
  80445. }
  80446. }
  80447. declare module BABYLON {
  80448. /**
  80449. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80450. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  80451. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80452. */
  80453. export class FreeCamera extends TargetCamera {
  80454. /**
  80455. * Define the collision ellipsoid of the camera.
  80456. * This is helpful to simulate a camera body like the player body around the camera
  80457. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  80458. */
  80459. ellipsoid: Vector3;
  80460. /**
  80461. * Define an offset for the position of the ellipsoid around the camera.
  80462. * This can be helpful to determine the center of the body near the gravity center of the body
  80463. * instead of its head.
  80464. */
  80465. ellipsoidOffset: Vector3;
  80466. /**
  80467. * Enable or disable collisions of the camera with the rest of the scene objects.
  80468. */
  80469. checkCollisions: boolean;
  80470. /**
  80471. * Enable or disable gravity on the camera.
  80472. */
  80473. applyGravity: boolean;
  80474. /**
  80475. * Define the input manager associated to the camera.
  80476. */
  80477. inputs: FreeCameraInputsManager;
  80478. /**
  80479. * Gets the input sensibility for a mouse input. (default is 2000.0)
  80480. * Higher values reduce sensitivity.
  80481. */
  80482. /**
  80483. * Sets the input sensibility for a mouse input. (default is 2000.0)
  80484. * Higher values reduce sensitivity.
  80485. */
  80486. angularSensibility: number;
  80487. /**
  80488. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  80489. */
  80490. keysUp: number[];
  80491. /**
  80492. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  80493. */
  80494. keysDown: number[];
  80495. /**
  80496. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  80497. */
  80498. keysLeft: number[];
  80499. /**
  80500. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  80501. */
  80502. keysRight: number[];
  80503. /**
  80504. * Event raised when the camera collide with a mesh in the scene.
  80505. */
  80506. onCollide: (collidedMesh: AbstractMesh) => void;
  80507. private _collider;
  80508. private _needMoveForGravity;
  80509. private _oldPosition;
  80510. private _diffPosition;
  80511. private _newPosition;
  80512. /** @hidden */
  80513. _localDirection: Vector3;
  80514. /** @hidden */
  80515. _transformedDirection: Vector3;
  80516. /**
  80517. * Instantiates a Free Camera.
  80518. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80519. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  80520. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80521. * @param name Define the name of the camera in the scene
  80522. * @param position Define the start position of the camera in the scene
  80523. * @param scene Define the scene the camera belongs to
  80524. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  80525. */
  80526. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  80527. /**
  80528. * Attached controls to the current camera.
  80529. * @param element Defines the element the controls should be listened from
  80530. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80531. */
  80532. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80533. /**
  80534. * Detach the current controls from the camera.
  80535. * The camera will stop reacting to inputs.
  80536. * @param element Defines the element to stop listening the inputs from
  80537. */
  80538. detachControl(element: HTMLElement): void;
  80539. private _collisionMask;
  80540. /**
  80541. * Define a collision mask to limit the list of object the camera can collide with
  80542. */
  80543. collisionMask: number;
  80544. /** @hidden */
  80545. _collideWithWorld(displacement: Vector3): void;
  80546. private _onCollisionPositionChange;
  80547. /** @hidden */
  80548. _checkInputs(): void;
  80549. /** @hidden */
  80550. _decideIfNeedsToMove(): boolean;
  80551. /** @hidden */
  80552. _updatePosition(): void;
  80553. /**
  80554. * Destroy the camera and release the current resources hold by it.
  80555. */
  80556. dispose(): void;
  80557. /**
  80558. * Gets the current object class name.
  80559. * @return the class name
  80560. */
  80561. getClassName(): string;
  80562. }
  80563. }
  80564. declare module BABYLON {
  80565. /**
  80566. * Represents a gamepad control stick position
  80567. */
  80568. export class StickValues {
  80569. /**
  80570. * The x component of the control stick
  80571. */
  80572. x: number;
  80573. /**
  80574. * The y component of the control stick
  80575. */
  80576. y: number;
  80577. /**
  80578. * Initializes the gamepad x and y control stick values
  80579. * @param x The x component of the gamepad control stick value
  80580. * @param y The y component of the gamepad control stick value
  80581. */
  80582. constructor(
  80583. /**
  80584. * The x component of the control stick
  80585. */
  80586. x: number,
  80587. /**
  80588. * The y component of the control stick
  80589. */
  80590. y: number);
  80591. }
  80592. /**
  80593. * An interface which manages callbacks for gamepad button changes
  80594. */
  80595. export interface GamepadButtonChanges {
  80596. /**
  80597. * Called when a gamepad has been changed
  80598. */
  80599. changed: boolean;
  80600. /**
  80601. * Called when a gamepad press event has been triggered
  80602. */
  80603. pressChanged: boolean;
  80604. /**
  80605. * Called when a touch event has been triggered
  80606. */
  80607. touchChanged: boolean;
  80608. /**
  80609. * Called when a value has changed
  80610. */
  80611. valueChanged: boolean;
  80612. }
  80613. /**
  80614. * Represents a gamepad
  80615. */
  80616. export class Gamepad {
  80617. /**
  80618. * The id of the gamepad
  80619. */
  80620. id: string;
  80621. /**
  80622. * The index of the gamepad
  80623. */
  80624. index: number;
  80625. /**
  80626. * The browser gamepad
  80627. */
  80628. browserGamepad: any;
  80629. /**
  80630. * Specifies what type of gamepad this represents
  80631. */
  80632. type: number;
  80633. private _leftStick;
  80634. private _rightStick;
  80635. /** @hidden */
  80636. _isConnected: boolean;
  80637. private _leftStickAxisX;
  80638. private _leftStickAxisY;
  80639. private _rightStickAxisX;
  80640. private _rightStickAxisY;
  80641. /**
  80642. * Triggered when the left control stick has been changed
  80643. */
  80644. private _onleftstickchanged;
  80645. /**
  80646. * Triggered when the right control stick has been changed
  80647. */
  80648. private _onrightstickchanged;
  80649. /**
  80650. * Represents a gamepad controller
  80651. */
  80652. static GAMEPAD: number;
  80653. /**
  80654. * Represents a generic controller
  80655. */
  80656. static GENERIC: number;
  80657. /**
  80658. * Represents an XBox controller
  80659. */
  80660. static XBOX: number;
  80661. /**
  80662. * Represents a pose-enabled controller
  80663. */
  80664. static POSE_ENABLED: number;
  80665. /**
  80666. * Represents an Dual Shock controller
  80667. */
  80668. static DUALSHOCK: number;
  80669. /**
  80670. * Specifies whether the left control stick should be Y-inverted
  80671. */
  80672. protected _invertLeftStickY: boolean;
  80673. /**
  80674. * Specifies if the gamepad has been connected
  80675. */
  80676. readonly isConnected: boolean;
  80677. /**
  80678. * Initializes the gamepad
  80679. * @param id The id of the gamepad
  80680. * @param index The index of the gamepad
  80681. * @param browserGamepad The browser gamepad
  80682. * @param leftStickX The x component of the left joystick
  80683. * @param leftStickY The y component of the left joystick
  80684. * @param rightStickX The x component of the right joystick
  80685. * @param rightStickY The y component of the right joystick
  80686. */
  80687. constructor(
  80688. /**
  80689. * The id of the gamepad
  80690. */
  80691. id: string,
  80692. /**
  80693. * The index of the gamepad
  80694. */
  80695. index: number,
  80696. /**
  80697. * The browser gamepad
  80698. */
  80699. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  80700. /**
  80701. * Callback triggered when the left joystick has changed
  80702. * @param callback
  80703. */
  80704. onleftstickchanged(callback: (values: StickValues) => void): void;
  80705. /**
  80706. * Callback triggered when the right joystick has changed
  80707. * @param callback
  80708. */
  80709. onrightstickchanged(callback: (values: StickValues) => void): void;
  80710. /**
  80711. * Gets the left joystick
  80712. */
  80713. /**
  80714. * Sets the left joystick values
  80715. */
  80716. leftStick: StickValues;
  80717. /**
  80718. * Gets the right joystick
  80719. */
  80720. /**
  80721. * Sets the right joystick value
  80722. */
  80723. rightStick: StickValues;
  80724. /**
  80725. * Updates the gamepad joystick positions
  80726. */
  80727. update(): void;
  80728. /**
  80729. * Disposes the gamepad
  80730. */
  80731. dispose(): void;
  80732. }
  80733. /**
  80734. * Represents a generic gamepad
  80735. */
  80736. export class GenericPad extends Gamepad {
  80737. private _buttons;
  80738. private _onbuttondown;
  80739. private _onbuttonup;
  80740. /**
  80741. * Observable triggered when a button has been pressed
  80742. */
  80743. onButtonDownObservable: Observable<number>;
  80744. /**
  80745. * Observable triggered when a button has been released
  80746. */
  80747. onButtonUpObservable: Observable<number>;
  80748. /**
  80749. * Callback triggered when a button has been pressed
  80750. * @param callback Called when a button has been pressed
  80751. */
  80752. onbuttondown(callback: (buttonPressed: number) => void): void;
  80753. /**
  80754. * Callback triggered when a button has been released
  80755. * @param callback Called when a button has been released
  80756. */
  80757. onbuttonup(callback: (buttonReleased: number) => void): void;
  80758. /**
  80759. * Initializes the generic gamepad
  80760. * @param id The id of the generic gamepad
  80761. * @param index The index of the generic gamepad
  80762. * @param browserGamepad The browser gamepad
  80763. */
  80764. constructor(id: string, index: number, browserGamepad: any);
  80765. private _setButtonValue;
  80766. /**
  80767. * Updates the generic gamepad
  80768. */
  80769. update(): void;
  80770. /**
  80771. * Disposes the generic gamepad
  80772. */
  80773. dispose(): void;
  80774. }
  80775. }
  80776. declare module BABYLON {
  80777. interface Engine {
  80778. /**
  80779. * Creates a raw texture
  80780. * @param data defines the data to store in the texture
  80781. * @param width defines the width of the texture
  80782. * @param height defines the height of the texture
  80783. * @param format defines the format of the data
  80784. * @param generateMipMaps defines if the engine should generate the mip levels
  80785. * @param invertY defines if data must be stored with Y axis inverted
  80786. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  80787. * @param compression defines the compression used (null by default)
  80788. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80789. * @returns the raw texture inside an InternalTexture
  80790. */
  80791. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  80792. /**
  80793. * Update a raw texture
  80794. * @param texture defines the texture to update
  80795. * @param data defines the data to store in the texture
  80796. * @param format defines the format of the data
  80797. * @param invertY defines if data must be stored with Y axis inverted
  80798. */
  80799. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80800. /**
  80801. * Update a raw texture
  80802. * @param texture defines the texture to update
  80803. * @param data defines the data to store in the texture
  80804. * @param format defines the format of the data
  80805. * @param invertY defines if data must be stored with Y axis inverted
  80806. * @param compression defines the compression used (null by default)
  80807. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80808. */
  80809. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  80810. /**
  80811. * Creates a new raw cube texture
  80812. * @param data defines the array of data to use to create each face
  80813. * @param size defines the size of the textures
  80814. * @param format defines the format of the data
  80815. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80816. * @param generateMipMaps defines if the engine should generate the mip levels
  80817. * @param invertY defines if data must be stored with Y axis inverted
  80818. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80819. * @param compression defines the compression used (null by default)
  80820. * @returns the cube texture as an InternalTexture
  80821. */
  80822. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  80823. /**
  80824. * Update a raw cube texture
  80825. * @param texture defines the texture to udpdate
  80826. * @param data defines the data to store
  80827. * @param format defines the data format
  80828. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80829. * @param invertY defines if data must be stored with Y axis inverted
  80830. */
  80831. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  80832. /**
  80833. * Update a raw cube texture
  80834. * @param texture defines the texture to udpdate
  80835. * @param data defines the data to store
  80836. * @param format defines the data format
  80837. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80838. * @param invertY defines if data must be stored with Y axis inverted
  80839. * @param compression defines the compression used (null by default)
  80840. */
  80841. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  80842. /**
  80843. * Update a raw cube texture
  80844. * @param texture defines the texture to udpdate
  80845. * @param data defines the data to store
  80846. * @param format defines the data format
  80847. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80848. * @param invertY defines if data must be stored with Y axis inverted
  80849. * @param compression defines the compression used (null by default)
  80850. * @param level defines which level of the texture to update
  80851. */
  80852. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  80853. /**
  80854. * Creates a new raw cube texture from a specified url
  80855. * @param url defines the url where the data is located
  80856. * @param scene defines the current scene
  80857. * @param size defines the size of the textures
  80858. * @param format defines the format of the data
  80859. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80860. * @param noMipmap defines if the engine should avoid generating the mip levels
  80861. * @param callback defines a callback used to extract texture data from loaded data
  80862. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80863. * @param onLoad defines a callback called when texture is loaded
  80864. * @param onError defines a callback called if there is an error
  80865. * @returns the cube texture as an InternalTexture
  80866. */
  80867. 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;
  80868. /**
  80869. * Creates a new raw cube texture from a specified url
  80870. * @param url defines the url where the data is located
  80871. * @param scene defines the current scene
  80872. * @param size defines the size of the textures
  80873. * @param format defines the format of the data
  80874. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80875. * @param noMipmap defines if the engine should avoid generating the mip levels
  80876. * @param callback defines a callback used to extract texture data from loaded data
  80877. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80878. * @param onLoad defines a callback called when texture is loaded
  80879. * @param onError defines a callback called if there is an error
  80880. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80881. * @param invertY defines if data must be stored with Y axis inverted
  80882. * @returns the cube texture as an InternalTexture
  80883. */
  80884. 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;
  80885. /**
  80886. * Creates a new raw 3D texture
  80887. * @param data defines the data used to create the texture
  80888. * @param width defines the width of the texture
  80889. * @param height defines the height of the texture
  80890. * @param depth defines the depth of the texture
  80891. * @param format defines the format of the texture
  80892. * @param generateMipMaps defines if the engine must generate mip levels
  80893. * @param invertY defines if data must be stored with Y axis inverted
  80894. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80895. * @param compression defines the compressed used (can be null)
  80896. * @param textureType defines the compressed used (can be null)
  80897. * @returns a new raw 3D texture (stored in an InternalTexture)
  80898. */
  80899. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  80900. /**
  80901. * Update a raw 3D texture
  80902. * @param texture defines the texture to update
  80903. * @param data defines the data to store
  80904. * @param format defines the data format
  80905. * @param invertY defines if data must be stored with Y axis inverted
  80906. */
  80907. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80908. /**
  80909. * Update a raw 3D texture
  80910. * @param texture defines the texture to update
  80911. * @param data defines the data to store
  80912. * @param format defines the data format
  80913. * @param invertY defines if data must be stored with Y axis inverted
  80914. * @param compression defines the used compression (can be null)
  80915. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  80916. */
  80917. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  80918. /**
  80919. * Creates a new raw 2D array texture
  80920. * @param data defines the data used to create the texture
  80921. * @param width defines the width of the texture
  80922. * @param height defines the height of the texture
  80923. * @param depth defines the number of layers of the texture
  80924. * @param format defines the format of the texture
  80925. * @param generateMipMaps defines if the engine must generate mip levels
  80926. * @param invertY defines if data must be stored with Y axis inverted
  80927. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80928. * @param compression defines the compressed used (can be null)
  80929. * @param textureType defines the compressed used (can be null)
  80930. * @returns a new raw 2D array texture (stored in an InternalTexture)
  80931. */
  80932. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  80933. /**
  80934. * Update a raw 2D array texture
  80935. * @param texture defines the texture to update
  80936. * @param data defines the data to store
  80937. * @param format defines the data format
  80938. * @param invertY defines if data must be stored with Y axis inverted
  80939. */
  80940. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80941. /**
  80942. * Update a raw 2D array texture
  80943. * @param texture defines the texture to update
  80944. * @param data defines the data to store
  80945. * @param format defines the data format
  80946. * @param invertY defines if data must be stored with Y axis inverted
  80947. * @param compression defines the used compression (can be null)
  80948. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  80949. */
  80950. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  80951. }
  80952. }
  80953. declare module BABYLON {
  80954. /**
  80955. * Raw texture can help creating a texture directly from an array of data.
  80956. * This can be super useful if you either get the data from an uncompressed source or
  80957. * if you wish to create your texture pixel by pixel.
  80958. */
  80959. export class RawTexture extends Texture {
  80960. /**
  80961. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80962. */
  80963. format: number;
  80964. private _engine;
  80965. /**
  80966. * Instantiates a new RawTexture.
  80967. * Raw texture can help creating a texture directly from an array of data.
  80968. * This can be super useful if you either get the data from an uncompressed source or
  80969. * if you wish to create your texture pixel by pixel.
  80970. * @param data define the array of data to use to create the texture
  80971. * @param width define the width of the texture
  80972. * @param height define the height of the texture
  80973. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80974. * @param scene define the scene the texture belongs to
  80975. * @param generateMipMaps define whether mip maps should be generated or not
  80976. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80977. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80978. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80979. */
  80980. constructor(data: ArrayBufferView, width: number, height: number,
  80981. /**
  80982. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80983. */
  80984. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  80985. /**
  80986. * Updates the texture underlying data.
  80987. * @param data Define the new data of the texture
  80988. */
  80989. update(data: ArrayBufferView): void;
  80990. /**
  80991. * Creates a luminance texture from some data.
  80992. * @param data Define the texture data
  80993. * @param width Define the width of the texture
  80994. * @param height Define the height of the texture
  80995. * @param scene Define the scene the texture belongs to
  80996. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80997. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80998. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80999. * @returns the luminance texture
  81000. */
  81001. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  81002. /**
  81003. * Creates a luminance alpha texture from some data.
  81004. * @param data Define the texture data
  81005. * @param width Define the width of the texture
  81006. * @param height Define the height of the texture
  81007. * @param scene Define the scene the texture belongs to
  81008. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81009. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81010. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81011. * @returns the luminance alpha texture
  81012. */
  81013. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  81014. /**
  81015. * Creates an alpha texture from some data.
  81016. * @param data Define the texture data
  81017. * @param width Define the width of the texture
  81018. * @param height Define the height of the texture
  81019. * @param scene Define the scene the texture belongs to
  81020. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81021. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81022. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81023. * @returns the alpha texture
  81024. */
  81025. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  81026. /**
  81027. * Creates a RGB texture from some data.
  81028. * @param data Define the texture data
  81029. * @param width Define the width of the texture
  81030. * @param height Define the height of the texture
  81031. * @param scene Define the scene the texture belongs to
  81032. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81033. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81034. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81035. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81036. * @returns the RGB alpha texture
  81037. */
  81038. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  81039. /**
  81040. * Creates a RGBA texture from some data.
  81041. * @param data Define the texture data
  81042. * @param width Define the width of the texture
  81043. * @param height Define the height of the texture
  81044. * @param scene Define the scene the texture belongs to
  81045. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81046. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81047. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81048. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81049. * @returns the RGBA texture
  81050. */
  81051. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  81052. /**
  81053. * Creates a R texture from some data.
  81054. * @param data Define the texture data
  81055. * @param width Define the width of the texture
  81056. * @param height Define the height of the texture
  81057. * @param scene Define the scene the texture belongs to
  81058. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81059. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81060. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81061. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81062. * @returns the R texture
  81063. */
  81064. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  81065. }
  81066. }
  81067. declare module BABYLON {
  81068. /**
  81069. * Interface for the size containing width and height
  81070. */
  81071. export interface ISize {
  81072. /**
  81073. * Width
  81074. */
  81075. width: number;
  81076. /**
  81077. * Heighht
  81078. */
  81079. height: number;
  81080. }
  81081. /**
  81082. * Size containing widht and height
  81083. */
  81084. export class Size implements ISize {
  81085. /**
  81086. * Width
  81087. */
  81088. width: number;
  81089. /**
  81090. * Height
  81091. */
  81092. height: number;
  81093. /**
  81094. * Creates a Size object from the given width and height (floats).
  81095. * @param width width of the new size
  81096. * @param height height of the new size
  81097. */
  81098. constructor(width: number, height: number);
  81099. /**
  81100. * Returns a string with the Size width and height
  81101. * @returns a string with the Size width and height
  81102. */
  81103. toString(): string;
  81104. /**
  81105. * "Size"
  81106. * @returns the string "Size"
  81107. */
  81108. getClassName(): string;
  81109. /**
  81110. * Returns the Size hash code.
  81111. * @returns a hash code for a unique width and height
  81112. */
  81113. getHashCode(): number;
  81114. /**
  81115. * Updates the current size from the given one.
  81116. * @param src the given size
  81117. */
  81118. copyFrom(src: Size): void;
  81119. /**
  81120. * Updates in place the current Size from the given floats.
  81121. * @param width width of the new size
  81122. * @param height height of the new size
  81123. * @returns the updated Size.
  81124. */
  81125. copyFromFloats(width: number, height: number): Size;
  81126. /**
  81127. * Updates in place the current Size from the given floats.
  81128. * @param width width to set
  81129. * @param height height to set
  81130. * @returns the updated Size.
  81131. */
  81132. set(width: number, height: number): Size;
  81133. /**
  81134. * Multiplies the width and height by numbers
  81135. * @param w factor to multiple the width by
  81136. * @param h factor to multiple the height by
  81137. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  81138. */
  81139. multiplyByFloats(w: number, h: number): Size;
  81140. /**
  81141. * Clones the size
  81142. * @returns a new Size copied from the given one.
  81143. */
  81144. clone(): Size;
  81145. /**
  81146. * True if the current Size and the given one width and height are strictly equal.
  81147. * @param other the other size to compare against
  81148. * @returns True if the current Size and the given one width and height are strictly equal.
  81149. */
  81150. equals(other: Size): boolean;
  81151. /**
  81152. * The surface of the Size : width * height (float).
  81153. */
  81154. readonly surface: number;
  81155. /**
  81156. * Create a new size of zero
  81157. * @returns a new Size set to (0.0, 0.0)
  81158. */
  81159. static Zero(): Size;
  81160. /**
  81161. * Sums the width and height of two sizes
  81162. * @param otherSize size to add to this size
  81163. * @returns a new Size set as the addition result of the current Size and the given one.
  81164. */
  81165. add(otherSize: Size): Size;
  81166. /**
  81167. * Subtracts the width and height of two
  81168. * @param otherSize size to subtract to this size
  81169. * @returns a new Size set as the subtraction result of the given one from the current Size.
  81170. */
  81171. subtract(otherSize: Size): Size;
  81172. /**
  81173. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  81174. * @param start starting size to lerp between
  81175. * @param end end size to lerp between
  81176. * @param amount amount to lerp between the start and end values
  81177. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  81178. */
  81179. static Lerp(start: Size, end: Size, amount: number): Size;
  81180. }
  81181. }
  81182. declare module BABYLON {
  81183. /**
  81184. * Defines a runtime animation
  81185. */
  81186. export class RuntimeAnimation {
  81187. private _events;
  81188. /**
  81189. * The current frame of the runtime animation
  81190. */
  81191. private _currentFrame;
  81192. /**
  81193. * The animation used by the runtime animation
  81194. */
  81195. private _animation;
  81196. /**
  81197. * The target of the runtime animation
  81198. */
  81199. private _target;
  81200. /**
  81201. * The initiating animatable
  81202. */
  81203. private _host;
  81204. /**
  81205. * The original value of the runtime animation
  81206. */
  81207. private _originalValue;
  81208. /**
  81209. * The original blend value of the runtime animation
  81210. */
  81211. private _originalBlendValue;
  81212. /**
  81213. * The offsets cache of the runtime animation
  81214. */
  81215. private _offsetsCache;
  81216. /**
  81217. * The high limits cache of the runtime animation
  81218. */
  81219. private _highLimitsCache;
  81220. /**
  81221. * Specifies if the runtime animation has been stopped
  81222. */
  81223. private _stopped;
  81224. /**
  81225. * The blending factor of the runtime animation
  81226. */
  81227. private _blendingFactor;
  81228. /**
  81229. * The BabylonJS scene
  81230. */
  81231. private _scene;
  81232. /**
  81233. * The current value of the runtime animation
  81234. */
  81235. private _currentValue;
  81236. /** @hidden */
  81237. _animationState: _IAnimationState;
  81238. /**
  81239. * The active target of the runtime animation
  81240. */
  81241. private _activeTargets;
  81242. private _currentActiveTarget;
  81243. private _directTarget;
  81244. /**
  81245. * The target path of the runtime animation
  81246. */
  81247. private _targetPath;
  81248. /**
  81249. * The weight of the runtime animation
  81250. */
  81251. private _weight;
  81252. /**
  81253. * The ratio offset of the runtime animation
  81254. */
  81255. private _ratioOffset;
  81256. /**
  81257. * The previous delay of the runtime animation
  81258. */
  81259. private _previousDelay;
  81260. /**
  81261. * The previous ratio of the runtime animation
  81262. */
  81263. private _previousRatio;
  81264. private _enableBlending;
  81265. private _keys;
  81266. private _minFrame;
  81267. private _maxFrame;
  81268. private _minValue;
  81269. private _maxValue;
  81270. private _targetIsArray;
  81271. /**
  81272. * Gets the current frame of the runtime animation
  81273. */
  81274. readonly currentFrame: number;
  81275. /**
  81276. * Gets the weight of the runtime animation
  81277. */
  81278. readonly weight: number;
  81279. /**
  81280. * Gets the current value of the runtime animation
  81281. */
  81282. readonly currentValue: any;
  81283. /**
  81284. * Gets the target path of the runtime animation
  81285. */
  81286. readonly targetPath: string;
  81287. /**
  81288. * Gets the actual target of the runtime animation
  81289. */
  81290. readonly target: any;
  81291. /** @hidden */
  81292. _onLoop: () => void;
  81293. /**
  81294. * Create a new RuntimeAnimation object
  81295. * @param target defines the target of the animation
  81296. * @param animation defines the source animation object
  81297. * @param scene defines the hosting scene
  81298. * @param host defines the initiating Animatable
  81299. */
  81300. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  81301. private _preparePath;
  81302. /**
  81303. * Gets the animation from the runtime animation
  81304. */
  81305. readonly animation: Animation;
  81306. /**
  81307. * Resets the runtime animation to the beginning
  81308. * @param restoreOriginal defines whether to restore the target property to the original value
  81309. */
  81310. reset(restoreOriginal?: boolean): void;
  81311. /**
  81312. * Specifies if the runtime animation is stopped
  81313. * @returns Boolean specifying if the runtime animation is stopped
  81314. */
  81315. isStopped(): boolean;
  81316. /**
  81317. * Disposes of the runtime animation
  81318. */
  81319. dispose(): void;
  81320. /**
  81321. * Apply the interpolated value to the target
  81322. * @param currentValue defines the value computed by the animation
  81323. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  81324. */
  81325. setValue(currentValue: any, weight: number): void;
  81326. private _getOriginalValues;
  81327. private _setValue;
  81328. /**
  81329. * Gets the loop pmode of the runtime animation
  81330. * @returns Loop Mode
  81331. */
  81332. private _getCorrectLoopMode;
  81333. /**
  81334. * Move the current animation to a given frame
  81335. * @param frame defines the frame to move to
  81336. */
  81337. goToFrame(frame: number): void;
  81338. /**
  81339. * @hidden Internal use only
  81340. */
  81341. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  81342. /**
  81343. * Execute the current animation
  81344. * @param delay defines the delay to add to the current frame
  81345. * @param from defines the lower bound of the animation range
  81346. * @param to defines the upper bound of the animation range
  81347. * @param loop defines if the current animation must loop
  81348. * @param speedRatio defines the current speed ratio
  81349. * @param weight defines the weight of the animation (default is -1 so no weight)
  81350. * @param onLoop optional callback called when animation loops
  81351. * @returns a boolean indicating if the animation is running
  81352. */
  81353. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  81354. }
  81355. }
  81356. declare module BABYLON {
  81357. /**
  81358. * Class used to store an actual running animation
  81359. */
  81360. export class Animatable {
  81361. /** defines the target object */
  81362. target: any;
  81363. /** defines the starting frame number (default is 0) */
  81364. fromFrame: number;
  81365. /** defines the ending frame number (default is 100) */
  81366. toFrame: number;
  81367. /** defines if the animation must loop (default is false) */
  81368. loopAnimation: boolean;
  81369. /** defines a callback to call when animation ends if it is not looping */
  81370. onAnimationEnd?: (() => void) | null | undefined;
  81371. /** defines a callback to call when animation loops */
  81372. onAnimationLoop?: (() => void) | null | undefined;
  81373. private _localDelayOffset;
  81374. private _pausedDelay;
  81375. private _runtimeAnimations;
  81376. private _paused;
  81377. private _scene;
  81378. private _speedRatio;
  81379. private _weight;
  81380. private _syncRoot;
  81381. /**
  81382. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  81383. * This will only apply for non looping animation (default is true)
  81384. */
  81385. disposeOnEnd: boolean;
  81386. /**
  81387. * Gets a boolean indicating if the animation has started
  81388. */
  81389. animationStarted: boolean;
  81390. /**
  81391. * Observer raised when the animation ends
  81392. */
  81393. onAnimationEndObservable: Observable<Animatable>;
  81394. /**
  81395. * Observer raised when the animation loops
  81396. */
  81397. onAnimationLoopObservable: Observable<Animatable>;
  81398. /**
  81399. * Gets the root Animatable used to synchronize and normalize animations
  81400. */
  81401. readonly syncRoot: Nullable<Animatable>;
  81402. /**
  81403. * Gets the current frame of the first RuntimeAnimation
  81404. * Used to synchronize Animatables
  81405. */
  81406. readonly masterFrame: number;
  81407. /**
  81408. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  81409. */
  81410. weight: number;
  81411. /**
  81412. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  81413. */
  81414. speedRatio: number;
  81415. /**
  81416. * Creates a new Animatable
  81417. * @param scene defines the hosting scene
  81418. * @param target defines the target object
  81419. * @param fromFrame defines the starting frame number (default is 0)
  81420. * @param toFrame defines the ending frame number (default is 100)
  81421. * @param loopAnimation defines if the animation must loop (default is false)
  81422. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  81423. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  81424. * @param animations defines a group of animation to add to the new Animatable
  81425. * @param onAnimationLoop defines a callback to call when animation loops
  81426. */
  81427. constructor(scene: Scene,
  81428. /** defines the target object */
  81429. target: any,
  81430. /** defines the starting frame number (default is 0) */
  81431. fromFrame?: number,
  81432. /** defines the ending frame number (default is 100) */
  81433. toFrame?: number,
  81434. /** defines if the animation must loop (default is false) */
  81435. loopAnimation?: boolean, speedRatio?: number,
  81436. /** defines a callback to call when animation ends if it is not looping */
  81437. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  81438. /** defines a callback to call when animation loops */
  81439. onAnimationLoop?: (() => void) | null | undefined);
  81440. /**
  81441. * Synchronize and normalize current Animatable with a source Animatable
  81442. * This is useful when using animation weights and when animations are not of the same length
  81443. * @param root defines the root Animatable to synchronize with
  81444. * @returns the current Animatable
  81445. */
  81446. syncWith(root: Animatable): Animatable;
  81447. /**
  81448. * Gets the list of runtime animations
  81449. * @returns an array of RuntimeAnimation
  81450. */
  81451. getAnimations(): RuntimeAnimation[];
  81452. /**
  81453. * Adds more animations to the current animatable
  81454. * @param target defines the target of the animations
  81455. * @param animations defines the new animations to add
  81456. */
  81457. appendAnimations(target: any, animations: Animation[]): void;
  81458. /**
  81459. * Gets the source animation for a specific property
  81460. * @param property defines the propertyu to look for
  81461. * @returns null or the source animation for the given property
  81462. */
  81463. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  81464. /**
  81465. * Gets the runtime animation for a specific property
  81466. * @param property defines the propertyu to look for
  81467. * @returns null or the runtime animation for the given property
  81468. */
  81469. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  81470. /**
  81471. * Resets the animatable to its original state
  81472. */
  81473. reset(): void;
  81474. /**
  81475. * Allows the animatable to blend with current running animations
  81476. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81477. * @param blendingSpeed defines the blending speed to use
  81478. */
  81479. enableBlending(blendingSpeed: number): void;
  81480. /**
  81481. * Disable animation blending
  81482. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81483. */
  81484. disableBlending(): void;
  81485. /**
  81486. * Jump directly to a given frame
  81487. * @param frame defines the frame to jump to
  81488. */
  81489. goToFrame(frame: number): void;
  81490. /**
  81491. * Pause the animation
  81492. */
  81493. pause(): void;
  81494. /**
  81495. * Restart the animation
  81496. */
  81497. restart(): void;
  81498. private _raiseOnAnimationEnd;
  81499. /**
  81500. * Stop and delete the current animation
  81501. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  81502. * @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)
  81503. */
  81504. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  81505. /**
  81506. * Wait asynchronously for the animation to end
  81507. * @returns a promise which will be fullfilled when the animation ends
  81508. */
  81509. waitAsync(): Promise<Animatable>;
  81510. /** @hidden */
  81511. _animate(delay: number): boolean;
  81512. }
  81513. interface Scene {
  81514. /** @hidden */
  81515. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  81516. /** @hidden */
  81517. _processLateAnimationBindingsForMatrices(holder: {
  81518. totalWeight: number;
  81519. animations: RuntimeAnimation[];
  81520. originalValue: Matrix;
  81521. }): any;
  81522. /** @hidden */
  81523. _processLateAnimationBindingsForQuaternions(holder: {
  81524. totalWeight: number;
  81525. animations: RuntimeAnimation[];
  81526. originalValue: Quaternion;
  81527. }, refQuaternion: Quaternion): Quaternion;
  81528. /** @hidden */
  81529. _processLateAnimationBindings(): void;
  81530. /**
  81531. * Will start the animation sequence of a given target
  81532. * @param target defines the target
  81533. * @param from defines from which frame should animation start
  81534. * @param to defines until which frame should animation run.
  81535. * @param weight defines the weight to apply to the animation (1.0 by default)
  81536. * @param loop defines if the animation loops
  81537. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81538. * @param onAnimationEnd defines the function to be executed when the animation ends
  81539. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81540. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81541. * @param onAnimationLoop defines the callback to call when an animation loops
  81542. * @returns the animatable object created for this animation
  81543. */
  81544. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81545. /**
  81546. * Will start the animation sequence of a given target
  81547. * @param target defines the target
  81548. * @param from defines from which frame should animation start
  81549. * @param to defines until which frame should animation run.
  81550. * @param loop defines if the animation loops
  81551. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81552. * @param onAnimationEnd defines the function to be executed when the animation ends
  81553. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81554. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81555. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  81556. * @param onAnimationLoop defines the callback to call when an animation loops
  81557. * @returns the animatable object created for this animation
  81558. */
  81559. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81560. /**
  81561. * Will start the animation sequence of a given target and its hierarchy
  81562. * @param target defines the target
  81563. * @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.
  81564. * @param from defines from which frame should animation start
  81565. * @param to defines until which frame should animation run.
  81566. * @param loop defines if the animation loops
  81567. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81568. * @param onAnimationEnd defines the function to be executed when the animation ends
  81569. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81570. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81571. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81572. * @param onAnimationLoop defines the callback to call when an animation loops
  81573. * @returns the list of created animatables
  81574. */
  81575. 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[];
  81576. /**
  81577. * Begin a new animation on a given node
  81578. * @param target defines the target where the animation will take place
  81579. * @param animations defines the list of animations to start
  81580. * @param from defines the initial value
  81581. * @param to defines the final value
  81582. * @param loop defines if you want animation to loop (off by default)
  81583. * @param speedRatio defines the speed ratio to apply to all animations
  81584. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81585. * @param onAnimationLoop defines the callback to call when an animation loops
  81586. * @returns the list of created animatables
  81587. */
  81588. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  81589. /**
  81590. * Begin a new animation on a given node and its hierarchy
  81591. * @param target defines the root node where the animation will take place
  81592. * @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.
  81593. * @param animations defines the list of animations to start
  81594. * @param from defines the initial value
  81595. * @param to defines the final value
  81596. * @param loop defines if you want animation to loop (off by default)
  81597. * @param speedRatio defines the speed ratio to apply to all animations
  81598. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81599. * @param onAnimationLoop defines the callback to call when an animation loops
  81600. * @returns the list of animatables created for all nodes
  81601. */
  81602. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  81603. /**
  81604. * Gets the animatable associated with a specific target
  81605. * @param target defines the target of the animatable
  81606. * @returns the required animatable if found
  81607. */
  81608. getAnimatableByTarget(target: any): Nullable<Animatable>;
  81609. /**
  81610. * Gets all animatables associated with a given target
  81611. * @param target defines the target to look animatables for
  81612. * @returns an array of Animatables
  81613. */
  81614. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  81615. /**
  81616. * Stops and removes all animations that have been applied to the scene
  81617. */
  81618. stopAllAnimations(): void;
  81619. /**
  81620. * Gets the current delta time used by animation engine
  81621. */
  81622. deltaTime: number;
  81623. }
  81624. interface Bone {
  81625. /**
  81626. * Copy an animation range from another bone
  81627. * @param source defines the source bone
  81628. * @param rangeName defines the range name to copy
  81629. * @param frameOffset defines the frame offset
  81630. * @param rescaleAsRequired defines if rescaling must be applied if required
  81631. * @param skelDimensionsRatio defines the scaling ratio
  81632. * @returns true if operation was successful
  81633. */
  81634. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  81635. }
  81636. }
  81637. declare module BABYLON {
  81638. /**
  81639. * Class used to override all child animations of a given target
  81640. */
  81641. export class AnimationPropertiesOverride {
  81642. /**
  81643. * Gets or sets a value indicating if animation blending must be used
  81644. */
  81645. enableBlending: boolean;
  81646. /**
  81647. * Gets or sets the blending speed to use when enableBlending is true
  81648. */
  81649. blendingSpeed: number;
  81650. /**
  81651. * Gets or sets the default loop mode to use
  81652. */
  81653. loopMode: number;
  81654. }
  81655. }
  81656. declare module BABYLON {
  81657. /**
  81658. * Class used to handle skinning animations
  81659. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81660. */
  81661. export class Skeleton implements IAnimatable {
  81662. /** defines the skeleton name */
  81663. name: string;
  81664. /** defines the skeleton Id */
  81665. id: string;
  81666. /**
  81667. * Defines the list of child bones
  81668. */
  81669. bones: Bone[];
  81670. /**
  81671. * Defines an estimate of the dimension of the skeleton at rest
  81672. */
  81673. dimensionsAtRest: Vector3;
  81674. /**
  81675. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  81676. */
  81677. needInitialSkinMatrix: boolean;
  81678. /**
  81679. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  81680. */
  81681. overrideMesh: Nullable<AbstractMesh>;
  81682. /**
  81683. * Gets the list of animations attached to this skeleton
  81684. */
  81685. animations: Array<Animation>;
  81686. private _scene;
  81687. private _isDirty;
  81688. private _transformMatrices;
  81689. private _transformMatrixTexture;
  81690. private _meshesWithPoseMatrix;
  81691. private _animatables;
  81692. private _identity;
  81693. private _synchronizedWithMesh;
  81694. private _ranges;
  81695. private _lastAbsoluteTransformsUpdateId;
  81696. private _canUseTextureForBones;
  81697. private _uniqueId;
  81698. /** @hidden */
  81699. _numBonesWithLinkedTransformNode: number;
  81700. /** @hidden */
  81701. _hasWaitingData: Nullable<boolean>;
  81702. /**
  81703. * Specifies if the skeleton should be serialized
  81704. */
  81705. doNotSerialize: boolean;
  81706. private _useTextureToStoreBoneMatrices;
  81707. /**
  81708. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  81709. * Please note that this option is not available if the hardware does not support it
  81710. */
  81711. useTextureToStoreBoneMatrices: boolean;
  81712. private _animationPropertiesOverride;
  81713. /**
  81714. * Gets or sets the animation properties override
  81715. */
  81716. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81717. /**
  81718. * List of inspectable custom properties (used by the Inspector)
  81719. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81720. */
  81721. inspectableCustomProperties: IInspectable[];
  81722. /**
  81723. * An observable triggered before computing the skeleton's matrices
  81724. */
  81725. onBeforeComputeObservable: Observable<Skeleton>;
  81726. /**
  81727. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  81728. */
  81729. readonly isUsingTextureForMatrices: boolean;
  81730. /**
  81731. * Gets the unique ID of this skeleton
  81732. */
  81733. readonly uniqueId: number;
  81734. /**
  81735. * Creates a new skeleton
  81736. * @param name defines the skeleton name
  81737. * @param id defines the skeleton Id
  81738. * @param scene defines the hosting scene
  81739. */
  81740. constructor(
  81741. /** defines the skeleton name */
  81742. name: string,
  81743. /** defines the skeleton Id */
  81744. id: string, scene: Scene);
  81745. /**
  81746. * Gets the current object class name.
  81747. * @return the class name
  81748. */
  81749. getClassName(): string;
  81750. /**
  81751. * Returns an array containing the root bones
  81752. * @returns an array containing the root bones
  81753. */
  81754. getChildren(): Array<Bone>;
  81755. /**
  81756. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  81757. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81758. * @returns a Float32Array containing matrices data
  81759. */
  81760. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  81761. /**
  81762. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  81763. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81764. * @returns a raw texture containing the data
  81765. */
  81766. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  81767. /**
  81768. * Gets the current hosting scene
  81769. * @returns a scene object
  81770. */
  81771. getScene(): Scene;
  81772. /**
  81773. * Gets a string representing the current skeleton data
  81774. * @param fullDetails defines a boolean indicating if we want a verbose version
  81775. * @returns a string representing the current skeleton data
  81776. */
  81777. toString(fullDetails?: boolean): string;
  81778. /**
  81779. * Get bone's index searching by name
  81780. * @param name defines bone's name to search for
  81781. * @return the indice of the bone. Returns -1 if not found
  81782. */
  81783. getBoneIndexByName(name: string): number;
  81784. /**
  81785. * Creater a new animation range
  81786. * @param name defines the name of the range
  81787. * @param from defines the start key
  81788. * @param to defines the end key
  81789. */
  81790. createAnimationRange(name: string, from: number, to: number): void;
  81791. /**
  81792. * Delete a specific animation range
  81793. * @param name defines the name of the range
  81794. * @param deleteFrames defines if frames must be removed as well
  81795. */
  81796. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  81797. /**
  81798. * Gets a specific animation range
  81799. * @param name defines the name of the range to look for
  81800. * @returns the requested animation range or null if not found
  81801. */
  81802. getAnimationRange(name: string): Nullable<AnimationRange>;
  81803. /**
  81804. * Gets the list of all animation ranges defined on this skeleton
  81805. * @returns an array
  81806. */
  81807. getAnimationRanges(): Nullable<AnimationRange>[];
  81808. /**
  81809. * Copy animation range from a source skeleton.
  81810. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  81811. * @param source defines the source skeleton
  81812. * @param name defines the name of the range to copy
  81813. * @param rescaleAsRequired defines if rescaling must be applied if required
  81814. * @returns true if operation was successful
  81815. */
  81816. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  81817. /**
  81818. * Forces the skeleton to go to rest pose
  81819. */
  81820. returnToRest(): void;
  81821. private _getHighestAnimationFrame;
  81822. /**
  81823. * Begin a specific animation range
  81824. * @param name defines the name of the range to start
  81825. * @param loop defines if looping must be turned on (false by default)
  81826. * @param speedRatio defines the speed ratio to apply (1 by default)
  81827. * @param onAnimationEnd defines a callback which will be called when animation will end
  81828. * @returns a new animatable
  81829. */
  81830. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  81831. /** @hidden */
  81832. _markAsDirty(): void;
  81833. /** @hidden */
  81834. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81835. /** @hidden */
  81836. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81837. private _computeTransformMatrices;
  81838. /**
  81839. * Build all resources required to render a skeleton
  81840. */
  81841. prepare(): void;
  81842. /**
  81843. * Gets the list of animatables currently running for this skeleton
  81844. * @returns an array of animatables
  81845. */
  81846. getAnimatables(): IAnimatable[];
  81847. /**
  81848. * Clone the current skeleton
  81849. * @param name defines the name of the new skeleton
  81850. * @param id defines the id of the new skeleton
  81851. * @returns the new skeleton
  81852. */
  81853. clone(name: string, id?: string): Skeleton;
  81854. /**
  81855. * Enable animation blending for this skeleton
  81856. * @param blendingSpeed defines the blending speed to apply
  81857. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81858. */
  81859. enableBlending(blendingSpeed?: number): void;
  81860. /**
  81861. * Releases all resources associated with the current skeleton
  81862. */
  81863. dispose(): void;
  81864. /**
  81865. * Serialize the skeleton in a JSON object
  81866. * @returns a JSON object
  81867. */
  81868. serialize(): any;
  81869. /**
  81870. * Creates a new skeleton from serialized data
  81871. * @param parsedSkeleton defines the serialized data
  81872. * @param scene defines the hosting scene
  81873. * @returns a new skeleton
  81874. */
  81875. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  81876. /**
  81877. * Compute all node absolute transforms
  81878. * @param forceUpdate defines if computation must be done even if cache is up to date
  81879. */
  81880. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  81881. /**
  81882. * Gets the root pose matrix
  81883. * @returns a matrix
  81884. */
  81885. getPoseMatrix(): Nullable<Matrix>;
  81886. /**
  81887. * Sorts bones per internal index
  81888. */
  81889. sortBones(): void;
  81890. private _sortBones;
  81891. }
  81892. }
  81893. declare module BABYLON {
  81894. /**
  81895. * Class used to store bone information
  81896. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81897. */
  81898. export class Bone extends Node {
  81899. /**
  81900. * defines the bone name
  81901. */
  81902. name: string;
  81903. private static _tmpVecs;
  81904. private static _tmpQuat;
  81905. private static _tmpMats;
  81906. /**
  81907. * Gets the list of child bones
  81908. */
  81909. children: Bone[];
  81910. /** Gets the animations associated with this bone */
  81911. animations: Animation[];
  81912. /**
  81913. * Gets or sets bone length
  81914. */
  81915. length: number;
  81916. /**
  81917. * @hidden Internal only
  81918. * Set this value to map this bone to a different index in the transform matrices
  81919. * Set this value to -1 to exclude the bone from the transform matrices
  81920. */
  81921. _index: Nullable<number>;
  81922. private _skeleton;
  81923. private _localMatrix;
  81924. private _restPose;
  81925. private _baseMatrix;
  81926. private _absoluteTransform;
  81927. private _invertedAbsoluteTransform;
  81928. private _parent;
  81929. private _scalingDeterminant;
  81930. private _worldTransform;
  81931. private _localScaling;
  81932. private _localRotation;
  81933. private _localPosition;
  81934. private _needToDecompose;
  81935. private _needToCompose;
  81936. /** @hidden */
  81937. _linkedTransformNode: Nullable<TransformNode>;
  81938. /** @hidden */
  81939. _waitingTransformNodeId: Nullable<string>;
  81940. /** @hidden */
  81941. /** @hidden */
  81942. _matrix: Matrix;
  81943. /**
  81944. * Create a new bone
  81945. * @param name defines the bone name
  81946. * @param skeleton defines the parent skeleton
  81947. * @param parentBone defines the parent (can be null if the bone is the root)
  81948. * @param localMatrix defines the local matrix
  81949. * @param restPose defines the rest pose matrix
  81950. * @param baseMatrix defines the base matrix
  81951. * @param index defines index of the bone in the hiearchy
  81952. */
  81953. constructor(
  81954. /**
  81955. * defines the bone name
  81956. */
  81957. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  81958. /**
  81959. * Gets the current object class name.
  81960. * @return the class name
  81961. */
  81962. getClassName(): string;
  81963. /**
  81964. * Gets the parent skeleton
  81965. * @returns a skeleton
  81966. */
  81967. getSkeleton(): Skeleton;
  81968. /**
  81969. * Gets parent bone
  81970. * @returns a bone or null if the bone is the root of the bone hierarchy
  81971. */
  81972. getParent(): Nullable<Bone>;
  81973. /**
  81974. * Returns an array containing the root bones
  81975. * @returns an array containing the root bones
  81976. */
  81977. getChildren(): Array<Bone>;
  81978. /**
  81979. * Gets the node index in matrix array generated for rendering
  81980. * @returns the node index
  81981. */
  81982. getIndex(): number;
  81983. /**
  81984. * Sets the parent bone
  81985. * @param parent defines the parent (can be null if the bone is the root)
  81986. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81987. */
  81988. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  81989. /**
  81990. * Gets the local matrix
  81991. * @returns a matrix
  81992. */
  81993. getLocalMatrix(): Matrix;
  81994. /**
  81995. * Gets the base matrix (initial matrix which remains unchanged)
  81996. * @returns a matrix
  81997. */
  81998. getBaseMatrix(): Matrix;
  81999. /**
  82000. * Gets the rest pose matrix
  82001. * @returns a matrix
  82002. */
  82003. getRestPose(): Matrix;
  82004. /**
  82005. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  82006. */
  82007. getWorldMatrix(): Matrix;
  82008. /**
  82009. * Sets the local matrix to rest pose matrix
  82010. */
  82011. returnToRest(): void;
  82012. /**
  82013. * Gets the inverse of the absolute transform matrix.
  82014. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  82015. * @returns a matrix
  82016. */
  82017. getInvertedAbsoluteTransform(): Matrix;
  82018. /**
  82019. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  82020. * @returns a matrix
  82021. */
  82022. getAbsoluteTransform(): Matrix;
  82023. /**
  82024. * Links with the given transform node.
  82025. * The local matrix of this bone is copied from the transform node every frame.
  82026. * @param transformNode defines the transform node to link to
  82027. */
  82028. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  82029. /**
  82030. * Gets the node used to drive the bone's transformation
  82031. * @returns a transform node or null
  82032. */
  82033. getTransformNode(): Nullable<TransformNode>;
  82034. /** Gets or sets current position (in local space) */
  82035. position: Vector3;
  82036. /** Gets or sets current rotation (in local space) */
  82037. rotation: Vector3;
  82038. /** Gets or sets current rotation quaternion (in local space) */
  82039. rotationQuaternion: Quaternion;
  82040. /** Gets or sets current scaling (in local space) */
  82041. scaling: Vector3;
  82042. /**
  82043. * Gets the animation properties override
  82044. */
  82045. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  82046. private _decompose;
  82047. private _compose;
  82048. /**
  82049. * Update the base and local matrices
  82050. * @param matrix defines the new base or local matrix
  82051. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  82052. * @param updateLocalMatrix defines if the local matrix should be updated
  82053. */
  82054. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  82055. /** @hidden */
  82056. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  82057. /**
  82058. * Flag the bone as dirty (Forcing it to update everything)
  82059. */
  82060. markAsDirty(): void;
  82061. /** @hidden */
  82062. _markAsDirtyAndCompose(): void;
  82063. private _markAsDirtyAndDecompose;
  82064. /**
  82065. * Translate the bone in local or world space
  82066. * @param vec The amount to translate the bone
  82067. * @param space The space that the translation is in
  82068. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82069. */
  82070. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82071. /**
  82072. * Set the postion of the bone in local or world space
  82073. * @param position The position to set the bone
  82074. * @param space The space that the position is in
  82075. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82076. */
  82077. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82078. /**
  82079. * Set the absolute position of the bone (world space)
  82080. * @param position The position to set the bone
  82081. * @param mesh The mesh that this bone is attached to
  82082. */
  82083. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  82084. /**
  82085. * Scale the bone on the x, y and z axes (in local space)
  82086. * @param x The amount to scale the bone on the x axis
  82087. * @param y The amount to scale the bone on the y axis
  82088. * @param z The amount to scale the bone on the z axis
  82089. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  82090. */
  82091. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  82092. /**
  82093. * Set the bone scaling in local space
  82094. * @param scale defines the scaling vector
  82095. */
  82096. setScale(scale: Vector3): void;
  82097. /**
  82098. * Gets the current scaling in local space
  82099. * @returns the current scaling vector
  82100. */
  82101. getScale(): Vector3;
  82102. /**
  82103. * Gets the current scaling in local space and stores it in a target vector
  82104. * @param result defines the target vector
  82105. */
  82106. getScaleToRef(result: Vector3): void;
  82107. /**
  82108. * Set the yaw, pitch, and roll of the bone in local or world space
  82109. * @param yaw The rotation of the bone on the y axis
  82110. * @param pitch The rotation of the bone on the x axis
  82111. * @param roll The rotation of the bone on the z axis
  82112. * @param space The space that the axes of rotation are in
  82113. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82114. */
  82115. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  82116. /**
  82117. * Add a rotation to the bone on an axis in local or world space
  82118. * @param axis The axis to rotate the bone on
  82119. * @param amount The amount to rotate the bone
  82120. * @param space The space that the axis is in
  82121. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82122. */
  82123. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  82124. /**
  82125. * Set the rotation of the bone to a particular axis angle in local or world space
  82126. * @param axis The axis to rotate the bone on
  82127. * @param angle The angle that the bone should be rotated to
  82128. * @param space The space that the axis is in
  82129. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82130. */
  82131. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  82132. /**
  82133. * Set the euler rotation of the bone in local of world space
  82134. * @param rotation The euler rotation that the bone should be set to
  82135. * @param space The space that the rotation is in
  82136. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82137. */
  82138. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82139. /**
  82140. * Set the quaternion rotation of the bone in local of world space
  82141. * @param quat The quaternion rotation that the bone should be set to
  82142. * @param space The space that the rotation is in
  82143. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82144. */
  82145. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  82146. /**
  82147. * Set the rotation matrix of the bone in local of world space
  82148. * @param rotMat The rotation matrix that the bone should be set to
  82149. * @param space The space that the rotation is in
  82150. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82151. */
  82152. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  82153. private _rotateWithMatrix;
  82154. private _getNegativeRotationToRef;
  82155. /**
  82156. * Get the position of the bone in local or world space
  82157. * @param space The space that the returned position is in
  82158. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82159. * @returns The position of the bone
  82160. */
  82161. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  82162. /**
  82163. * Copy the position of the bone to a vector3 in local or world space
  82164. * @param space The space that the returned position is in
  82165. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82166. * @param result The vector3 to copy the position to
  82167. */
  82168. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  82169. /**
  82170. * Get the absolute position of the bone (world space)
  82171. * @param mesh The mesh that this bone is attached to
  82172. * @returns The absolute position of the bone
  82173. */
  82174. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  82175. /**
  82176. * Copy the absolute position of the bone (world space) to the result param
  82177. * @param mesh The mesh that this bone is attached to
  82178. * @param result The vector3 to copy the absolute position to
  82179. */
  82180. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  82181. /**
  82182. * Compute the absolute transforms of this bone and its children
  82183. */
  82184. computeAbsoluteTransforms(): void;
  82185. /**
  82186. * Get the world direction from an axis that is in the local space of the bone
  82187. * @param localAxis The local direction that is used to compute the world direction
  82188. * @param mesh The mesh that this bone is attached to
  82189. * @returns The world direction
  82190. */
  82191. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82192. /**
  82193. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  82194. * @param localAxis The local direction that is used to compute the world direction
  82195. * @param mesh The mesh that this bone is attached to
  82196. * @param result The vector3 that the world direction will be copied to
  82197. */
  82198. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82199. /**
  82200. * Get the euler rotation of the bone in local or world space
  82201. * @param space The space that the rotation should be in
  82202. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82203. * @returns The euler rotation
  82204. */
  82205. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  82206. /**
  82207. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  82208. * @param space The space that the rotation should be in
  82209. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82210. * @param result The vector3 that the rotation should be copied to
  82211. */
  82212. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82213. /**
  82214. * Get the quaternion rotation of the bone in either local or world space
  82215. * @param space The space that the rotation should be in
  82216. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82217. * @returns The quaternion rotation
  82218. */
  82219. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  82220. /**
  82221. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  82222. * @param space The space that the rotation should be in
  82223. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82224. * @param result The quaternion that the rotation should be copied to
  82225. */
  82226. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  82227. /**
  82228. * Get the rotation matrix of the bone in local or world space
  82229. * @param space The space that the rotation should be in
  82230. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82231. * @returns The rotation matrix
  82232. */
  82233. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  82234. /**
  82235. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  82236. * @param space The space that the rotation should be in
  82237. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82238. * @param result The quaternion that the rotation should be copied to
  82239. */
  82240. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  82241. /**
  82242. * Get the world position of a point that is in the local space of the bone
  82243. * @param position The local position
  82244. * @param mesh The mesh that this bone is attached to
  82245. * @returns The world position
  82246. */
  82247. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82248. /**
  82249. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  82250. * @param position The local position
  82251. * @param mesh The mesh that this bone is attached to
  82252. * @param result The vector3 that the world position should be copied to
  82253. */
  82254. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82255. /**
  82256. * Get the local position of a point that is in world space
  82257. * @param position The world position
  82258. * @param mesh The mesh that this bone is attached to
  82259. * @returns The local position
  82260. */
  82261. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82262. /**
  82263. * Get the local position of a point that is in world space and copy it to the result param
  82264. * @param position The world position
  82265. * @param mesh The mesh that this bone is attached to
  82266. * @param result The vector3 that the local position should be copied to
  82267. */
  82268. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82269. }
  82270. }
  82271. declare module BABYLON {
  82272. /**
  82273. * 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.
  82274. * @see https://doc.babylonjs.com/how_to/transformnode
  82275. */
  82276. export class TransformNode extends Node {
  82277. /**
  82278. * Object will not rotate to face the camera
  82279. */
  82280. static BILLBOARDMODE_NONE: number;
  82281. /**
  82282. * Object will rotate to face the camera but only on the x axis
  82283. */
  82284. static BILLBOARDMODE_X: number;
  82285. /**
  82286. * Object will rotate to face the camera but only on the y axis
  82287. */
  82288. static BILLBOARDMODE_Y: number;
  82289. /**
  82290. * Object will rotate to face the camera but only on the z axis
  82291. */
  82292. static BILLBOARDMODE_Z: number;
  82293. /**
  82294. * Object will rotate to face the camera
  82295. */
  82296. static BILLBOARDMODE_ALL: number;
  82297. /**
  82298. * Object will rotate to face the camera's position instead of orientation
  82299. */
  82300. static BILLBOARDMODE_USE_POSITION: number;
  82301. private _forward;
  82302. private _forwardInverted;
  82303. private _up;
  82304. private _right;
  82305. private _rightInverted;
  82306. private _position;
  82307. private _rotation;
  82308. private _rotationQuaternion;
  82309. protected _scaling: Vector3;
  82310. protected _isDirty: boolean;
  82311. private _transformToBoneReferal;
  82312. private _isAbsoluteSynced;
  82313. private _billboardMode;
  82314. /**
  82315. * Gets or sets the billboard mode. Default is 0.
  82316. *
  82317. * | Value | Type | Description |
  82318. * | --- | --- | --- |
  82319. * | 0 | BILLBOARDMODE_NONE | |
  82320. * | 1 | BILLBOARDMODE_X | |
  82321. * | 2 | BILLBOARDMODE_Y | |
  82322. * | 4 | BILLBOARDMODE_Z | |
  82323. * | 7 | BILLBOARDMODE_ALL | |
  82324. *
  82325. */
  82326. billboardMode: number;
  82327. private _preserveParentRotationForBillboard;
  82328. /**
  82329. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  82330. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  82331. */
  82332. preserveParentRotationForBillboard: boolean;
  82333. /**
  82334. * 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
  82335. */
  82336. scalingDeterminant: number;
  82337. private _infiniteDistance;
  82338. /**
  82339. * Gets or sets the distance of the object to max, often used by skybox
  82340. */
  82341. infiniteDistance: boolean;
  82342. /**
  82343. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  82344. * By default the system will update normals to compensate
  82345. */
  82346. ignoreNonUniformScaling: boolean;
  82347. /**
  82348. * 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
  82349. */
  82350. reIntegrateRotationIntoRotationQuaternion: boolean;
  82351. /** @hidden */
  82352. _poseMatrix: Nullable<Matrix>;
  82353. /** @hidden */
  82354. _localMatrix: Matrix;
  82355. private _usePivotMatrix;
  82356. private _absolutePosition;
  82357. private _absoluteScaling;
  82358. private _absoluteRotationQuaternion;
  82359. private _pivotMatrix;
  82360. private _pivotMatrixInverse;
  82361. protected _postMultiplyPivotMatrix: boolean;
  82362. protected _isWorldMatrixFrozen: boolean;
  82363. /** @hidden */
  82364. _indexInSceneTransformNodesArray: number;
  82365. /**
  82366. * An event triggered after the world matrix is updated
  82367. */
  82368. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  82369. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  82370. /**
  82371. * Gets a string identifying the name of the class
  82372. * @returns "TransformNode" string
  82373. */
  82374. getClassName(): string;
  82375. /**
  82376. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  82377. */
  82378. position: Vector3;
  82379. /**
  82380. * 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)).
  82381. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  82382. */
  82383. rotation: Vector3;
  82384. /**
  82385. * 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)).
  82386. */
  82387. scaling: Vector3;
  82388. /**
  82389. * 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).
  82390. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  82391. */
  82392. rotationQuaternion: Nullable<Quaternion>;
  82393. /**
  82394. * The forward direction of that transform in world space.
  82395. */
  82396. readonly forward: Vector3;
  82397. /**
  82398. * The up direction of that transform in world space.
  82399. */
  82400. readonly up: Vector3;
  82401. /**
  82402. * The right direction of that transform in world space.
  82403. */
  82404. readonly right: Vector3;
  82405. /**
  82406. * Copies the parameter passed Matrix into the mesh Pose matrix.
  82407. * @param matrix the matrix to copy the pose from
  82408. * @returns this TransformNode.
  82409. */
  82410. updatePoseMatrix(matrix: Matrix): TransformNode;
  82411. /**
  82412. * Returns the mesh Pose matrix.
  82413. * @returns the pose matrix
  82414. */
  82415. getPoseMatrix(): Matrix;
  82416. /** @hidden */
  82417. _isSynchronized(): boolean;
  82418. /** @hidden */
  82419. _initCache(): void;
  82420. /**
  82421. * Flag the transform node as dirty (Forcing it to update everything)
  82422. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  82423. * @returns this transform node
  82424. */
  82425. markAsDirty(property: string): TransformNode;
  82426. /**
  82427. * Returns the current mesh absolute position.
  82428. * Returns a Vector3.
  82429. */
  82430. readonly absolutePosition: Vector3;
  82431. /**
  82432. * Returns the current mesh absolute scaling.
  82433. * Returns a Vector3.
  82434. */
  82435. readonly absoluteScaling: Vector3;
  82436. /**
  82437. * Returns the current mesh absolute rotation.
  82438. * Returns a Quaternion.
  82439. */
  82440. readonly absoluteRotationQuaternion: Quaternion;
  82441. /**
  82442. * Sets a new matrix to apply before all other transformation
  82443. * @param matrix defines the transform matrix
  82444. * @returns the current TransformNode
  82445. */
  82446. setPreTransformMatrix(matrix: Matrix): TransformNode;
  82447. /**
  82448. * Sets a new pivot matrix to the current node
  82449. * @param matrix defines the new pivot matrix to use
  82450. * @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
  82451. * @returns the current TransformNode
  82452. */
  82453. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  82454. /**
  82455. * Returns the mesh pivot matrix.
  82456. * Default : Identity.
  82457. * @returns the matrix
  82458. */
  82459. getPivotMatrix(): Matrix;
  82460. /**
  82461. * Instantiate (when possible) or clone that node with its hierarchy
  82462. * @param newParent defines the new parent to use for the instance (or clone)
  82463. * @param options defines options to configure how copy is done
  82464. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  82465. * @returns an instance (or a clone) of the current node with its hiearchy
  82466. */
  82467. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  82468. doNotInstantiate: boolean;
  82469. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  82470. /**
  82471. * Prevents the World matrix to be computed any longer
  82472. * @param newWorldMatrix defines an optional matrix to use as world matrix
  82473. * @returns the TransformNode.
  82474. */
  82475. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  82476. /**
  82477. * Allows back the World matrix computation.
  82478. * @returns the TransformNode.
  82479. */
  82480. unfreezeWorldMatrix(): this;
  82481. /**
  82482. * True if the World matrix has been frozen.
  82483. */
  82484. readonly isWorldMatrixFrozen: boolean;
  82485. /**
  82486. * Retuns the mesh absolute position in the World.
  82487. * @returns a Vector3.
  82488. */
  82489. getAbsolutePosition(): Vector3;
  82490. /**
  82491. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  82492. * @param absolutePosition the absolute position to set
  82493. * @returns the TransformNode.
  82494. */
  82495. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  82496. /**
  82497. * Sets the mesh position in its local space.
  82498. * @param vector3 the position to set in localspace
  82499. * @returns the TransformNode.
  82500. */
  82501. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  82502. /**
  82503. * Returns the mesh position in the local space from the current World matrix values.
  82504. * @returns a new Vector3.
  82505. */
  82506. getPositionExpressedInLocalSpace(): Vector3;
  82507. /**
  82508. * Translates the mesh along the passed Vector3 in its local space.
  82509. * @param vector3 the distance to translate in localspace
  82510. * @returns the TransformNode.
  82511. */
  82512. locallyTranslate(vector3: Vector3): TransformNode;
  82513. private static _lookAtVectorCache;
  82514. /**
  82515. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  82516. * @param targetPoint the position (must be in same space as current mesh) to look at
  82517. * @param yawCor optional yaw (y-axis) correction in radians
  82518. * @param pitchCor optional pitch (x-axis) correction in radians
  82519. * @param rollCor optional roll (z-axis) correction in radians
  82520. * @param space the choosen space of the target
  82521. * @returns the TransformNode.
  82522. */
  82523. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  82524. /**
  82525. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82526. * This Vector3 is expressed in the World space.
  82527. * @param localAxis axis to rotate
  82528. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82529. */
  82530. getDirection(localAxis: Vector3): Vector3;
  82531. /**
  82532. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  82533. * localAxis is expressed in the mesh local space.
  82534. * result is computed in the Wordl space from the mesh World matrix.
  82535. * @param localAxis axis to rotate
  82536. * @param result the resulting transformnode
  82537. * @returns this TransformNode.
  82538. */
  82539. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  82540. /**
  82541. * Sets this transform node rotation to the given local axis.
  82542. * @param localAxis the axis in local space
  82543. * @param yawCor optional yaw (y-axis) correction in radians
  82544. * @param pitchCor optional pitch (x-axis) correction in radians
  82545. * @param rollCor optional roll (z-axis) correction in radians
  82546. * @returns this TransformNode
  82547. */
  82548. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  82549. /**
  82550. * Sets a new pivot point to the current node
  82551. * @param point defines the new pivot point to use
  82552. * @param space defines if the point is in world or local space (local by default)
  82553. * @returns the current TransformNode
  82554. */
  82555. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  82556. /**
  82557. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  82558. * @returns the pivot point
  82559. */
  82560. getPivotPoint(): Vector3;
  82561. /**
  82562. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  82563. * @param result the vector3 to store the result
  82564. * @returns this TransformNode.
  82565. */
  82566. getPivotPointToRef(result: Vector3): TransformNode;
  82567. /**
  82568. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  82569. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  82570. */
  82571. getAbsolutePivotPoint(): Vector3;
  82572. /**
  82573. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  82574. * @param result vector3 to store the result
  82575. * @returns this TransformNode.
  82576. */
  82577. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  82578. /**
  82579. * Defines the passed node as the parent of the current node.
  82580. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  82581. * @see https://doc.babylonjs.com/how_to/parenting
  82582. * @param node the node ot set as the parent
  82583. * @returns this TransformNode.
  82584. */
  82585. setParent(node: Nullable<Node>): TransformNode;
  82586. private _nonUniformScaling;
  82587. /**
  82588. * True if the scaling property of this object is non uniform eg. (1,2,1)
  82589. */
  82590. readonly nonUniformScaling: boolean;
  82591. /** @hidden */
  82592. _updateNonUniformScalingState(value: boolean): boolean;
  82593. /**
  82594. * Attach the current TransformNode to another TransformNode associated with a bone
  82595. * @param bone Bone affecting the TransformNode
  82596. * @param affectedTransformNode TransformNode associated with the bone
  82597. * @returns this object
  82598. */
  82599. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  82600. /**
  82601. * Detach the transform node if its associated with a bone
  82602. * @returns this object
  82603. */
  82604. detachFromBone(): TransformNode;
  82605. private static _rotationAxisCache;
  82606. /**
  82607. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  82608. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82609. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82610. * The passed axis is also normalized.
  82611. * @param axis the axis to rotate around
  82612. * @param amount the amount to rotate in radians
  82613. * @param space Space to rotate in (Default: local)
  82614. * @returns the TransformNode.
  82615. */
  82616. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  82617. /**
  82618. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  82619. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82620. * The passed axis is also normalized. .
  82621. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  82622. * @param point the point to rotate around
  82623. * @param axis the axis to rotate around
  82624. * @param amount the amount to rotate in radians
  82625. * @returns the TransformNode
  82626. */
  82627. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  82628. /**
  82629. * Translates the mesh along the axis vector for the passed distance in the given space.
  82630. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82631. * @param axis the axis to translate in
  82632. * @param distance the distance to translate
  82633. * @param space Space to rotate in (Default: local)
  82634. * @returns the TransformNode.
  82635. */
  82636. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  82637. /**
  82638. * Adds a rotation step to the mesh current rotation.
  82639. * x, y, z are Euler angles expressed in radians.
  82640. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  82641. * This means this rotation is made in the mesh local space only.
  82642. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  82643. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  82644. * ```javascript
  82645. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  82646. * ```
  82647. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  82648. * 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.
  82649. * @param x Rotation to add
  82650. * @param y Rotation to add
  82651. * @param z Rotation to add
  82652. * @returns the TransformNode.
  82653. */
  82654. addRotation(x: number, y: number, z: number): TransformNode;
  82655. /**
  82656. * @hidden
  82657. */
  82658. protected _getEffectiveParent(): Nullable<Node>;
  82659. /**
  82660. * Computes the world matrix of the node
  82661. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82662. * @returns the world matrix
  82663. */
  82664. computeWorldMatrix(force?: boolean): Matrix;
  82665. protected _afterComputeWorldMatrix(): void;
  82666. /**
  82667. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  82668. * @param func callback function to add
  82669. *
  82670. * @returns the TransformNode.
  82671. */
  82672. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82673. /**
  82674. * Removes a registered callback function.
  82675. * @param func callback function to remove
  82676. * @returns the TransformNode.
  82677. */
  82678. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82679. /**
  82680. * Gets the position of the current mesh in camera space
  82681. * @param camera defines the camera to use
  82682. * @returns a position
  82683. */
  82684. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  82685. /**
  82686. * Returns the distance from the mesh to the active camera
  82687. * @param camera defines the camera to use
  82688. * @returns the distance
  82689. */
  82690. getDistanceToCamera(camera?: Nullable<Camera>): number;
  82691. /**
  82692. * Clone the current transform node
  82693. * @param name Name of the new clone
  82694. * @param newParent New parent for the clone
  82695. * @param doNotCloneChildren Do not clone children hierarchy
  82696. * @returns the new transform node
  82697. */
  82698. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  82699. /**
  82700. * Serializes the objects information.
  82701. * @param currentSerializationObject defines the object to serialize in
  82702. * @returns the serialized object
  82703. */
  82704. serialize(currentSerializationObject?: any): any;
  82705. /**
  82706. * Returns a new TransformNode object parsed from the source provided.
  82707. * @param parsedTransformNode is the source.
  82708. * @param scene the scne the object belongs to
  82709. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  82710. * @returns a new TransformNode object parsed from the source provided.
  82711. */
  82712. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  82713. /**
  82714. * Get all child-transformNodes of this node
  82715. * @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
  82716. * @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
  82717. * @returns an array of TransformNode
  82718. */
  82719. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  82720. /**
  82721. * Releases resources associated with this transform node.
  82722. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  82723. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  82724. */
  82725. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82726. /**
  82727. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  82728. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  82729. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  82730. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  82731. * @returns the current mesh
  82732. */
  82733. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  82734. private _syncAbsoluteScalingAndRotation;
  82735. }
  82736. }
  82737. declare module BABYLON {
  82738. /**
  82739. * Defines the types of pose enabled controllers that are supported
  82740. */
  82741. export enum PoseEnabledControllerType {
  82742. /**
  82743. * HTC Vive
  82744. */
  82745. VIVE = 0,
  82746. /**
  82747. * Oculus Rift
  82748. */
  82749. OCULUS = 1,
  82750. /**
  82751. * Windows mixed reality
  82752. */
  82753. WINDOWS = 2,
  82754. /**
  82755. * Samsung gear VR
  82756. */
  82757. GEAR_VR = 3,
  82758. /**
  82759. * Google Daydream
  82760. */
  82761. DAYDREAM = 4,
  82762. /**
  82763. * Generic
  82764. */
  82765. GENERIC = 5
  82766. }
  82767. /**
  82768. * Defines the MutableGamepadButton interface for the state of a gamepad button
  82769. */
  82770. export interface MutableGamepadButton {
  82771. /**
  82772. * Value of the button/trigger
  82773. */
  82774. value: number;
  82775. /**
  82776. * If the button/trigger is currently touched
  82777. */
  82778. touched: boolean;
  82779. /**
  82780. * If the button/trigger is currently pressed
  82781. */
  82782. pressed: boolean;
  82783. }
  82784. /**
  82785. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  82786. * @hidden
  82787. */
  82788. export interface ExtendedGamepadButton extends GamepadButton {
  82789. /**
  82790. * If the button/trigger is currently pressed
  82791. */
  82792. readonly pressed: boolean;
  82793. /**
  82794. * If the button/trigger is currently touched
  82795. */
  82796. readonly touched: boolean;
  82797. /**
  82798. * Value of the button/trigger
  82799. */
  82800. readonly value: number;
  82801. }
  82802. /** @hidden */
  82803. export interface _GamePadFactory {
  82804. /**
  82805. * Returns wether or not the current gamepad can be created for this type of controller.
  82806. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82807. * @returns true if it can be created, otherwise false
  82808. */
  82809. canCreate(gamepadInfo: any): boolean;
  82810. /**
  82811. * Creates a new instance of the Gamepad.
  82812. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82813. * @returns the new gamepad instance
  82814. */
  82815. create(gamepadInfo: any): Gamepad;
  82816. }
  82817. /**
  82818. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82819. */
  82820. export class PoseEnabledControllerHelper {
  82821. /** @hidden */
  82822. static _ControllerFactories: _GamePadFactory[];
  82823. /** @hidden */
  82824. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  82825. /**
  82826. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82827. * @param vrGamepad the gamepad to initialized
  82828. * @returns a vr controller of the type the gamepad identified as
  82829. */
  82830. static InitiateController(vrGamepad: any): Gamepad;
  82831. }
  82832. /**
  82833. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82834. */
  82835. export class PoseEnabledController extends Gamepad implements PoseControlled {
  82836. /**
  82837. * If the controller is used in a webXR session
  82838. */
  82839. isXR: boolean;
  82840. private _deviceRoomPosition;
  82841. private _deviceRoomRotationQuaternion;
  82842. /**
  82843. * The device position in babylon space
  82844. */
  82845. devicePosition: Vector3;
  82846. /**
  82847. * The device rotation in babylon space
  82848. */
  82849. deviceRotationQuaternion: Quaternion;
  82850. /**
  82851. * The scale factor of the device in babylon space
  82852. */
  82853. deviceScaleFactor: number;
  82854. /**
  82855. * (Likely devicePosition should be used instead) The device position in its room space
  82856. */
  82857. position: Vector3;
  82858. /**
  82859. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  82860. */
  82861. rotationQuaternion: Quaternion;
  82862. /**
  82863. * The type of controller (Eg. Windows mixed reality)
  82864. */
  82865. controllerType: PoseEnabledControllerType;
  82866. protected _calculatedPosition: Vector3;
  82867. private _calculatedRotation;
  82868. /**
  82869. * The raw pose from the device
  82870. */
  82871. rawPose: DevicePose;
  82872. private _trackPosition;
  82873. private _maxRotationDistFromHeadset;
  82874. private _draggedRoomRotation;
  82875. /**
  82876. * @hidden
  82877. */
  82878. _disableTrackPosition(fixedPosition: Vector3): void;
  82879. /**
  82880. * Internal, the mesh attached to the controller
  82881. * @hidden
  82882. */
  82883. _mesh: Nullable<AbstractMesh>;
  82884. private _poseControlledCamera;
  82885. private _leftHandSystemQuaternion;
  82886. /**
  82887. * Internal, matrix used to convert room space to babylon space
  82888. * @hidden
  82889. */
  82890. _deviceToWorld: Matrix;
  82891. /**
  82892. * Node to be used when casting a ray from the controller
  82893. * @hidden
  82894. */
  82895. _pointingPoseNode: Nullable<TransformNode>;
  82896. /**
  82897. * Name of the child mesh that can be used to cast a ray from the controller
  82898. */
  82899. static readonly POINTING_POSE: string;
  82900. /**
  82901. * Creates a new PoseEnabledController from a gamepad
  82902. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82903. */
  82904. constructor(browserGamepad: any);
  82905. private _workingMatrix;
  82906. /**
  82907. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82908. */
  82909. update(): void;
  82910. /**
  82911. * Updates only the pose device and mesh without doing any button event checking
  82912. */
  82913. protected _updatePoseAndMesh(): void;
  82914. /**
  82915. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82916. * @param poseData raw pose fromthe device
  82917. */
  82918. updateFromDevice(poseData: DevicePose): void;
  82919. /**
  82920. * @hidden
  82921. */
  82922. _meshAttachedObservable: Observable<AbstractMesh>;
  82923. /**
  82924. * Attaches a mesh to the controller
  82925. * @param mesh the mesh to be attached
  82926. */
  82927. attachToMesh(mesh: AbstractMesh): void;
  82928. /**
  82929. * Attaches the controllers mesh to a camera
  82930. * @param camera the camera the mesh should be attached to
  82931. */
  82932. attachToPoseControlledCamera(camera: TargetCamera): void;
  82933. /**
  82934. * Disposes of the controller
  82935. */
  82936. dispose(): void;
  82937. /**
  82938. * The mesh that is attached to the controller
  82939. */
  82940. readonly mesh: Nullable<AbstractMesh>;
  82941. /**
  82942. * Gets the ray of the controller in the direction the controller is pointing
  82943. * @param length the length the resulting ray should be
  82944. * @returns a ray in the direction the controller is pointing
  82945. */
  82946. getForwardRay(length?: number): Ray;
  82947. }
  82948. }
  82949. declare module BABYLON {
  82950. /**
  82951. * Defines the WebVRController object that represents controllers tracked in 3D space
  82952. */
  82953. export abstract class WebVRController extends PoseEnabledController {
  82954. /**
  82955. * Internal, the default controller model for the controller
  82956. */
  82957. protected _defaultModel: Nullable<AbstractMesh>;
  82958. /**
  82959. * Fired when the trigger state has changed
  82960. */
  82961. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  82962. /**
  82963. * Fired when the main button state has changed
  82964. */
  82965. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82966. /**
  82967. * Fired when the secondary button state has changed
  82968. */
  82969. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82970. /**
  82971. * Fired when the pad state has changed
  82972. */
  82973. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  82974. /**
  82975. * Fired when controllers stick values have changed
  82976. */
  82977. onPadValuesChangedObservable: Observable<StickValues>;
  82978. /**
  82979. * Array of button availible on the controller
  82980. */
  82981. protected _buttons: Array<MutableGamepadButton>;
  82982. private _onButtonStateChange;
  82983. /**
  82984. * Fired when a controller button's state has changed
  82985. * @param callback the callback containing the button that was modified
  82986. */
  82987. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  82988. /**
  82989. * X and Y axis corresponding to the controllers joystick
  82990. */
  82991. pad: StickValues;
  82992. /**
  82993. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  82994. */
  82995. hand: string;
  82996. /**
  82997. * The default controller model for the controller
  82998. */
  82999. readonly defaultModel: Nullable<AbstractMesh>;
  83000. /**
  83001. * Creates a new WebVRController from a gamepad
  83002. * @param vrGamepad the gamepad that the WebVRController should be created from
  83003. */
  83004. constructor(vrGamepad: any);
  83005. /**
  83006. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83007. */
  83008. update(): void;
  83009. /**
  83010. * Function to be called when a button is modified
  83011. */
  83012. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  83013. /**
  83014. * Loads a mesh and attaches it to the controller
  83015. * @param scene the scene the mesh should be added to
  83016. * @param meshLoaded callback for when the mesh has been loaded
  83017. */
  83018. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  83019. private _setButtonValue;
  83020. private _changes;
  83021. private _checkChanges;
  83022. /**
  83023. * Disposes of th webVRCOntroller
  83024. */
  83025. dispose(): void;
  83026. }
  83027. }
  83028. declare module BABYLON {
  83029. /**
  83030. * The HemisphericLight simulates the ambient environment light,
  83031. * so the passed direction is the light reflection direction, not the incoming direction.
  83032. */
  83033. export class HemisphericLight extends Light {
  83034. /**
  83035. * The groundColor is the light in the opposite direction to the one specified during creation.
  83036. * 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.
  83037. */
  83038. groundColor: Color3;
  83039. /**
  83040. * The light reflection direction, not the incoming direction.
  83041. */
  83042. direction: Vector3;
  83043. /**
  83044. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  83045. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  83046. * The HemisphericLight can't cast shadows.
  83047. * Documentation : https://doc.babylonjs.com/babylon101/lights
  83048. * @param name The friendly name of the light
  83049. * @param direction The direction of the light reflection
  83050. * @param scene The scene the light belongs to
  83051. */
  83052. constructor(name: string, direction: Vector3, scene: Scene);
  83053. protected _buildUniformLayout(): void;
  83054. /**
  83055. * Returns the string "HemisphericLight".
  83056. * @return The class name
  83057. */
  83058. getClassName(): string;
  83059. /**
  83060. * Sets the HemisphericLight direction towards the passed target (Vector3).
  83061. * Returns the updated direction.
  83062. * @param target The target the direction should point to
  83063. * @return The computed direction
  83064. */
  83065. setDirectionToTarget(target: Vector3): Vector3;
  83066. /**
  83067. * Returns the shadow generator associated to the light.
  83068. * @returns Always null for hemispheric lights because it does not support shadows.
  83069. */
  83070. getShadowGenerator(): Nullable<IShadowGenerator>;
  83071. /**
  83072. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  83073. * @param effect The effect to update
  83074. * @param lightIndex The index of the light in the effect to update
  83075. * @returns The hemispheric light
  83076. */
  83077. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  83078. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  83079. /**
  83080. * Computes the world matrix of the node
  83081. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  83082. * @param useWasUpdatedFlag defines a reserved property
  83083. * @returns the world matrix
  83084. */
  83085. computeWorldMatrix(): Matrix;
  83086. /**
  83087. * Returns the integer 3.
  83088. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  83089. */
  83090. getTypeID(): number;
  83091. /**
  83092. * Prepares the list of defines specific to the light type.
  83093. * @param defines the list of defines
  83094. * @param lightIndex defines the index of the light for the effect
  83095. */
  83096. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  83097. }
  83098. }
  83099. declare module BABYLON {
  83100. /** @hidden */
  83101. export var vrMultiviewToSingleviewPixelShader: {
  83102. name: string;
  83103. shader: string;
  83104. };
  83105. }
  83106. declare module BABYLON {
  83107. /**
  83108. * Renders to multiple views with a single draw call
  83109. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  83110. */
  83111. export class MultiviewRenderTarget extends RenderTargetTexture {
  83112. /**
  83113. * Creates a multiview render target
  83114. * @param scene scene used with the render target
  83115. * @param size the size of the render target (used for each view)
  83116. */
  83117. constructor(scene: Scene, size?: number | {
  83118. width: number;
  83119. height: number;
  83120. } | {
  83121. ratio: number;
  83122. });
  83123. /**
  83124. * @hidden
  83125. * @param faceIndex the face index, if its a cube texture
  83126. */
  83127. _bindFrameBuffer(faceIndex?: number): void;
  83128. /**
  83129. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  83130. * @returns the view count
  83131. */
  83132. getViewCount(): number;
  83133. }
  83134. }
  83135. declare module BABYLON {
  83136. /**
  83137. * Represents a camera frustum
  83138. */
  83139. export class Frustum {
  83140. /**
  83141. * Gets the planes representing the frustum
  83142. * @param transform matrix to be applied to the returned planes
  83143. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  83144. */
  83145. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  83146. /**
  83147. * Gets the near frustum plane transformed by the transform matrix
  83148. * @param transform transformation matrix to be applied to the resulting frustum plane
  83149. * @param frustumPlane the resuling frustum plane
  83150. */
  83151. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83152. /**
  83153. * Gets the far frustum plane transformed by the transform matrix
  83154. * @param transform transformation matrix to be applied to the resulting frustum plane
  83155. * @param frustumPlane the resuling frustum plane
  83156. */
  83157. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83158. /**
  83159. * Gets the left frustum plane transformed by the transform matrix
  83160. * @param transform transformation matrix to be applied to the resulting frustum plane
  83161. * @param frustumPlane the resuling frustum plane
  83162. */
  83163. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83164. /**
  83165. * Gets the right frustum plane transformed by the transform matrix
  83166. * @param transform transformation matrix to be applied to the resulting frustum plane
  83167. * @param frustumPlane the resuling frustum plane
  83168. */
  83169. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83170. /**
  83171. * Gets the top frustum plane transformed by the transform matrix
  83172. * @param transform transformation matrix to be applied to the resulting frustum plane
  83173. * @param frustumPlane the resuling frustum plane
  83174. */
  83175. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83176. /**
  83177. * Gets the bottom frustum plane transformed by the transform matrix
  83178. * @param transform transformation matrix to be applied to the resulting frustum plane
  83179. * @param frustumPlane the resuling frustum plane
  83180. */
  83181. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83182. /**
  83183. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  83184. * @param transform transformation matrix to be applied to the resulting frustum planes
  83185. * @param frustumPlanes the resuling frustum planes
  83186. */
  83187. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  83188. }
  83189. }
  83190. declare module BABYLON {
  83191. interface Engine {
  83192. /**
  83193. * Creates a new multiview render target
  83194. * @param width defines the width of the texture
  83195. * @param height defines the height of the texture
  83196. * @returns the created multiview texture
  83197. */
  83198. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  83199. /**
  83200. * Binds a multiview framebuffer to be drawn to
  83201. * @param multiviewTexture texture to bind
  83202. */
  83203. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  83204. }
  83205. interface Camera {
  83206. /**
  83207. * @hidden
  83208. * 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)
  83209. */
  83210. _useMultiviewToSingleView: boolean;
  83211. /**
  83212. * @hidden
  83213. * 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)
  83214. */
  83215. _multiviewTexture: Nullable<RenderTargetTexture>;
  83216. /**
  83217. * @hidden
  83218. * ensures the multiview texture of the camera exists and has the specified width/height
  83219. * @param width height to set on the multiview texture
  83220. * @param height width to set on the multiview texture
  83221. */
  83222. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  83223. }
  83224. interface Scene {
  83225. /** @hidden */
  83226. _transformMatrixR: Matrix;
  83227. /** @hidden */
  83228. _multiviewSceneUbo: Nullable<UniformBuffer>;
  83229. /** @hidden */
  83230. _createMultiviewUbo(): void;
  83231. /** @hidden */
  83232. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  83233. /** @hidden */
  83234. _renderMultiviewToSingleView(camera: Camera): void;
  83235. }
  83236. }
  83237. declare module BABYLON {
  83238. /**
  83239. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  83240. * This will not be used for webXR as it supports displaying texture arrays directly
  83241. */
  83242. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  83243. /**
  83244. * Initializes a VRMultiviewToSingleview
  83245. * @param name name of the post process
  83246. * @param camera camera to be applied to
  83247. * @param scaleFactor scaling factor to the size of the output texture
  83248. */
  83249. constructor(name: string, camera: Camera, scaleFactor: number);
  83250. }
  83251. }
  83252. declare module BABYLON {
  83253. /**
  83254. * Interface used to define additional presentation attributes
  83255. */
  83256. export interface IVRPresentationAttributes {
  83257. /**
  83258. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  83259. */
  83260. highRefreshRate: boolean;
  83261. /**
  83262. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  83263. */
  83264. foveationLevel: number;
  83265. }
  83266. interface Engine {
  83267. /** @hidden */
  83268. _vrDisplay: any;
  83269. /** @hidden */
  83270. _vrSupported: boolean;
  83271. /** @hidden */
  83272. _oldSize: Size;
  83273. /** @hidden */
  83274. _oldHardwareScaleFactor: number;
  83275. /** @hidden */
  83276. _vrExclusivePointerMode: boolean;
  83277. /** @hidden */
  83278. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  83279. /** @hidden */
  83280. _onVRDisplayPointerRestricted: () => void;
  83281. /** @hidden */
  83282. _onVRDisplayPointerUnrestricted: () => void;
  83283. /** @hidden */
  83284. _onVrDisplayConnect: Nullable<(display: any) => void>;
  83285. /** @hidden */
  83286. _onVrDisplayDisconnect: Nullable<() => void>;
  83287. /** @hidden */
  83288. _onVrDisplayPresentChange: Nullable<() => void>;
  83289. /**
  83290. * Observable signaled when VR display mode changes
  83291. */
  83292. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  83293. /**
  83294. * Observable signaled when VR request present is complete
  83295. */
  83296. onVRRequestPresentComplete: Observable<boolean>;
  83297. /**
  83298. * Observable signaled when VR request present starts
  83299. */
  83300. onVRRequestPresentStart: Observable<Engine>;
  83301. /**
  83302. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  83303. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  83304. */
  83305. isInVRExclusivePointerMode: boolean;
  83306. /**
  83307. * Gets a boolean indicating if a webVR device was detected
  83308. * @returns true if a webVR device was detected
  83309. */
  83310. isVRDevicePresent(): boolean;
  83311. /**
  83312. * Gets the current webVR device
  83313. * @returns the current webVR device (or null)
  83314. */
  83315. getVRDevice(): any;
  83316. /**
  83317. * Initializes a webVR display and starts listening to display change events
  83318. * The onVRDisplayChangedObservable will be notified upon these changes
  83319. * @returns A promise containing a VRDisplay and if vr is supported
  83320. */
  83321. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  83322. /** @hidden */
  83323. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  83324. /**
  83325. * Gets or sets the presentation attributes used to configure VR rendering
  83326. */
  83327. vrPresentationAttributes?: IVRPresentationAttributes;
  83328. /**
  83329. * Call this function to switch to webVR mode
  83330. * Will do nothing if webVR is not supported or if there is no webVR device
  83331. * @param options the webvr options provided to the camera. mainly used for multiview
  83332. * @see http://doc.babylonjs.com/how_to/webvr_camera
  83333. */
  83334. enableVR(options: WebVROptions): void;
  83335. /** @hidden */
  83336. _onVRFullScreenTriggered(): void;
  83337. }
  83338. }
  83339. declare module BABYLON {
  83340. /**
  83341. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  83342. * IMPORTANT!! The data is right-hand data.
  83343. * @export
  83344. * @interface DevicePose
  83345. */
  83346. export interface DevicePose {
  83347. /**
  83348. * The position of the device, values in array are [x,y,z].
  83349. */
  83350. readonly position: Nullable<Float32Array>;
  83351. /**
  83352. * The linearVelocity of the device, values in array are [x,y,z].
  83353. */
  83354. readonly linearVelocity: Nullable<Float32Array>;
  83355. /**
  83356. * The linearAcceleration of the device, values in array are [x,y,z].
  83357. */
  83358. readonly linearAcceleration: Nullable<Float32Array>;
  83359. /**
  83360. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  83361. */
  83362. readonly orientation: Nullable<Float32Array>;
  83363. /**
  83364. * The angularVelocity of the device, values in array are [x,y,z].
  83365. */
  83366. readonly angularVelocity: Nullable<Float32Array>;
  83367. /**
  83368. * The angularAcceleration of the device, values in array are [x,y,z].
  83369. */
  83370. readonly angularAcceleration: Nullable<Float32Array>;
  83371. }
  83372. /**
  83373. * Interface representing a pose controlled object in Babylon.
  83374. * A pose controlled object has both regular pose values as well as pose values
  83375. * from an external device such as a VR head mounted display
  83376. */
  83377. export interface PoseControlled {
  83378. /**
  83379. * The position of the object in babylon space.
  83380. */
  83381. position: Vector3;
  83382. /**
  83383. * The rotation quaternion of the object in babylon space.
  83384. */
  83385. rotationQuaternion: Quaternion;
  83386. /**
  83387. * The position of the device in babylon space.
  83388. */
  83389. devicePosition?: Vector3;
  83390. /**
  83391. * The rotation quaternion of the device in babylon space.
  83392. */
  83393. deviceRotationQuaternion: Quaternion;
  83394. /**
  83395. * The raw pose coming from the device.
  83396. */
  83397. rawPose: Nullable<DevicePose>;
  83398. /**
  83399. * The scale of the device to be used when translating from device space to babylon space.
  83400. */
  83401. deviceScaleFactor: number;
  83402. /**
  83403. * Updates the poseControlled values based on the input device pose.
  83404. * @param poseData the pose data to update the object with
  83405. */
  83406. updateFromDevice(poseData: DevicePose): void;
  83407. }
  83408. /**
  83409. * Set of options to customize the webVRCamera
  83410. */
  83411. export interface WebVROptions {
  83412. /**
  83413. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  83414. */
  83415. trackPosition?: boolean;
  83416. /**
  83417. * Sets the scale of the vrDevice in babylon space. (default: 1)
  83418. */
  83419. positionScale?: number;
  83420. /**
  83421. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  83422. */
  83423. displayName?: string;
  83424. /**
  83425. * Should the native controller meshes be initialized. (default: true)
  83426. */
  83427. controllerMeshes?: boolean;
  83428. /**
  83429. * Creating a default HemiLight only on controllers. (default: true)
  83430. */
  83431. defaultLightingOnControllers?: boolean;
  83432. /**
  83433. * If you don't want to use the default VR button of the helper. (default: false)
  83434. */
  83435. useCustomVRButton?: boolean;
  83436. /**
  83437. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  83438. */
  83439. customVRButton?: HTMLButtonElement;
  83440. /**
  83441. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  83442. */
  83443. rayLength?: number;
  83444. /**
  83445. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  83446. */
  83447. defaultHeight?: number;
  83448. /**
  83449. * If multiview should be used if availible (default: false)
  83450. */
  83451. useMultiview?: boolean;
  83452. }
  83453. /**
  83454. * This represents a WebVR camera.
  83455. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  83456. * @example http://doc.babylonjs.com/how_to/webvr_camera
  83457. */
  83458. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  83459. private webVROptions;
  83460. /**
  83461. * @hidden
  83462. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  83463. */
  83464. _vrDevice: any;
  83465. /**
  83466. * The rawPose of the vrDevice.
  83467. */
  83468. rawPose: Nullable<DevicePose>;
  83469. private _onVREnabled;
  83470. private _specsVersion;
  83471. private _attached;
  83472. private _frameData;
  83473. protected _descendants: Array<Node>;
  83474. private _deviceRoomPosition;
  83475. /** @hidden */
  83476. _deviceRoomRotationQuaternion: Quaternion;
  83477. private _standingMatrix;
  83478. /**
  83479. * Represents device position in babylon space.
  83480. */
  83481. devicePosition: Vector3;
  83482. /**
  83483. * Represents device rotation in babylon space.
  83484. */
  83485. deviceRotationQuaternion: Quaternion;
  83486. /**
  83487. * The scale of the device to be used when translating from device space to babylon space.
  83488. */
  83489. deviceScaleFactor: number;
  83490. private _deviceToWorld;
  83491. private _worldToDevice;
  83492. /**
  83493. * References to the webVR controllers for the vrDevice.
  83494. */
  83495. controllers: Array<WebVRController>;
  83496. /**
  83497. * Emits an event when a controller is attached.
  83498. */
  83499. onControllersAttachedObservable: Observable<WebVRController[]>;
  83500. /**
  83501. * Emits an event when a controller's mesh has been loaded;
  83502. */
  83503. onControllerMeshLoadedObservable: Observable<WebVRController>;
  83504. /**
  83505. * Emits an event when the HMD's pose has been updated.
  83506. */
  83507. onPoseUpdatedFromDeviceObservable: Observable<any>;
  83508. private _poseSet;
  83509. /**
  83510. * If the rig cameras be used as parent instead of this camera.
  83511. */
  83512. rigParenting: boolean;
  83513. private _lightOnControllers;
  83514. private _defaultHeight?;
  83515. /**
  83516. * Instantiates a WebVRFreeCamera.
  83517. * @param name The name of the WebVRFreeCamera
  83518. * @param position The starting anchor position for the camera
  83519. * @param scene The scene the camera belongs to
  83520. * @param webVROptions a set of customizable options for the webVRCamera
  83521. */
  83522. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  83523. /**
  83524. * Gets the device distance from the ground in meters.
  83525. * @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.
  83526. */
  83527. deviceDistanceToRoomGround(): number;
  83528. /**
  83529. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83530. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  83531. */
  83532. useStandingMatrix(callback?: (bool: boolean) => void): void;
  83533. /**
  83534. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83535. * @returns A promise with a boolean set to if the standing matrix is supported.
  83536. */
  83537. useStandingMatrixAsync(): Promise<boolean>;
  83538. /**
  83539. * Disposes the camera
  83540. */
  83541. dispose(): void;
  83542. /**
  83543. * Gets a vrController by name.
  83544. * @param name The name of the controller to retreive
  83545. * @returns the controller matching the name specified or null if not found
  83546. */
  83547. getControllerByName(name: string): Nullable<WebVRController>;
  83548. private _leftController;
  83549. /**
  83550. * The controller corresponding to the users left hand.
  83551. */
  83552. readonly leftController: Nullable<WebVRController>;
  83553. private _rightController;
  83554. /**
  83555. * The controller corresponding to the users right hand.
  83556. */
  83557. readonly rightController: Nullable<WebVRController>;
  83558. /**
  83559. * Casts a ray forward from the vrCamera's gaze.
  83560. * @param length Length of the ray (default: 100)
  83561. * @returns the ray corresponding to the gaze
  83562. */
  83563. getForwardRay(length?: number): Ray;
  83564. /**
  83565. * @hidden
  83566. * Updates the camera based on device's frame data
  83567. */
  83568. _checkInputs(): void;
  83569. /**
  83570. * Updates the poseControlled values based on the input device pose.
  83571. * @param poseData Pose coming from the device
  83572. */
  83573. updateFromDevice(poseData: DevicePose): void;
  83574. private _htmlElementAttached;
  83575. private _detachIfAttached;
  83576. /**
  83577. * WebVR's attach control will start broadcasting frames to the device.
  83578. * Note that in certain browsers (chrome for example) this function must be called
  83579. * within a user-interaction callback. Example:
  83580. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  83581. *
  83582. * @param element html element to attach the vrDevice to
  83583. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  83584. */
  83585. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  83586. /**
  83587. * Detaches the camera from the html element and disables VR
  83588. *
  83589. * @param element html element to detach from
  83590. */
  83591. detachControl(element: HTMLElement): void;
  83592. /**
  83593. * @returns the name of this class
  83594. */
  83595. getClassName(): string;
  83596. /**
  83597. * Calls resetPose on the vrDisplay
  83598. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  83599. */
  83600. resetToCurrentRotation(): void;
  83601. /**
  83602. * @hidden
  83603. * Updates the rig cameras (left and right eye)
  83604. */
  83605. _updateRigCameras(): void;
  83606. private _workingVector;
  83607. private _oneVector;
  83608. private _workingMatrix;
  83609. private updateCacheCalled;
  83610. private _correctPositionIfNotTrackPosition;
  83611. /**
  83612. * @hidden
  83613. * Updates the cached values of the camera
  83614. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  83615. */
  83616. _updateCache(ignoreParentClass?: boolean): void;
  83617. /**
  83618. * @hidden
  83619. * Get current device position in babylon world
  83620. */
  83621. _computeDevicePosition(): void;
  83622. /**
  83623. * Updates the current device position and rotation in the babylon world
  83624. */
  83625. update(): void;
  83626. /**
  83627. * @hidden
  83628. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  83629. * @returns an identity matrix
  83630. */
  83631. _getViewMatrix(): Matrix;
  83632. private _tmpMatrix;
  83633. /**
  83634. * This function is called by the two RIG cameras.
  83635. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  83636. * @hidden
  83637. */
  83638. _getWebVRViewMatrix(): Matrix;
  83639. /** @hidden */
  83640. _getWebVRProjectionMatrix(): Matrix;
  83641. private _onGamepadConnectedObserver;
  83642. private _onGamepadDisconnectedObserver;
  83643. private _updateCacheWhenTrackingDisabledObserver;
  83644. /**
  83645. * Initializes the controllers and their meshes
  83646. */
  83647. initControllers(): void;
  83648. }
  83649. }
  83650. declare module BABYLON {
  83651. /**
  83652. * Size options for a post process
  83653. */
  83654. export type PostProcessOptions = {
  83655. width: number;
  83656. height: number;
  83657. };
  83658. /**
  83659. * PostProcess can be used to apply a shader to a texture after it has been rendered
  83660. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  83661. */
  83662. export class PostProcess {
  83663. /** Name of the PostProcess. */
  83664. name: string;
  83665. /**
  83666. * Gets or sets the unique id of the post process
  83667. */
  83668. uniqueId: number;
  83669. /**
  83670. * Width of the texture to apply the post process on
  83671. */
  83672. width: number;
  83673. /**
  83674. * Height of the texture to apply the post process on
  83675. */
  83676. height: number;
  83677. /**
  83678. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  83679. * @hidden
  83680. */
  83681. _outputTexture: Nullable<InternalTexture>;
  83682. /**
  83683. * Sampling mode used by the shader
  83684. * See https://doc.babylonjs.com/classes/3.1/texture
  83685. */
  83686. renderTargetSamplingMode: number;
  83687. /**
  83688. * Clear color to use when screen clearing
  83689. */
  83690. clearColor: Color4;
  83691. /**
  83692. * If the buffer needs to be cleared before applying the post process. (default: true)
  83693. * Should be set to false if shader will overwrite all previous pixels.
  83694. */
  83695. autoClear: boolean;
  83696. /**
  83697. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  83698. */
  83699. alphaMode: number;
  83700. /**
  83701. * Sets the setAlphaBlendConstants of the babylon engine
  83702. */
  83703. alphaConstants: Color4;
  83704. /**
  83705. * Animations to be used for the post processing
  83706. */
  83707. animations: Animation[];
  83708. /**
  83709. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  83710. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  83711. */
  83712. enablePixelPerfectMode: boolean;
  83713. /**
  83714. * Force the postprocess to be applied without taking in account viewport
  83715. */
  83716. forceFullscreenViewport: boolean;
  83717. /**
  83718. * List of inspectable custom properties (used by the Inspector)
  83719. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83720. */
  83721. inspectableCustomProperties: IInspectable[];
  83722. /**
  83723. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  83724. *
  83725. * | Value | Type | Description |
  83726. * | ----- | ----------------------------------- | ----------- |
  83727. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  83728. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  83729. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  83730. *
  83731. */
  83732. scaleMode: number;
  83733. /**
  83734. * Force textures to be a power of two (default: false)
  83735. */
  83736. alwaysForcePOT: boolean;
  83737. private _samples;
  83738. /**
  83739. * Number of sample textures (default: 1)
  83740. */
  83741. samples: number;
  83742. /**
  83743. * Modify the scale of the post process to be the same as the viewport (default: false)
  83744. */
  83745. adaptScaleToCurrentViewport: boolean;
  83746. private _camera;
  83747. private _scene;
  83748. private _engine;
  83749. private _options;
  83750. private _reusable;
  83751. private _textureType;
  83752. /**
  83753. * Smart array of input and output textures for the post process.
  83754. * @hidden
  83755. */
  83756. _textures: SmartArray<InternalTexture>;
  83757. /**
  83758. * The index in _textures that corresponds to the output texture.
  83759. * @hidden
  83760. */
  83761. _currentRenderTextureInd: number;
  83762. private _effect;
  83763. private _samplers;
  83764. private _fragmentUrl;
  83765. private _vertexUrl;
  83766. private _parameters;
  83767. private _scaleRatio;
  83768. protected _indexParameters: any;
  83769. private _shareOutputWithPostProcess;
  83770. private _texelSize;
  83771. private _forcedOutputTexture;
  83772. /**
  83773. * Returns the fragment url or shader name used in the post process.
  83774. * @returns the fragment url or name in the shader store.
  83775. */
  83776. getEffectName(): string;
  83777. /**
  83778. * An event triggered when the postprocess is activated.
  83779. */
  83780. onActivateObservable: Observable<Camera>;
  83781. private _onActivateObserver;
  83782. /**
  83783. * A function that is added to the onActivateObservable
  83784. */
  83785. onActivate: Nullable<(camera: Camera) => void>;
  83786. /**
  83787. * An event triggered when the postprocess changes its size.
  83788. */
  83789. onSizeChangedObservable: Observable<PostProcess>;
  83790. private _onSizeChangedObserver;
  83791. /**
  83792. * A function that is added to the onSizeChangedObservable
  83793. */
  83794. onSizeChanged: (postProcess: PostProcess) => void;
  83795. /**
  83796. * An event triggered when the postprocess applies its effect.
  83797. */
  83798. onApplyObservable: Observable<Effect>;
  83799. private _onApplyObserver;
  83800. /**
  83801. * A function that is added to the onApplyObservable
  83802. */
  83803. onApply: (effect: Effect) => void;
  83804. /**
  83805. * An event triggered before rendering the postprocess
  83806. */
  83807. onBeforeRenderObservable: Observable<Effect>;
  83808. private _onBeforeRenderObserver;
  83809. /**
  83810. * A function that is added to the onBeforeRenderObservable
  83811. */
  83812. onBeforeRender: (effect: Effect) => void;
  83813. /**
  83814. * An event triggered after rendering the postprocess
  83815. */
  83816. onAfterRenderObservable: Observable<Effect>;
  83817. private _onAfterRenderObserver;
  83818. /**
  83819. * A function that is added to the onAfterRenderObservable
  83820. */
  83821. onAfterRender: (efect: Effect) => void;
  83822. /**
  83823. * 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
  83824. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  83825. */
  83826. inputTexture: InternalTexture;
  83827. /**
  83828. * Gets the camera which post process is applied to.
  83829. * @returns The camera the post process is applied to.
  83830. */
  83831. getCamera(): Camera;
  83832. /**
  83833. * Gets the texel size of the postprocess.
  83834. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  83835. */
  83836. readonly texelSize: Vector2;
  83837. /**
  83838. * Creates a new instance PostProcess
  83839. * @param name The name of the PostProcess.
  83840. * @param fragmentUrl The url of the fragment shader to be used.
  83841. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  83842. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  83843. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83844. * @param camera The camera to apply the render pass to.
  83845. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83846. * @param engine The engine which the post process will be applied. (default: current engine)
  83847. * @param reusable If the post process can be reused on the same frame. (default: false)
  83848. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  83849. * @param textureType Type of textures used when performing the post process. (default: 0)
  83850. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  83851. * @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
  83852. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  83853. */
  83854. constructor(
  83855. /** Name of the PostProcess. */
  83856. 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);
  83857. /**
  83858. * Gets a string idenfifying the name of the class
  83859. * @returns "PostProcess" string
  83860. */
  83861. getClassName(): string;
  83862. /**
  83863. * Gets the engine which this post process belongs to.
  83864. * @returns The engine the post process was enabled with.
  83865. */
  83866. getEngine(): Engine;
  83867. /**
  83868. * The effect that is created when initializing the post process.
  83869. * @returns The created effect corresponding the the postprocess.
  83870. */
  83871. getEffect(): Effect;
  83872. /**
  83873. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  83874. * @param postProcess The post process to share the output with.
  83875. * @returns This post process.
  83876. */
  83877. shareOutputWith(postProcess: PostProcess): PostProcess;
  83878. /**
  83879. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  83880. * This should be called if the post process that shares output with this post process is disabled/disposed.
  83881. */
  83882. useOwnOutput(): void;
  83883. /**
  83884. * Updates the effect with the current post process compile time values and recompiles the shader.
  83885. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83886. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83887. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83888. * @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
  83889. * @param onCompiled Called when the shader has been compiled.
  83890. * @param onError Called if there is an error when compiling a shader.
  83891. */
  83892. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83893. /**
  83894. * The post process is reusable if it can be used multiple times within one frame.
  83895. * @returns If the post process is reusable
  83896. */
  83897. isReusable(): boolean;
  83898. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  83899. markTextureDirty(): void;
  83900. /**
  83901. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  83902. * 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.
  83903. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  83904. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  83905. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  83906. * @returns The target texture that was bound to be written to.
  83907. */
  83908. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  83909. /**
  83910. * If the post process is supported.
  83911. */
  83912. readonly isSupported: boolean;
  83913. /**
  83914. * The aspect ratio of the output texture.
  83915. */
  83916. readonly aspectRatio: number;
  83917. /**
  83918. * Get a value indicating if the post-process is ready to be used
  83919. * @returns true if the post-process is ready (shader is compiled)
  83920. */
  83921. isReady(): boolean;
  83922. /**
  83923. * Binds all textures and uniforms to the shader, this will be run on every pass.
  83924. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  83925. */
  83926. apply(): Nullable<Effect>;
  83927. private _disposeTextures;
  83928. /**
  83929. * Disposes the post process.
  83930. * @param camera The camera to dispose the post process on.
  83931. */
  83932. dispose(camera?: Camera): void;
  83933. }
  83934. }
  83935. declare module BABYLON {
  83936. /** @hidden */
  83937. export var kernelBlurVaryingDeclaration: {
  83938. name: string;
  83939. shader: string;
  83940. };
  83941. }
  83942. declare module BABYLON {
  83943. /** @hidden */
  83944. export var kernelBlurFragment: {
  83945. name: string;
  83946. shader: string;
  83947. };
  83948. }
  83949. declare module BABYLON {
  83950. /** @hidden */
  83951. export var kernelBlurFragment2: {
  83952. name: string;
  83953. shader: string;
  83954. };
  83955. }
  83956. declare module BABYLON {
  83957. /** @hidden */
  83958. export var kernelBlurPixelShader: {
  83959. name: string;
  83960. shader: string;
  83961. };
  83962. }
  83963. declare module BABYLON {
  83964. /** @hidden */
  83965. export var kernelBlurVertex: {
  83966. name: string;
  83967. shader: string;
  83968. };
  83969. }
  83970. declare module BABYLON {
  83971. /** @hidden */
  83972. export var kernelBlurVertexShader: {
  83973. name: string;
  83974. shader: string;
  83975. };
  83976. }
  83977. declare module BABYLON {
  83978. /**
  83979. * The Blur Post Process which blurs an image based on a kernel and direction.
  83980. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  83981. */
  83982. export class BlurPostProcess extends PostProcess {
  83983. /** The direction in which to blur the image. */
  83984. direction: Vector2;
  83985. private blockCompilation;
  83986. protected _kernel: number;
  83987. protected _idealKernel: number;
  83988. protected _packedFloat: boolean;
  83989. private _staticDefines;
  83990. /**
  83991. * Sets the length in pixels of the blur sample region
  83992. */
  83993. /**
  83994. * Gets the length in pixels of the blur sample region
  83995. */
  83996. kernel: number;
  83997. /**
  83998. * Sets wether or not the blur needs to unpack/repack floats
  83999. */
  84000. /**
  84001. * Gets wether or not the blur is unpacking/repacking floats
  84002. */
  84003. packedFloat: boolean;
  84004. /**
  84005. * Creates a new instance BlurPostProcess
  84006. * @param name The name of the effect.
  84007. * @param direction The direction in which to blur the image.
  84008. * @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.
  84009. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  84010. * @param camera The camera to apply the render pass to.
  84011. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  84012. * @param engine The engine which the post process will be applied. (default: current engine)
  84013. * @param reusable If the post process can be reused on the same frame. (default: false)
  84014. * @param textureType Type of textures used when performing the post process. (default: 0)
  84015. * @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)
  84016. */
  84017. constructor(name: string,
  84018. /** The direction in which to blur the image. */
  84019. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  84020. /**
  84021. * Updates the effect with the current post process compile time values and recompiles the shader.
  84022. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  84023. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  84024. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  84025. * @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
  84026. * @param onCompiled Called when the shader has been compiled.
  84027. * @param onError Called if there is an error when compiling a shader.
  84028. */
  84029. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  84030. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  84031. /**
  84032. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  84033. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  84034. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  84035. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  84036. * The gaps between physical kernels are compensated for in the weighting of the samples
  84037. * @param idealKernel Ideal blur kernel.
  84038. * @return Nearest best kernel.
  84039. */
  84040. protected _nearestBestKernel(idealKernel: number): number;
  84041. /**
  84042. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  84043. * @param x The point on the Gaussian distribution to sample.
  84044. * @return the value of the Gaussian function at x.
  84045. */
  84046. protected _gaussianWeight(x: number): number;
  84047. /**
  84048. * Generates a string that can be used as a floating point number in GLSL.
  84049. * @param x Value to print.
  84050. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  84051. * @return GLSL float string.
  84052. */
  84053. protected _glslFloat(x: number, decimalFigures?: number): string;
  84054. }
  84055. }
  84056. declare module BABYLON {
  84057. /**
  84058. * Mirror texture can be used to simulate the view from a mirror in a scene.
  84059. * It will dynamically be rendered every frame to adapt to the camera point of view.
  84060. * You can then easily use it as a reflectionTexture on a flat surface.
  84061. * In case the surface is not a plane, please consider relying on reflection probes.
  84062. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84063. */
  84064. export class MirrorTexture extends RenderTargetTexture {
  84065. private scene;
  84066. /**
  84067. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  84068. * 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.
  84069. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84070. */
  84071. mirrorPlane: Plane;
  84072. /**
  84073. * Define the blur ratio used to blur the reflection if needed.
  84074. */
  84075. blurRatio: number;
  84076. /**
  84077. * Define the adaptive blur kernel used to blur the reflection if needed.
  84078. * This will autocompute the closest best match for the `blurKernel`
  84079. */
  84080. adaptiveBlurKernel: number;
  84081. /**
  84082. * Define the blur kernel used to blur the reflection if needed.
  84083. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84084. */
  84085. blurKernel: number;
  84086. /**
  84087. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  84088. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84089. */
  84090. blurKernelX: number;
  84091. /**
  84092. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  84093. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84094. */
  84095. blurKernelY: number;
  84096. private _autoComputeBlurKernel;
  84097. protected _onRatioRescale(): void;
  84098. private _updateGammaSpace;
  84099. private _imageProcessingConfigChangeObserver;
  84100. private _transformMatrix;
  84101. private _mirrorMatrix;
  84102. private _savedViewMatrix;
  84103. private _blurX;
  84104. private _blurY;
  84105. private _adaptiveBlurKernel;
  84106. private _blurKernelX;
  84107. private _blurKernelY;
  84108. private _blurRatio;
  84109. /**
  84110. * Instantiates a Mirror Texture.
  84111. * Mirror texture can be used to simulate the view from a mirror in a scene.
  84112. * It will dynamically be rendered every frame to adapt to the camera point of view.
  84113. * You can then easily use it as a reflectionTexture on a flat surface.
  84114. * In case the surface is not a plane, please consider relying on reflection probes.
  84115. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84116. * @param name
  84117. * @param size
  84118. * @param scene
  84119. * @param generateMipMaps
  84120. * @param type
  84121. * @param samplingMode
  84122. * @param generateDepthBuffer
  84123. */
  84124. constructor(name: string, size: number | {
  84125. width: number;
  84126. height: number;
  84127. } | {
  84128. ratio: number;
  84129. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  84130. private _preparePostProcesses;
  84131. /**
  84132. * Clone the mirror texture.
  84133. * @returns the cloned texture
  84134. */
  84135. clone(): MirrorTexture;
  84136. /**
  84137. * Serialize the texture to a JSON representation you could use in Parse later on
  84138. * @returns the serialized JSON representation
  84139. */
  84140. serialize(): any;
  84141. /**
  84142. * Dispose the texture and release its associated resources.
  84143. */
  84144. dispose(): void;
  84145. }
  84146. }
  84147. declare module BABYLON {
  84148. /**
  84149. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  84150. * @see http://doc.babylonjs.com/babylon101/materials#texture
  84151. */
  84152. export class Texture extends BaseTexture {
  84153. /**
  84154. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  84155. */
  84156. static SerializeBuffers: boolean;
  84157. /** @hidden */
  84158. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  84159. /** @hidden */
  84160. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  84161. /** @hidden */
  84162. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  84163. /** nearest is mag = nearest and min = nearest and mip = linear */
  84164. static readonly NEAREST_SAMPLINGMODE: number;
  84165. /** nearest is mag = nearest and min = nearest and mip = linear */
  84166. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  84167. /** Bilinear is mag = linear and min = linear and mip = nearest */
  84168. static readonly BILINEAR_SAMPLINGMODE: number;
  84169. /** Bilinear is mag = linear and min = linear and mip = nearest */
  84170. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  84171. /** Trilinear is mag = linear and min = linear and mip = linear */
  84172. static readonly TRILINEAR_SAMPLINGMODE: number;
  84173. /** Trilinear is mag = linear and min = linear and mip = linear */
  84174. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  84175. /** mag = nearest and min = nearest and mip = nearest */
  84176. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  84177. /** mag = nearest and min = linear and mip = nearest */
  84178. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  84179. /** mag = nearest and min = linear and mip = linear */
  84180. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  84181. /** mag = nearest and min = linear and mip = none */
  84182. static readonly NEAREST_LINEAR: number;
  84183. /** mag = nearest and min = nearest and mip = none */
  84184. static readonly NEAREST_NEAREST: number;
  84185. /** mag = linear and min = nearest and mip = nearest */
  84186. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  84187. /** mag = linear and min = nearest and mip = linear */
  84188. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  84189. /** mag = linear and min = linear and mip = none */
  84190. static readonly LINEAR_LINEAR: number;
  84191. /** mag = linear and min = nearest and mip = none */
  84192. static readonly LINEAR_NEAREST: number;
  84193. /** Explicit coordinates mode */
  84194. static readonly EXPLICIT_MODE: number;
  84195. /** Spherical coordinates mode */
  84196. static readonly SPHERICAL_MODE: number;
  84197. /** Planar coordinates mode */
  84198. static readonly PLANAR_MODE: number;
  84199. /** Cubic coordinates mode */
  84200. static readonly CUBIC_MODE: number;
  84201. /** Projection coordinates mode */
  84202. static readonly PROJECTION_MODE: number;
  84203. /** Inverse Cubic coordinates mode */
  84204. static readonly SKYBOX_MODE: number;
  84205. /** Inverse Cubic coordinates mode */
  84206. static readonly INVCUBIC_MODE: number;
  84207. /** Equirectangular coordinates mode */
  84208. static readonly EQUIRECTANGULAR_MODE: number;
  84209. /** Equirectangular Fixed coordinates mode */
  84210. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  84211. /** Equirectangular Fixed Mirrored coordinates mode */
  84212. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  84213. /** Texture is not repeating outside of 0..1 UVs */
  84214. static readonly CLAMP_ADDRESSMODE: number;
  84215. /** Texture is repeating outside of 0..1 UVs */
  84216. static readonly WRAP_ADDRESSMODE: number;
  84217. /** Texture is repeating and mirrored */
  84218. static readonly MIRROR_ADDRESSMODE: number;
  84219. /**
  84220. * 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
  84221. */
  84222. static UseSerializedUrlIfAny: boolean;
  84223. /**
  84224. * Define the url of the texture.
  84225. */
  84226. url: Nullable<string>;
  84227. /**
  84228. * Define an offset on the texture to offset the u coordinates of the UVs
  84229. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  84230. */
  84231. uOffset: number;
  84232. /**
  84233. * Define an offset on the texture to offset the v coordinates of the UVs
  84234. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  84235. */
  84236. vOffset: number;
  84237. /**
  84238. * Define an offset on the texture to scale the u coordinates of the UVs
  84239. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  84240. */
  84241. uScale: number;
  84242. /**
  84243. * Define an offset on the texture to scale the v coordinates of the UVs
  84244. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  84245. */
  84246. vScale: number;
  84247. /**
  84248. * Define an offset on the texture to rotate around the u coordinates of the UVs
  84249. * @see http://doc.babylonjs.com/how_to/more_materials
  84250. */
  84251. uAng: number;
  84252. /**
  84253. * Define an offset on the texture to rotate around the v coordinates of the UVs
  84254. * @see http://doc.babylonjs.com/how_to/more_materials
  84255. */
  84256. vAng: number;
  84257. /**
  84258. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  84259. * @see http://doc.babylonjs.com/how_to/more_materials
  84260. */
  84261. wAng: number;
  84262. /**
  84263. * Defines the center of rotation (U)
  84264. */
  84265. uRotationCenter: number;
  84266. /**
  84267. * Defines the center of rotation (V)
  84268. */
  84269. vRotationCenter: number;
  84270. /**
  84271. * Defines the center of rotation (W)
  84272. */
  84273. wRotationCenter: number;
  84274. /**
  84275. * Are mip maps generated for this texture or not.
  84276. */
  84277. readonly noMipmap: boolean;
  84278. /**
  84279. * List of inspectable custom properties (used by the Inspector)
  84280. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  84281. */
  84282. inspectableCustomProperties: Nullable<IInspectable[]>;
  84283. private _noMipmap;
  84284. /** @hidden */
  84285. _invertY: boolean;
  84286. private _rowGenerationMatrix;
  84287. private _cachedTextureMatrix;
  84288. private _projectionModeMatrix;
  84289. private _t0;
  84290. private _t1;
  84291. private _t2;
  84292. private _cachedUOffset;
  84293. private _cachedVOffset;
  84294. private _cachedUScale;
  84295. private _cachedVScale;
  84296. private _cachedUAng;
  84297. private _cachedVAng;
  84298. private _cachedWAng;
  84299. private _cachedProjectionMatrixId;
  84300. private _cachedCoordinatesMode;
  84301. /** @hidden */
  84302. protected _initialSamplingMode: number;
  84303. /** @hidden */
  84304. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  84305. private _deleteBuffer;
  84306. protected _format: Nullable<number>;
  84307. private _delayedOnLoad;
  84308. private _delayedOnError;
  84309. private _mimeType?;
  84310. /**
  84311. * Observable triggered once the texture has been loaded.
  84312. */
  84313. onLoadObservable: Observable<Texture>;
  84314. protected _isBlocking: boolean;
  84315. /**
  84316. * Is the texture preventing material to render while loading.
  84317. * If false, a default texture will be used instead of the loading one during the preparation step.
  84318. */
  84319. isBlocking: boolean;
  84320. /**
  84321. * Get the current sampling mode associated with the texture.
  84322. */
  84323. readonly samplingMode: number;
  84324. /**
  84325. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  84326. */
  84327. readonly invertY: boolean;
  84328. /**
  84329. * Instantiates a new texture.
  84330. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  84331. * @see http://doc.babylonjs.com/babylon101/materials#texture
  84332. * @param url defines the url of the picture to load as a texture
  84333. * @param scene defines the scene or engine the texture will belong to
  84334. * @param noMipmap defines if the texture will require mip maps or not
  84335. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  84336. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84337. * @param onLoad defines a callback triggered when the texture has been loaded
  84338. * @param onError defines a callback triggered when an error occurred during the loading session
  84339. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  84340. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  84341. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84342. * @param mimeType defines an optional mime type information
  84343. */
  84344. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  84345. /**
  84346. * Update the url (and optional buffer) of this texture if url was null during construction.
  84347. * @param url the url of the texture
  84348. * @param buffer the buffer of the texture (defaults to null)
  84349. * @param onLoad callback called when the texture is loaded (defaults to null)
  84350. */
  84351. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  84352. /**
  84353. * Finish the loading sequence of a texture flagged as delayed load.
  84354. * @hidden
  84355. */
  84356. delayLoad(): void;
  84357. private _prepareRowForTextureGeneration;
  84358. /**
  84359. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  84360. * @returns the transform matrix of the texture.
  84361. */
  84362. getTextureMatrix(): Matrix;
  84363. /**
  84364. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  84365. * @returns The reflection texture transform
  84366. */
  84367. getReflectionTextureMatrix(): Matrix;
  84368. /**
  84369. * Clones the texture.
  84370. * @returns the cloned texture
  84371. */
  84372. clone(): Texture;
  84373. /**
  84374. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  84375. * @returns The JSON representation of the texture
  84376. */
  84377. serialize(): any;
  84378. /**
  84379. * Get the current class name of the texture useful for serialization or dynamic coding.
  84380. * @returns "Texture"
  84381. */
  84382. getClassName(): string;
  84383. /**
  84384. * Dispose the texture and release its associated resources.
  84385. */
  84386. dispose(): void;
  84387. /**
  84388. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  84389. * @param parsedTexture Define the JSON representation of the texture
  84390. * @param scene Define the scene the parsed texture should be instantiated in
  84391. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  84392. * @returns The parsed texture if successful
  84393. */
  84394. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  84395. /**
  84396. * Creates a texture from its base 64 representation.
  84397. * @param data Define the base64 payload without the data: prefix
  84398. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84399. * @param scene Define the scene the texture should belong to
  84400. * @param noMipmap Forces the texture to not create mip map information if true
  84401. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84402. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84403. * @param onLoad define a callback triggered when the texture has been loaded
  84404. * @param onError define a callback triggered when an error occurred during the loading session
  84405. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84406. * @returns the created texture
  84407. */
  84408. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  84409. /**
  84410. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  84411. * @param data Define the base64 payload without the data: prefix
  84412. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84413. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  84414. * @param scene Define the scene the texture should belong to
  84415. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  84416. * @param noMipmap Forces the texture to not create mip map information if true
  84417. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84418. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84419. * @param onLoad define a callback triggered when the texture has been loaded
  84420. * @param onError define a callback triggered when an error occurred during the loading session
  84421. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84422. * @returns the created texture
  84423. */
  84424. 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;
  84425. }
  84426. }
  84427. declare module BABYLON {
  84428. /**
  84429. * PostProcessManager is used to manage one or more post processes or post process pipelines
  84430. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  84431. */
  84432. export class PostProcessManager {
  84433. private _scene;
  84434. private _indexBuffer;
  84435. private _vertexBuffers;
  84436. /**
  84437. * Creates a new instance PostProcess
  84438. * @param scene The scene that the post process is associated with.
  84439. */
  84440. constructor(scene: Scene);
  84441. private _prepareBuffers;
  84442. private _buildIndexBuffer;
  84443. /**
  84444. * Rebuilds the vertex buffers of the manager.
  84445. * @hidden
  84446. */
  84447. _rebuild(): void;
  84448. /**
  84449. * Prepares a frame to be run through a post process.
  84450. * @param sourceTexture The input texture to the post procesess. (default: null)
  84451. * @param postProcesses An array of post processes to be run. (default: null)
  84452. * @returns True if the post processes were able to be run.
  84453. * @hidden
  84454. */
  84455. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  84456. /**
  84457. * Manually render a set of post processes to a texture.
  84458. * @param postProcesses An array of post processes to be run.
  84459. * @param targetTexture The target texture to render to.
  84460. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  84461. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  84462. * @param lodLevel defines which lod of the texture to render to
  84463. */
  84464. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  84465. /**
  84466. * Finalize the result of the output of the postprocesses.
  84467. * @param doNotPresent If true the result will not be displayed to the screen.
  84468. * @param targetTexture The target texture to render to.
  84469. * @param faceIndex The index of the face to bind the target texture to.
  84470. * @param postProcesses The array of post processes to render.
  84471. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  84472. * @hidden
  84473. */
  84474. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  84475. /**
  84476. * Disposes of the post process manager.
  84477. */
  84478. dispose(): void;
  84479. }
  84480. }
  84481. declare module BABYLON {
  84482. /** Interface used by value gradients (color, factor, ...) */
  84483. export interface IValueGradient {
  84484. /**
  84485. * Gets or sets the gradient value (between 0 and 1)
  84486. */
  84487. gradient: number;
  84488. }
  84489. /** Class used to store color4 gradient */
  84490. export class ColorGradient implements IValueGradient {
  84491. /**
  84492. * Gets or sets the gradient value (between 0 and 1)
  84493. */
  84494. gradient: number;
  84495. /**
  84496. * Gets or sets first associated color
  84497. */
  84498. color1: Color4;
  84499. /**
  84500. * Gets or sets second associated color
  84501. */
  84502. color2?: Color4;
  84503. /**
  84504. * Will get a color picked randomly between color1 and color2.
  84505. * If color2 is undefined then color1 will be used
  84506. * @param result defines the target Color4 to store the result in
  84507. */
  84508. getColorToRef(result: Color4): void;
  84509. }
  84510. /** Class used to store color 3 gradient */
  84511. export class Color3Gradient implements IValueGradient {
  84512. /**
  84513. * Gets or sets the gradient value (between 0 and 1)
  84514. */
  84515. gradient: number;
  84516. /**
  84517. * Gets or sets the associated color
  84518. */
  84519. color: Color3;
  84520. }
  84521. /** Class used to store factor gradient */
  84522. export class FactorGradient implements IValueGradient {
  84523. /**
  84524. * Gets or sets the gradient value (between 0 and 1)
  84525. */
  84526. gradient: number;
  84527. /**
  84528. * Gets or sets first associated factor
  84529. */
  84530. factor1: number;
  84531. /**
  84532. * Gets or sets second associated factor
  84533. */
  84534. factor2?: number;
  84535. /**
  84536. * Will get a number picked randomly between factor1 and factor2.
  84537. * If factor2 is undefined then factor1 will be used
  84538. * @returns the picked number
  84539. */
  84540. getFactor(): number;
  84541. }
  84542. /**
  84543. * Helper used to simplify some generic gradient tasks
  84544. */
  84545. export class GradientHelper {
  84546. /**
  84547. * Gets the current gradient from an array of IValueGradient
  84548. * @param ratio defines the current ratio to get
  84549. * @param gradients defines the array of IValueGradient
  84550. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  84551. */
  84552. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  84553. }
  84554. }
  84555. declare module BABYLON {
  84556. interface ThinEngine {
  84557. /**
  84558. * Creates a dynamic texture
  84559. * @param width defines the width of the texture
  84560. * @param height defines the height of the texture
  84561. * @param generateMipMaps defines if the engine should generate the mip levels
  84562. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  84563. * @returns the dynamic texture inside an InternalTexture
  84564. */
  84565. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  84566. /**
  84567. * Update the content of a dynamic texture
  84568. * @param texture defines the texture to update
  84569. * @param canvas defines the canvas containing the source
  84570. * @param invertY defines if data must be stored with Y axis inverted
  84571. * @param premulAlpha defines if alpha is stored as premultiplied
  84572. * @param format defines the format of the data
  84573. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  84574. */
  84575. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  84576. }
  84577. }
  84578. declare module BABYLON {
  84579. /**
  84580. * Helper class used to generate a canvas to manipulate images
  84581. */
  84582. export class CanvasGenerator {
  84583. /**
  84584. * Create a new canvas (or offscreen canvas depending on the context)
  84585. * @param width defines the expected width
  84586. * @param height defines the expected height
  84587. * @return a new canvas or offscreen canvas
  84588. */
  84589. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  84590. }
  84591. }
  84592. declare module BABYLON {
  84593. /**
  84594. * A class extending Texture allowing drawing on a texture
  84595. * @see http://doc.babylonjs.com/how_to/dynamictexture
  84596. */
  84597. export class DynamicTexture extends Texture {
  84598. private _generateMipMaps;
  84599. private _canvas;
  84600. private _context;
  84601. private _engine;
  84602. /**
  84603. * Creates a DynamicTexture
  84604. * @param name defines the name of the texture
  84605. * @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
  84606. * @param scene defines the scene where you want the texture
  84607. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  84608. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  84609. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  84610. */
  84611. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  84612. /**
  84613. * Get the current class name of the texture useful for serialization or dynamic coding.
  84614. * @returns "DynamicTexture"
  84615. */
  84616. getClassName(): string;
  84617. /**
  84618. * Gets the current state of canRescale
  84619. */
  84620. readonly canRescale: boolean;
  84621. private _recreate;
  84622. /**
  84623. * Scales the texture
  84624. * @param ratio the scale factor to apply to both width and height
  84625. */
  84626. scale(ratio: number): void;
  84627. /**
  84628. * Resizes the texture
  84629. * @param width the new width
  84630. * @param height the new height
  84631. */
  84632. scaleTo(width: number, height: number): void;
  84633. /**
  84634. * Gets the context of the canvas used by the texture
  84635. * @returns the canvas context of the dynamic texture
  84636. */
  84637. getContext(): CanvasRenderingContext2D;
  84638. /**
  84639. * Clears the texture
  84640. */
  84641. clear(): void;
  84642. /**
  84643. * Updates the texture
  84644. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84645. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  84646. */
  84647. update(invertY?: boolean, premulAlpha?: boolean): void;
  84648. /**
  84649. * Draws text onto the texture
  84650. * @param text defines the text to be drawn
  84651. * @param x defines the placement of the text from the left
  84652. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  84653. * @param font defines the font to be used with font-style, font-size, font-name
  84654. * @param color defines the color used for the text
  84655. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  84656. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84657. * @param update defines whether texture is immediately update (default is true)
  84658. */
  84659. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  84660. /**
  84661. * Clones the texture
  84662. * @returns the clone of the texture.
  84663. */
  84664. clone(): DynamicTexture;
  84665. /**
  84666. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  84667. * @returns a serialized dynamic texture object
  84668. */
  84669. serialize(): any;
  84670. /** @hidden */
  84671. _rebuild(): void;
  84672. }
  84673. }
  84674. declare module BABYLON {
  84675. interface AbstractScene {
  84676. /**
  84677. * The list of procedural textures added to the scene
  84678. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84679. */
  84680. proceduralTextures: Array<ProceduralTexture>;
  84681. }
  84682. /**
  84683. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  84684. * in a given scene.
  84685. */
  84686. export class ProceduralTextureSceneComponent implements ISceneComponent {
  84687. /**
  84688. * The component name helpfull to identify the component in the list of scene components.
  84689. */
  84690. readonly name: string;
  84691. /**
  84692. * The scene the component belongs to.
  84693. */
  84694. scene: Scene;
  84695. /**
  84696. * Creates a new instance of the component for the given scene
  84697. * @param scene Defines the scene to register the component in
  84698. */
  84699. constructor(scene: Scene);
  84700. /**
  84701. * Registers the component in a given scene
  84702. */
  84703. register(): void;
  84704. /**
  84705. * Rebuilds the elements related to this component in case of
  84706. * context lost for instance.
  84707. */
  84708. rebuild(): void;
  84709. /**
  84710. * Disposes the component and the associated ressources.
  84711. */
  84712. dispose(): void;
  84713. private _beforeClear;
  84714. }
  84715. }
  84716. declare module BABYLON {
  84717. interface ThinEngine {
  84718. /**
  84719. * Creates a new render target cube texture
  84720. * @param size defines the size of the texture
  84721. * @param options defines the options used to create the texture
  84722. * @returns a new render target cube texture stored in an InternalTexture
  84723. */
  84724. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  84725. }
  84726. }
  84727. declare module BABYLON {
  84728. /** @hidden */
  84729. export var proceduralVertexShader: {
  84730. name: string;
  84731. shader: string;
  84732. };
  84733. }
  84734. declare module BABYLON {
  84735. /**
  84736. * 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.
  84737. * This is the base class of any Procedural texture and contains most of the shareable code.
  84738. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84739. */
  84740. export class ProceduralTexture extends Texture {
  84741. isCube: boolean;
  84742. /**
  84743. * Define if the texture is enabled or not (disabled texture will not render)
  84744. */
  84745. isEnabled: boolean;
  84746. /**
  84747. * Define if the texture must be cleared before rendering (default is true)
  84748. */
  84749. autoClear: boolean;
  84750. /**
  84751. * Callback called when the texture is generated
  84752. */
  84753. onGenerated: () => void;
  84754. /**
  84755. * Event raised when the texture is generated
  84756. */
  84757. onGeneratedObservable: Observable<ProceduralTexture>;
  84758. /** @hidden */
  84759. _generateMipMaps: boolean;
  84760. /** @hidden **/
  84761. _effect: Effect;
  84762. /** @hidden */
  84763. _textures: {
  84764. [key: string]: Texture;
  84765. };
  84766. private _size;
  84767. private _currentRefreshId;
  84768. private _refreshRate;
  84769. private _vertexBuffers;
  84770. private _indexBuffer;
  84771. private _uniforms;
  84772. private _samplers;
  84773. private _fragment;
  84774. private _floats;
  84775. private _ints;
  84776. private _floatsArrays;
  84777. private _colors3;
  84778. private _colors4;
  84779. private _vectors2;
  84780. private _vectors3;
  84781. private _matrices;
  84782. private _fallbackTexture;
  84783. private _fallbackTextureUsed;
  84784. private _engine;
  84785. private _cachedDefines;
  84786. private _contentUpdateId;
  84787. private _contentData;
  84788. /**
  84789. * Instantiates a new procedural texture.
  84790. * 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.
  84791. * This is the base class of any Procedural texture and contains most of the shareable code.
  84792. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84793. * @param name Define the name of the texture
  84794. * @param size Define the size of the texture to create
  84795. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  84796. * @param scene Define the scene the texture belongs to
  84797. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  84798. * @param generateMipMaps Define if the texture should creates mip maps or not
  84799. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  84800. */
  84801. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  84802. /**
  84803. * The effect that is created when initializing the post process.
  84804. * @returns The created effect corresponding the the postprocess.
  84805. */
  84806. getEffect(): Effect;
  84807. /**
  84808. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  84809. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  84810. */
  84811. getContent(): Nullable<ArrayBufferView>;
  84812. private _createIndexBuffer;
  84813. /** @hidden */
  84814. _rebuild(): void;
  84815. /**
  84816. * Resets the texture in order to recreate its associated resources.
  84817. * This can be called in case of context loss
  84818. */
  84819. reset(): void;
  84820. protected _getDefines(): string;
  84821. /**
  84822. * Is the texture ready to be used ? (rendered at least once)
  84823. * @returns true if ready, otherwise, false.
  84824. */
  84825. isReady(): boolean;
  84826. /**
  84827. * Resets the refresh counter of the texture and start bak from scratch.
  84828. * Could be useful to regenerate the texture if it is setup to render only once.
  84829. */
  84830. resetRefreshCounter(): void;
  84831. /**
  84832. * Set the fragment shader to use in order to render the texture.
  84833. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  84834. */
  84835. setFragment(fragment: any): void;
  84836. /**
  84837. * Define the refresh rate of the texture or the rendering frequency.
  84838. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84839. */
  84840. refreshRate: number;
  84841. /** @hidden */
  84842. _shouldRender(): boolean;
  84843. /**
  84844. * Get the size the texture is rendering at.
  84845. * @returns the size (texture is always squared)
  84846. */
  84847. getRenderSize(): number;
  84848. /**
  84849. * Resize the texture to new value.
  84850. * @param size Define the new size the texture should have
  84851. * @param generateMipMaps Define whether the new texture should create mip maps
  84852. */
  84853. resize(size: number, generateMipMaps: boolean): void;
  84854. private _checkUniform;
  84855. /**
  84856. * Set a texture in the shader program used to render.
  84857. * @param name Define the name of the uniform samplers as defined in the shader
  84858. * @param texture Define the texture to bind to this sampler
  84859. * @return the texture itself allowing "fluent" like uniform updates
  84860. */
  84861. setTexture(name: string, texture: Texture): ProceduralTexture;
  84862. /**
  84863. * Set a float in the shader.
  84864. * @param name Define the name of the uniform as defined in the shader
  84865. * @param value Define the value to give to the uniform
  84866. * @return the texture itself allowing "fluent" like uniform updates
  84867. */
  84868. setFloat(name: string, value: number): ProceduralTexture;
  84869. /**
  84870. * Set a int in the shader.
  84871. * @param name Define the name of the uniform as defined in the shader
  84872. * @param value Define the value to give to the uniform
  84873. * @return the texture itself allowing "fluent" like uniform updates
  84874. */
  84875. setInt(name: string, value: number): ProceduralTexture;
  84876. /**
  84877. * Set an array of floats in the shader.
  84878. * @param name Define the name of the uniform as defined in the shader
  84879. * @param value Define the value to give to the uniform
  84880. * @return the texture itself allowing "fluent" like uniform updates
  84881. */
  84882. setFloats(name: string, value: number[]): ProceduralTexture;
  84883. /**
  84884. * Set a vec3 in the shader from a Color3.
  84885. * @param name Define the name of the uniform as defined in the shader
  84886. * @param value Define the value to give to the uniform
  84887. * @return the texture itself allowing "fluent" like uniform updates
  84888. */
  84889. setColor3(name: string, value: Color3): ProceduralTexture;
  84890. /**
  84891. * Set a vec4 in the shader from a Color4.
  84892. * @param name Define the name of the uniform as defined in the shader
  84893. * @param value Define the value to give to the uniform
  84894. * @return the texture itself allowing "fluent" like uniform updates
  84895. */
  84896. setColor4(name: string, value: Color4): ProceduralTexture;
  84897. /**
  84898. * Set a vec2 in the shader from a Vector2.
  84899. * @param name Define the name of the uniform as defined in the shader
  84900. * @param value Define the value to give to the uniform
  84901. * @return the texture itself allowing "fluent" like uniform updates
  84902. */
  84903. setVector2(name: string, value: Vector2): ProceduralTexture;
  84904. /**
  84905. * Set a vec3 in the shader from a Vector3.
  84906. * @param name Define the name of the uniform as defined in the shader
  84907. * @param value Define the value to give to the uniform
  84908. * @return the texture itself allowing "fluent" like uniform updates
  84909. */
  84910. setVector3(name: string, value: Vector3): ProceduralTexture;
  84911. /**
  84912. * Set a mat4 in the shader from a MAtrix.
  84913. * @param name Define the name of the uniform as defined in the shader
  84914. * @param value Define the value to give to the uniform
  84915. * @return the texture itself allowing "fluent" like uniform updates
  84916. */
  84917. setMatrix(name: string, value: Matrix): ProceduralTexture;
  84918. /**
  84919. * Render the texture to its associated render target.
  84920. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  84921. */
  84922. render(useCameraPostProcess?: boolean): void;
  84923. /**
  84924. * Clone the texture.
  84925. * @returns the cloned texture
  84926. */
  84927. clone(): ProceduralTexture;
  84928. /**
  84929. * Dispose the texture and release its asoociated resources.
  84930. */
  84931. dispose(): void;
  84932. }
  84933. }
  84934. declare module BABYLON {
  84935. /**
  84936. * This represents the base class for particle system in Babylon.
  84937. * 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.
  84938. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  84939. * @example https://doc.babylonjs.com/babylon101/particles
  84940. */
  84941. export class BaseParticleSystem {
  84942. /**
  84943. * Source color is added to the destination color without alpha affecting the result
  84944. */
  84945. static BLENDMODE_ONEONE: number;
  84946. /**
  84947. * Blend current color and particle color using particle’s alpha
  84948. */
  84949. static BLENDMODE_STANDARD: number;
  84950. /**
  84951. * Add current color and particle color multiplied by particle’s alpha
  84952. */
  84953. static BLENDMODE_ADD: number;
  84954. /**
  84955. * Multiply current color with particle color
  84956. */
  84957. static BLENDMODE_MULTIPLY: number;
  84958. /**
  84959. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  84960. */
  84961. static BLENDMODE_MULTIPLYADD: number;
  84962. /**
  84963. * List of animations used by the particle system.
  84964. */
  84965. animations: Animation[];
  84966. /**
  84967. * The id of the Particle system.
  84968. */
  84969. id: string;
  84970. /**
  84971. * The friendly name of the Particle system.
  84972. */
  84973. name: string;
  84974. /**
  84975. * The rendering group used by the Particle system to chose when to render.
  84976. */
  84977. renderingGroupId: number;
  84978. /**
  84979. * The emitter represents the Mesh or position we are attaching the particle system to.
  84980. */
  84981. emitter: Nullable<AbstractMesh | Vector3>;
  84982. /**
  84983. * The maximum number of particles to emit per frame
  84984. */
  84985. emitRate: number;
  84986. /**
  84987. * If you want to launch only a few particles at once, that can be done, as well.
  84988. */
  84989. manualEmitCount: number;
  84990. /**
  84991. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  84992. */
  84993. updateSpeed: number;
  84994. /**
  84995. * The amount of time the particle system is running (depends of the overall update speed).
  84996. */
  84997. targetStopDuration: number;
  84998. /**
  84999. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  85000. */
  85001. disposeOnStop: boolean;
  85002. /**
  85003. * Minimum power of emitting particles.
  85004. */
  85005. minEmitPower: number;
  85006. /**
  85007. * Maximum power of emitting particles.
  85008. */
  85009. maxEmitPower: number;
  85010. /**
  85011. * Minimum life time of emitting particles.
  85012. */
  85013. minLifeTime: number;
  85014. /**
  85015. * Maximum life time of emitting particles.
  85016. */
  85017. maxLifeTime: number;
  85018. /**
  85019. * Minimum Size of emitting particles.
  85020. */
  85021. minSize: number;
  85022. /**
  85023. * Maximum Size of emitting particles.
  85024. */
  85025. maxSize: number;
  85026. /**
  85027. * Minimum scale of emitting particles on X axis.
  85028. */
  85029. minScaleX: number;
  85030. /**
  85031. * Maximum scale of emitting particles on X axis.
  85032. */
  85033. maxScaleX: number;
  85034. /**
  85035. * Minimum scale of emitting particles on Y axis.
  85036. */
  85037. minScaleY: number;
  85038. /**
  85039. * Maximum scale of emitting particles on Y axis.
  85040. */
  85041. maxScaleY: number;
  85042. /**
  85043. * Gets or sets the minimal initial rotation in radians.
  85044. */
  85045. minInitialRotation: number;
  85046. /**
  85047. * Gets or sets the maximal initial rotation in radians.
  85048. */
  85049. maxInitialRotation: number;
  85050. /**
  85051. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  85052. */
  85053. minAngularSpeed: number;
  85054. /**
  85055. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  85056. */
  85057. maxAngularSpeed: number;
  85058. /**
  85059. * The texture used to render each particle. (this can be a spritesheet)
  85060. */
  85061. particleTexture: Nullable<Texture>;
  85062. /**
  85063. * The layer mask we are rendering the particles through.
  85064. */
  85065. layerMask: number;
  85066. /**
  85067. * This can help using your own shader to render the particle system.
  85068. * The according effect will be created
  85069. */
  85070. customShader: any;
  85071. /**
  85072. * By default particle system starts as soon as they are created. This prevents the
  85073. * automatic start to happen and let you decide when to start emitting particles.
  85074. */
  85075. preventAutoStart: boolean;
  85076. private _noiseTexture;
  85077. /**
  85078. * Gets or sets a texture used to add random noise to particle positions
  85079. */
  85080. noiseTexture: Nullable<ProceduralTexture>;
  85081. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  85082. noiseStrength: Vector3;
  85083. /**
  85084. * Callback triggered when the particle animation is ending.
  85085. */
  85086. onAnimationEnd: Nullable<() => void>;
  85087. /**
  85088. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  85089. */
  85090. blendMode: number;
  85091. /**
  85092. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  85093. * to override the particles.
  85094. */
  85095. forceDepthWrite: boolean;
  85096. /** 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 */
  85097. preWarmCycles: number;
  85098. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  85099. preWarmStepOffset: number;
  85100. /**
  85101. * 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)
  85102. */
  85103. spriteCellChangeSpeed: number;
  85104. /**
  85105. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  85106. */
  85107. startSpriteCellID: number;
  85108. /**
  85109. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  85110. */
  85111. endSpriteCellID: number;
  85112. /**
  85113. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  85114. */
  85115. spriteCellWidth: number;
  85116. /**
  85117. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  85118. */
  85119. spriteCellHeight: number;
  85120. /**
  85121. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  85122. */
  85123. spriteRandomStartCell: boolean;
  85124. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  85125. translationPivot: Vector2;
  85126. /** @hidden */
  85127. protected _isAnimationSheetEnabled: boolean;
  85128. /**
  85129. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  85130. */
  85131. beginAnimationOnStart: boolean;
  85132. /**
  85133. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  85134. */
  85135. beginAnimationFrom: number;
  85136. /**
  85137. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  85138. */
  85139. beginAnimationTo: number;
  85140. /**
  85141. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  85142. */
  85143. beginAnimationLoop: boolean;
  85144. /**
  85145. * Gets or sets a world offset applied to all particles
  85146. */
  85147. worldOffset: Vector3;
  85148. /**
  85149. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  85150. */
  85151. isAnimationSheetEnabled: boolean;
  85152. /**
  85153. * Get hosting scene
  85154. * @returns the scene
  85155. */
  85156. getScene(): Scene;
  85157. /**
  85158. * You can use gravity if you want to give an orientation to your particles.
  85159. */
  85160. gravity: Vector3;
  85161. protected _colorGradients: Nullable<Array<ColorGradient>>;
  85162. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  85163. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  85164. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  85165. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  85166. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  85167. protected _dragGradients: Nullable<Array<FactorGradient>>;
  85168. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  85169. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  85170. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  85171. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  85172. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  85173. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  85174. /**
  85175. * Defines the delay in milliseconds before starting the system (0 by default)
  85176. */
  85177. startDelay: number;
  85178. /**
  85179. * Gets the current list of drag gradients.
  85180. * You must use addDragGradient and removeDragGradient to udpate this list
  85181. * @returns the list of drag gradients
  85182. */
  85183. getDragGradients(): Nullable<Array<FactorGradient>>;
  85184. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  85185. limitVelocityDamping: number;
  85186. /**
  85187. * Gets the current list of limit velocity gradients.
  85188. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  85189. * @returns the list of limit velocity gradients
  85190. */
  85191. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  85192. /**
  85193. * Gets the current list of color gradients.
  85194. * You must use addColorGradient and removeColorGradient to udpate this list
  85195. * @returns the list of color gradients
  85196. */
  85197. getColorGradients(): Nullable<Array<ColorGradient>>;
  85198. /**
  85199. * Gets the current list of size gradients.
  85200. * You must use addSizeGradient and removeSizeGradient to udpate this list
  85201. * @returns the list of size gradients
  85202. */
  85203. getSizeGradients(): Nullable<Array<FactorGradient>>;
  85204. /**
  85205. * Gets the current list of color remap gradients.
  85206. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  85207. * @returns the list of color remap gradients
  85208. */
  85209. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  85210. /**
  85211. * Gets the current list of alpha remap gradients.
  85212. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  85213. * @returns the list of alpha remap gradients
  85214. */
  85215. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  85216. /**
  85217. * Gets the current list of life time gradients.
  85218. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  85219. * @returns the list of life time gradients
  85220. */
  85221. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  85222. /**
  85223. * Gets the current list of angular speed gradients.
  85224. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  85225. * @returns the list of angular speed gradients
  85226. */
  85227. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  85228. /**
  85229. * Gets the current list of velocity gradients.
  85230. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  85231. * @returns the list of velocity gradients
  85232. */
  85233. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  85234. /**
  85235. * Gets the current list of start size gradients.
  85236. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  85237. * @returns the list of start size gradients
  85238. */
  85239. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  85240. /**
  85241. * Gets the current list of emit rate gradients.
  85242. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  85243. * @returns the list of emit rate gradients
  85244. */
  85245. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  85246. /**
  85247. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85248. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85249. */
  85250. direction1: Vector3;
  85251. /**
  85252. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85253. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85254. */
  85255. direction2: Vector3;
  85256. /**
  85257. * 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.
  85258. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85259. */
  85260. minEmitBox: Vector3;
  85261. /**
  85262. * 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.
  85263. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85264. */
  85265. maxEmitBox: Vector3;
  85266. /**
  85267. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  85268. */
  85269. color1: Color4;
  85270. /**
  85271. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  85272. */
  85273. color2: Color4;
  85274. /**
  85275. * Color the particle will have at the end of its lifetime
  85276. */
  85277. colorDead: Color4;
  85278. /**
  85279. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  85280. */
  85281. textureMask: Color4;
  85282. /**
  85283. * The particle emitter type defines the emitter used by the particle system.
  85284. * It can be for example box, sphere, or cone...
  85285. */
  85286. particleEmitterType: IParticleEmitterType;
  85287. /** @hidden */
  85288. _isSubEmitter: boolean;
  85289. /**
  85290. * Gets or sets the billboard mode to use when isBillboardBased = true.
  85291. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  85292. */
  85293. billboardMode: number;
  85294. protected _isBillboardBased: boolean;
  85295. /**
  85296. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  85297. */
  85298. isBillboardBased: boolean;
  85299. /**
  85300. * The scene the particle system belongs to.
  85301. */
  85302. protected _scene: Scene;
  85303. /**
  85304. * Local cache of defines for image processing.
  85305. */
  85306. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  85307. /**
  85308. * Default configuration related to image processing available in the standard Material.
  85309. */
  85310. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  85311. /**
  85312. * Gets the image processing configuration used either in this material.
  85313. */
  85314. /**
  85315. * Sets the Default image processing configuration used either in the this material.
  85316. *
  85317. * If sets to null, the scene one is in use.
  85318. */
  85319. imageProcessingConfiguration: ImageProcessingConfiguration;
  85320. /**
  85321. * Attaches a new image processing configuration to the Standard Material.
  85322. * @param configuration
  85323. */
  85324. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  85325. /** @hidden */
  85326. protected _reset(): void;
  85327. /** @hidden */
  85328. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  85329. /**
  85330. * Instantiates a particle system.
  85331. * 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.
  85332. * @param name The name of the particle system
  85333. */
  85334. constructor(name: string);
  85335. /**
  85336. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  85337. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  85338. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  85339. * @returns the emitter
  85340. */
  85341. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  85342. /**
  85343. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  85344. * @param radius The radius of the hemisphere to emit from
  85345. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  85346. * @returns the emitter
  85347. */
  85348. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  85349. /**
  85350. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  85351. * @param radius The radius of the sphere to emit from
  85352. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  85353. * @returns the emitter
  85354. */
  85355. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  85356. /**
  85357. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  85358. * @param radius The radius of the sphere to emit from
  85359. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  85360. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  85361. * @returns the emitter
  85362. */
  85363. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  85364. /**
  85365. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  85366. * @param radius The radius of the emission cylinder
  85367. * @param height The height of the emission cylinder
  85368. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  85369. * @param directionRandomizer How much to randomize the particle direction [0-1]
  85370. * @returns the emitter
  85371. */
  85372. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  85373. /**
  85374. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  85375. * @param radius The radius of the cylinder to emit from
  85376. * @param height The height of the emission cylinder
  85377. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85378. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  85379. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  85380. * @returns the emitter
  85381. */
  85382. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  85383. /**
  85384. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  85385. * @param radius The radius of the cone to emit from
  85386. * @param angle The base angle of the cone
  85387. * @returns the emitter
  85388. */
  85389. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  85390. /**
  85391. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  85392. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  85393. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  85394. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  85395. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  85396. * @returns the emitter
  85397. */
  85398. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  85399. }
  85400. }
  85401. declare module BABYLON {
  85402. /**
  85403. * Type of sub emitter
  85404. */
  85405. export enum SubEmitterType {
  85406. /**
  85407. * Attached to the particle over it's lifetime
  85408. */
  85409. ATTACHED = 0,
  85410. /**
  85411. * Created when the particle dies
  85412. */
  85413. END = 1
  85414. }
  85415. /**
  85416. * Sub emitter class used to emit particles from an existing particle
  85417. */
  85418. export class SubEmitter {
  85419. /**
  85420. * the particle system to be used by the sub emitter
  85421. */
  85422. particleSystem: ParticleSystem;
  85423. /**
  85424. * Type of the submitter (Default: END)
  85425. */
  85426. type: SubEmitterType;
  85427. /**
  85428. * 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)
  85429. * Note: This only is supported when using an emitter of type Mesh
  85430. */
  85431. inheritDirection: boolean;
  85432. /**
  85433. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  85434. */
  85435. inheritedVelocityAmount: number;
  85436. /**
  85437. * Creates a sub emitter
  85438. * @param particleSystem the particle system to be used by the sub emitter
  85439. */
  85440. constructor(
  85441. /**
  85442. * the particle system to be used by the sub emitter
  85443. */
  85444. particleSystem: ParticleSystem);
  85445. /**
  85446. * Clones the sub emitter
  85447. * @returns the cloned sub emitter
  85448. */
  85449. clone(): SubEmitter;
  85450. /**
  85451. * Serialize current object to a JSON object
  85452. * @returns the serialized object
  85453. */
  85454. serialize(): any;
  85455. /** @hidden */
  85456. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  85457. /**
  85458. * Creates a new SubEmitter from a serialized JSON version
  85459. * @param serializationObject defines the JSON object to read from
  85460. * @param scene defines the hosting scene
  85461. * @param rootUrl defines the rootUrl for data loading
  85462. * @returns a new SubEmitter
  85463. */
  85464. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  85465. /** Release associated resources */
  85466. dispose(): void;
  85467. }
  85468. }
  85469. declare module BABYLON {
  85470. /** @hidden */
  85471. export var clipPlaneFragmentDeclaration: {
  85472. name: string;
  85473. shader: string;
  85474. };
  85475. }
  85476. declare module BABYLON {
  85477. /** @hidden */
  85478. export var imageProcessingDeclaration: {
  85479. name: string;
  85480. shader: string;
  85481. };
  85482. }
  85483. declare module BABYLON {
  85484. /** @hidden */
  85485. export var imageProcessingFunctions: {
  85486. name: string;
  85487. shader: string;
  85488. };
  85489. }
  85490. declare module BABYLON {
  85491. /** @hidden */
  85492. export var clipPlaneFragment: {
  85493. name: string;
  85494. shader: string;
  85495. };
  85496. }
  85497. declare module BABYLON {
  85498. /** @hidden */
  85499. export var particlesPixelShader: {
  85500. name: string;
  85501. shader: string;
  85502. };
  85503. }
  85504. declare module BABYLON {
  85505. /** @hidden */
  85506. export var clipPlaneVertexDeclaration: {
  85507. name: string;
  85508. shader: string;
  85509. };
  85510. }
  85511. declare module BABYLON {
  85512. /** @hidden */
  85513. export var clipPlaneVertex: {
  85514. name: string;
  85515. shader: string;
  85516. };
  85517. }
  85518. declare module BABYLON {
  85519. /** @hidden */
  85520. export var particlesVertexShader: {
  85521. name: string;
  85522. shader: string;
  85523. };
  85524. }
  85525. declare module BABYLON {
  85526. /**
  85527. * This represents a particle system in Babylon.
  85528. * 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.
  85529. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  85530. * @example https://doc.babylonjs.com/babylon101/particles
  85531. */
  85532. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  85533. /**
  85534. * Billboard mode will only apply to Y axis
  85535. */
  85536. static readonly BILLBOARDMODE_Y: number;
  85537. /**
  85538. * Billboard mode will apply to all axes
  85539. */
  85540. static readonly BILLBOARDMODE_ALL: number;
  85541. /**
  85542. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  85543. */
  85544. static readonly BILLBOARDMODE_STRETCHED: number;
  85545. /**
  85546. * This function can be defined to provide custom update for active particles.
  85547. * This function will be called instead of regular update (age, position, color, etc.).
  85548. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  85549. */
  85550. updateFunction: (particles: Particle[]) => void;
  85551. private _emitterWorldMatrix;
  85552. /**
  85553. * This function can be defined to specify initial direction for every new particle.
  85554. * It by default use the emitterType defined function
  85555. */
  85556. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  85557. /**
  85558. * This function can be defined to specify initial position for every new particle.
  85559. * It by default use the emitterType defined function
  85560. */
  85561. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  85562. /**
  85563. * @hidden
  85564. */
  85565. _inheritedVelocityOffset: Vector3;
  85566. /**
  85567. * An event triggered when the system is disposed
  85568. */
  85569. onDisposeObservable: Observable<ParticleSystem>;
  85570. private _onDisposeObserver;
  85571. /**
  85572. * Sets a callback that will be triggered when the system is disposed
  85573. */
  85574. onDispose: () => void;
  85575. private _particles;
  85576. private _epsilon;
  85577. private _capacity;
  85578. private _stockParticles;
  85579. private _newPartsExcess;
  85580. private _vertexData;
  85581. private _vertexBuffer;
  85582. private _vertexBuffers;
  85583. private _spriteBuffer;
  85584. private _indexBuffer;
  85585. private _effect;
  85586. private _customEffect;
  85587. private _cachedDefines;
  85588. private _scaledColorStep;
  85589. private _colorDiff;
  85590. private _scaledDirection;
  85591. private _scaledGravity;
  85592. private _currentRenderId;
  85593. private _alive;
  85594. private _useInstancing;
  85595. private _started;
  85596. private _stopped;
  85597. private _actualFrame;
  85598. private _scaledUpdateSpeed;
  85599. private _vertexBufferSize;
  85600. /** @hidden */
  85601. _currentEmitRateGradient: Nullable<FactorGradient>;
  85602. /** @hidden */
  85603. _currentEmitRate1: number;
  85604. /** @hidden */
  85605. _currentEmitRate2: number;
  85606. /** @hidden */
  85607. _currentStartSizeGradient: Nullable<FactorGradient>;
  85608. /** @hidden */
  85609. _currentStartSize1: number;
  85610. /** @hidden */
  85611. _currentStartSize2: number;
  85612. private readonly _rawTextureWidth;
  85613. private _rampGradientsTexture;
  85614. private _useRampGradients;
  85615. /** Gets or sets a boolean indicating that ramp gradients must be used
  85616. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  85617. */
  85618. useRampGradients: boolean;
  85619. /**
  85620. * 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.
  85621. * 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: [])
  85622. */
  85623. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  85624. private _subEmitters;
  85625. /**
  85626. * @hidden
  85627. * If the particle systems emitter should be disposed when the particle system is disposed
  85628. */
  85629. _disposeEmitterOnDispose: boolean;
  85630. /**
  85631. * The current active Sub-systems, this property is used by the root particle system only.
  85632. */
  85633. activeSubSystems: Array<ParticleSystem>;
  85634. private _rootParticleSystem;
  85635. /**
  85636. * Gets the current list of active particles
  85637. */
  85638. readonly particles: Particle[];
  85639. /**
  85640. * Returns the string "ParticleSystem"
  85641. * @returns a string containing the class name
  85642. */
  85643. getClassName(): string;
  85644. /**
  85645. * Instantiates a particle system.
  85646. * 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.
  85647. * @param name The name of the particle system
  85648. * @param capacity The max number of particles alive at the same time
  85649. * @param scene The scene the particle system belongs to
  85650. * @param customEffect a custom effect used to change the way particles are rendered by default
  85651. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  85652. * @param epsilon Offset used to render the particles
  85653. */
  85654. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  85655. private _addFactorGradient;
  85656. private _removeFactorGradient;
  85657. /**
  85658. * Adds a new life time gradient
  85659. * @param gradient defines the gradient to use (between 0 and 1)
  85660. * @param factor defines the life time factor to affect to the specified gradient
  85661. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85662. * @returns the current particle system
  85663. */
  85664. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85665. /**
  85666. * Remove a specific life time gradient
  85667. * @param gradient defines the gradient to remove
  85668. * @returns the current particle system
  85669. */
  85670. removeLifeTimeGradient(gradient: number): IParticleSystem;
  85671. /**
  85672. * Adds a new size gradient
  85673. * @param gradient defines the gradient to use (between 0 and 1)
  85674. * @param factor defines the size factor to affect to the specified gradient
  85675. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85676. * @returns the current particle system
  85677. */
  85678. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85679. /**
  85680. * Remove a specific size gradient
  85681. * @param gradient defines the gradient to remove
  85682. * @returns the current particle system
  85683. */
  85684. removeSizeGradient(gradient: number): IParticleSystem;
  85685. /**
  85686. * Adds a new color remap gradient
  85687. * @param gradient defines the gradient to use (between 0 and 1)
  85688. * @param min defines the color remap minimal range
  85689. * @param max defines the color remap maximal range
  85690. * @returns the current particle system
  85691. */
  85692. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85693. /**
  85694. * Remove a specific color remap gradient
  85695. * @param gradient defines the gradient to remove
  85696. * @returns the current particle system
  85697. */
  85698. removeColorRemapGradient(gradient: number): IParticleSystem;
  85699. /**
  85700. * Adds a new alpha remap gradient
  85701. * @param gradient defines the gradient to use (between 0 and 1)
  85702. * @param min defines the alpha remap minimal range
  85703. * @param max defines the alpha remap maximal range
  85704. * @returns the current particle system
  85705. */
  85706. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85707. /**
  85708. * Remove a specific alpha remap gradient
  85709. * @param gradient defines the gradient to remove
  85710. * @returns the current particle system
  85711. */
  85712. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  85713. /**
  85714. * Adds a new angular speed gradient
  85715. * @param gradient defines the gradient to use (between 0 and 1)
  85716. * @param factor defines the angular speed to affect to the specified gradient
  85717. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85718. * @returns the current particle system
  85719. */
  85720. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85721. /**
  85722. * Remove a specific angular speed gradient
  85723. * @param gradient defines the gradient to remove
  85724. * @returns the current particle system
  85725. */
  85726. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  85727. /**
  85728. * Adds a new velocity gradient
  85729. * @param gradient defines the gradient to use (between 0 and 1)
  85730. * @param factor defines the velocity to affect to the specified gradient
  85731. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85732. * @returns the current particle system
  85733. */
  85734. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85735. /**
  85736. * Remove a specific velocity gradient
  85737. * @param gradient defines the gradient to remove
  85738. * @returns the current particle system
  85739. */
  85740. removeVelocityGradient(gradient: number): IParticleSystem;
  85741. /**
  85742. * Adds a new limit velocity gradient
  85743. * @param gradient defines the gradient to use (between 0 and 1)
  85744. * @param factor defines the limit velocity value to affect to the specified gradient
  85745. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85746. * @returns the current particle system
  85747. */
  85748. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85749. /**
  85750. * Remove a specific limit velocity gradient
  85751. * @param gradient defines the gradient to remove
  85752. * @returns the current particle system
  85753. */
  85754. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  85755. /**
  85756. * Adds a new drag gradient
  85757. * @param gradient defines the gradient to use (between 0 and 1)
  85758. * @param factor defines the drag value to affect to the specified gradient
  85759. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85760. * @returns the current particle system
  85761. */
  85762. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85763. /**
  85764. * Remove a specific drag gradient
  85765. * @param gradient defines the gradient to remove
  85766. * @returns the current particle system
  85767. */
  85768. removeDragGradient(gradient: number): IParticleSystem;
  85769. /**
  85770. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  85771. * @param gradient defines the gradient to use (between 0 and 1)
  85772. * @param factor defines the emit rate value to affect to the specified gradient
  85773. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85774. * @returns the current particle system
  85775. */
  85776. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85777. /**
  85778. * Remove a specific emit rate gradient
  85779. * @param gradient defines the gradient to remove
  85780. * @returns the current particle system
  85781. */
  85782. removeEmitRateGradient(gradient: number): IParticleSystem;
  85783. /**
  85784. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  85785. * @param gradient defines the gradient to use (between 0 and 1)
  85786. * @param factor defines the start size value to affect to the specified gradient
  85787. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85788. * @returns the current particle system
  85789. */
  85790. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85791. /**
  85792. * Remove a specific start size gradient
  85793. * @param gradient defines the gradient to remove
  85794. * @returns the current particle system
  85795. */
  85796. removeStartSizeGradient(gradient: number): IParticleSystem;
  85797. private _createRampGradientTexture;
  85798. /**
  85799. * Gets the current list of ramp gradients.
  85800. * You must use addRampGradient and removeRampGradient to udpate this list
  85801. * @returns the list of ramp gradients
  85802. */
  85803. getRampGradients(): Nullable<Array<Color3Gradient>>;
  85804. /**
  85805. * Adds a new ramp gradient used to remap particle colors
  85806. * @param gradient defines the gradient to use (between 0 and 1)
  85807. * @param color defines the color to affect to the specified gradient
  85808. * @returns the current particle system
  85809. */
  85810. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  85811. /**
  85812. * Remove a specific ramp gradient
  85813. * @param gradient defines the gradient to remove
  85814. * @returns the current particle system
  85815. */
  85816. removeRampGradient(gradient: number): ParticleSystem;
  85817. /**
  85818. * Adds a new color gradient
  85819. * @param gradient defines the gradient to use (between 0 and 1)
  85820. * @param color1 defines the color to affect to the specified gradient
  85821. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  85822. * @returns this particle system
  85823. */
  85824. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  85825. /**
  85826. * Remove a specific color gradient
  85827. * @param gradient defines the gradient to remove
  85828. * @returns this particle system
  85829. */
  85830. removeColorGradient(gradient: number): IParticleSystem;
  85831. private _fetchR;
  85832. protected _reset(): void;
  85833. private _resetEffect;
  85834. private _createVertexBuffers;
  85835. private _createIndexBuffer;
  85836. /**
  85837. * Gets the maximum number of particles active at the same time.
  85838. * @returns The max number of active particles.
  85839. */
  85840. getCapacity(): number;
  85841. /**
  85842. * Gets whether there are still active particles in the system.
  85843. * @returns True if it is alive, otherwise false.
  85844. */
  85845. isAlive(): boolean;
  85846. /**
  85847. * Gets if the system has been started. (Note: this will still be true after stop is called)
  85848. * @returns True if it has been started, otherwise false.
  85849. */
  85850. isStarted(): boolean;
  85851. private _prepareSubEmitterInternalArray;
  85852. /**
  85853. * Starts the particle system and begins to emit
  85854. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  85855. */
  85856. start(delay?: number): void;
  85857. /**
  85858. * Stops the particle system.
  85859. * @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.
  85860. */
  85861. stop(stopSubEmitters?: boolean): void;
  85862. /**
  85863. * Remove all active particles
  85864. */
  85865. reset(): void;
  85866. /**
  85867. * @hidden (for internal use only)
  85868. */
  85869. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  85870. /**
  85871. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  85872. * Its lifetime will start back at 0.
  85873. */
  85874. recycleParticle: (particle: Particle) => void;
  85875. private _stopSubEmitters;
  85876. private _createParticle;
  85877. private _removeFromRoot;
  85878. private _emitFromParticle;
  85879. private _update;
  85880. /** @hidden */
  85881. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  85882. /** @hidden */
  85883. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  85884. /** @hidden */
  85885. private _getEffect;
  85886. /**
  85887. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  85888. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  85889. */
  85890. animate(preWarmOnly?: boolean): void;
  85891. private _appendParticleVertices;
  85892. /**
  85893. * Rebuilds the particle system.
  85894. */
  85895. rebuild(): void;
  85896. /**
  85897. * Is this system ready to be used/rendered
  85898. * @return true if the system is ready
  85899. */
  85900. isReady(): boolean;
  85901. private _render;
  85902. /**
  85903. * Renders the particle system in its current state.
  85904. * @returns the current number of particles
  85905. */
  85906. render(): number;
  85907. /**
  85908. * Disposes the particle system and free the associated resources
  85909. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  85910. */
  85911. dispose(disposeTexture?: boolean): void;
  85912. /**
  85913. * Clones the particle system.
  85914. * @param name The name of the cloned object
  85915. * @param newEmitter The new emitter to use
  85916. * @returns the cloned particle system
  85917. */
  85918. clone(name: string, newEmitter: any): ParticleSystem;
  85919. /**
  85920. * Serializes the particle system to a JSON object.
  85921. * @returns the JSON object
  85922. */
  85923. serialize(): any;
  85924. /** @hidden */
  85925. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  85926. /** @hidden */
  85927. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  85928. /**
  85929. * Parses a JSON object to create a particle system.
  85930. * @param parsedParticleSystem The JSON object to parse
  85931. * @param scene The scene to create the particle system in
  85932. * @param rootUrl The root url to use to load external dependencies like texture
  85933. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  85934. * @returns the Parsed particle system
  85935. */
  85936. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  85937. }
  85938. }
  85939. declare module BABYLON {
  85940. /**
  85941. * A particle represents one of the element emitted by a particle system.
  85942. * This is mainly define by its coordinates, direction, velocity and age.
  85943. */
  85944. export class Particle {
  85945. /**
  85946. * The particle system the particle belongs to.
  85947. */
  85948. particleSystem: ParticleSystem;
  85949. private static _Count;
  85950. /**
  85951. * Unique ID of the particle
  85952. */
  85953. id: number;
  85954. /**
  85955. * The world position of the particle in the scene.
  85956. */
  85957. position: Vector3;
  85958. /**
  85959. * The world direction of the particle in the scene.
  85960. */
  85961. direction: Vector3;
  85962. /**
  85963. * The color of the particle.
  85964. */
  85965. color: Color4;
  85966. /**
  85967. * The color change of the particle per step.
  85968. */
  85969. colorStep: Color4;
  85970. /**
  85971. * Defines how long will the life of the particle be.
  85972. */
  85973. lifeTime: number;
  85974. /**
  85975. * The current age of the particle.
  85976. */
  85977. age: number;
  85978. /**
  85979. * The current size of the particle.
  85980. */
  85981. size: number;
  85982. /**
  85983. * The current scale of the particle.
  85984. */
  85985. scale: Vector2;
  85986. /**
  85987. * The current angle of the particle.
  85988. */
  85989. angle: number;
  85990. /**
  85991. * Defines how fast is the angle changing.
  85992. */
  85993. angularSpeed: number;
  85994. /**
  85995. * Defines the cell index used by the particle to be rendered from a sprite.
  85996. */
  85997. cellIndex: number;
  85998. /**
  85999. * The information required to support color remapping
  86000. */
  86001. remapData: Vector4;
  86002. /** @hidden */
  86003. _randomCellOffset?: number;
  86004. /** @hidden */
  86005. _initialDirection: Nullable<Vector3>;
  86006. /** @hidden */
  86007. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  86008. /** @hidden */
  86009. _initialStartSpriteCellID: number;
  86010. /** @hidden */
  86011. _initialEndSpriteCellID: number;
  86012. /** @hidden */
  86013. _currentColorGradient: Nullable<ColorGradient>;
  86014. /** @hidden */
  86015. _currentColor1: Color4;
  86016. /** @hidden */
  86017. _currentColor2: Color4;
  86018. /** @hidden */
  86019. _currentSizeGradient: Nullable<FactorGradient>;
  86020. /** @hidden */
  86021. _currentSize1: number;
  86022. /** @hidden */
  86023. _currentSize2: number;
  86024. /** @hidden */
  86025. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  86026. /** @hidden */
  86027. _currentAngularSpeed1: number;
  86028. /** @hidden */
  86029. _currentAngularSpeed2: number;
  86030. /** @hidden */
  86031. _currentVelocityGradient: Nullable<FactorGradient>;
  86032. /** @hidden */
  86033. _currentVelocity1: number;
  86034. /** @hidden */
  86035. _currentVelocity2: number;
  86036. /** @hidden */
  86037. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  86038. /** @hidden */
  86039. _currentLimitVelocity1: number;
  86040. /** @hidden */
  86041. _currentLimitVelocity2: number;
  86042. /** @hidden */
  86043. _currentDragGradient: Nullable<FactorGradient>;
  86044. /** @hidden */
  86045. _currentDrag1: number;
  86046. /** @hidden */
  86047. _currentDrag2: number;
  86048. /** @hidden */
  86049. _randomNoiseCoordinates1: Vector3;
  86050. /** @hidden */
  86051. _randomNoiseCoordinates2: Vector3;
  86052. /**
  86053. * Creates a new instance Particle
  86054. * @param particleSystem the particle system the particle belongs to
  86055. */
  86056. constructor(
  86057. /**
  86058. * The particle system the particle belongs to.
  86059. */
  86060. particleSystem: ParticleSystem);
  86061. private updateCellInfoFromSystem;
  86062. /**
  86063. * Defines how the sprite cell index is updated for the particle
  86064. */
  86065. updateCellIndex(): void;
  86066. /** @hidden */
  86067. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  86068. /** @hidden */
  86069. _inheritParticleInfoToSubEmitters(): void;
  86070. /** @hidden */
  86071. _reset(): void;
  86072. /**
  86073. * Copy the properties of particle to another one.
  86074. * @param other the particle to copy the information to.
  86075. */
  86076. copyTo(other: Particle): void;
  86077. }
  86078. }
  86079. declare module BABYLON {
  86080. /**
  86081. * Particle emitter represents a volume emitting particles.
  86082. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  86083. */
  86084. export interface IParticleEmitterType {
  86085. /**
  86086. * Called by the particle System when the direction is computed for the created particle.
  86087. * @param worldMatrix is the world matrix of the particle system
  86088. * @param directionToUpdate is the direction vector to update with the result
  86089. * @param particle is the particle we are computed the direction for
  86090. */
  86091. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86092. /**
  86093. * Called by the particle System when the position is computed for the created particle.
  86094. * @param worldMatrix is the world matrix of the particle system
  86095. * @param positionToUpdate is the position vector to update with the result
  86096. * @param particle is the particle we are computed the position for
  86097. */
  86098. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86099. /**
  86100. * Clones the current emitter and returns a copy of it
  86101. * @returns the new emitter
  86102. */
  86103. clone(): IParticleEmitterType;
  86104. /**
  86105. * Called by the GPUParticleSystem to setup the update shader
  86106. * @param effect defines the update shader
  86107. */
  86108. applyToShader(effect: Effect): void;
  86109. /**
  86110. * Returns a string to use to update the GPU particles update shader
  86111. * @returns the effect defines string
  86112. */
  86113. getEffectDefines(): string;
  86114. /**
  86115. * Returns a string representing the class name
  86116. * @returns a string containing the class name
  86117. */
  86118. getClassName(): string;
  86119. /**
  86120. * Serializes the particle system to a JSON object.
  86121. * @returns the JSON object
  86122. */
  86123. serialize(): any;
  86124. /**
  86125. * Parse properties from a JSON object
  86126. * @param serializationObject defines the JSON object
  86127. */
  86128. parse(serializationObject: any): void;
  86129. }
  86130. }
  86131. declare module BABYLON {
  86132. /**
  86133. * Particle emitter emitting particles from the inside of a box.
  86134. * It emits the particles randomly between 2 given directions.
  86135. */
  86136. export class BoxParticleEmitter implements IParticleEmitterType {
  86137. /**
  86138. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86139. */
  86140. direction1: Vector3;
  86141. /**
  86142. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86143. */
  86144. direction2: Vector3;
  86145. /**
  86146. * 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.
  86147. */
  86148. minEmitBox: Vector3;
  86149. /**
  86150. * 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.
  86151. */
  86152. maxEmitBox: Vector3;
  86153. /**
  86154. * Creates a new instance BoxParticleEmitter
  86155. */
  86156. constructor();
  86157. /**
  86158. * Called by the particle System when the direction is computed for the created particle.
  86159. * @param worldMatrix is the world matrix of the particle system
  86160. * @param directionToUpdate is the direction vector to update with the result
  86161. * @param particle is the particle we are computed the direction for
  86162. */
  86163. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86164. /**
  86165. * Called by the particle System when the position is computed for the created particle.
  86166. * @param worldMatrix is the world matrix of the particle system
  86167. * @param positionToUpdate is the position vector to update with the result
  86168. * @param particle is the particle we are computed the position for
  86169. */
  86170. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86171. /**
  86172. * Clones the current emitter and returns a copy of it
  86173. * @returns the new emitter
  86174. */
  86175. clone(): BoxParticleEmitter;
  86176. /**
  86177. * Called by the GPUParticleSystem to setup the update shader
  86178. * @param effect defines the update shader
  86179. */
  86180. applyToShader(effect: Effect): void;
  86181. /**
  86182. * Returns a string to use to update the GPU particles update shader
  86183. * @returns a string containng the defines string
  86184. */
  86185. getEffectDefines(): string;
  86186. /**
  86187. * Returns the string "BoxParticleEmitter"
  86188. * @returns a string containing the class name
  86189. */
  86190. getClassName(): string;
  86191. /**
  86192. * Serializes the particle system to a JSON object.
  86193. * @returns the JSON object
  86194. */
  86195. serialize(): any;
  86196. /**
  86197. * Parse properties from a JSON object
  86198. * @param serializationObject defines the JSON object
  86199. */
  86200. parse(serializationObject: any): void;
  86201. }
  86202. }
  86203. declare module BABYLON {
  86204. /**
  86205. * Particle emitter emitting particles from the inside of a cone.
  86206. * It emits the particles alongside the cone volume from the base to the particle.
  86207. * The emission direction might be randomized.
  86208. */
  86209. export class ConeParticleEmitter implements IParticleEmitterType {
  86210. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  86211. directionRandomizer: number;
  86212. private _radius;
  86213. private _angle;
  86214. private _height;
  86215. /**
  86216. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  86217. */
  86218. radiusRange: number;
  86219. /**
  86220. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  86221. */
  86222. heightRange: number;
  86223. /**
  86224. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  86225. */
  86226. emitFromSpawnPointOnly: boolean;
  86227. /**
  86228. * Gets or sets the radius of the emission cone
  86229. */
  86230. radius: number;
  86231. /**
  86232. * Gets or sets the angle of the emission cone
  86233. */
  86234. angle: number;
  86235. private _buildHeight;
  86236. /**
  86237. * Creates a new instance ConeParticleEmitter
  86238. * @param radius the radius of the emission cone (1 by default)
  86239. * @param angle the cone base angle (PI by default)
  86240. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  86241. */
  86242. constructor(radius?: number, angle?: number,
  86243. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  86244. directionRandomizer?: number);
  86245. /**
  86246. * Called by the particle System when the direction is computed for the created particle.
  86247. * @param worldMatrix is the world matrix of the particle system
  86248. * @param directionToUpdate is the direction vector to update with the result
  86249. * @param particle is the particle we are computed the direction for
  86250. */
  86251. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86252. /**
  86253. * Called by the particle System when the position is computed for the created particle.
  86254. * @param worldMatrix is the world matrix of the particle system
  86255. * @param positionToUpdate is the position vector to update with the result
  86256. * @param particle is the particle we are computed the position for
  86257. */
  86258. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86259. /**
  86260. * Clones the current emitter and returns a copy of it
  86261. * @returns the new emitter
  86262. */
  86263. clone(): ConeParticleEmitter;
  86264. /**
  86265. * Called by the GPUParticleSystem to setup the update shader
  86266. * @param effect defines the update shader
  86267. */
  86268. applyToShader(effect: Effect): void;
  86269. /**
  86270. * Returns a string to use to update the GPU particles update shader
  86271. * @returns a string containng the defines string
  86272. */
  86273. getEffectDefines(): string;
  86274. /**
  86275. * Returns the string "ConeParticleEmitter"
  86276. * @returns a string containing the class name
  86277. */
  86278. getClassName(): string;
  86279. /**
  86280. * Serializes the particle system to a JSON object.
  86281. * @returns the JSON object
  86282. */
  86283. serialize(): any;
  86284. /**
  86285. * Parse properties from a JSON object
  86286. * @param serializationObject defines the JSON object
  86287. */
  86288. parse(serializationObject: any): void;
  86289. }
  86290. }
  86291. declare module BABYLON {
  86292. /**
  86293. * Particle emitter emitting particles from the inside of a cylinder.
  86294. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  86295. */
  86296. export class CylinderParticleEmitter implements IParticleEmitterType {
  86297. /**
  86298. * The radius of the emission cylinder.
  86299. */
  86300. radius: number;
  86301. /**
  86302. * The height of the emission cylinder.
  86303. */
  86304. height: number;
  86305. /**
  86306. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86307. */
  86308. radiusRange: number;
  86309. /**
  86310. * How much to randomize the particle direction [0-1].
  86311. */
  86312. directionRandomizer: number;
  86313. /**
  86314. * Creates a new instance CylinderParticleEmitter
  86315. * @param radius the radius of the emission cylinder (1 by default)
  86316. * @param height the height of the emission cylinder (1 by default)
  86317. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86318. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86319. */
  86320. constructor(
  86321. /**
  86322. * The radius of the emission cylinder.
  86323. */
  86324. radius?: number,
  86325. /**
  86326. * The height of the emission cylinder.
  86327. */
  86328. height?: number,
  86329. /**
  86330. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86331. */
  86332. radiusRange?: number,
  86333. /**
  86334. * How much to randomize the particle direction [0-1].
  86335. */
  86336. directionRandomizer?: number);
  86337. /**
  86338. * Called by the particle System when the direction is computed for the created particle.
  86339. * @param worldMatrix is the world matrix of the particle system
  86340. * @param directionToUpdate is the direction vector to update with the result
  86341. * @param particle is the particle we are computed the direction for
  86342. */
  86343. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86344. /**
  86345. * Called by the particle System when the position is computed for the created particle.
  86346. * @param worldMatrix is the world matrix of the particle system
  86347. * @param positionToUpdate is the position vector to update with the result
  86348. * @param particle is the particle we are computed the position for
  86349. */
  86350. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86351. /**
  86352. * Clones the current emitter and returns a copy of it
  86353. * @returns the new emitter
  86354. */
  86355. clone(): CylinderParticleEmitter;
  86356. /**
  86357. * Called by the GPUParticleSystem to setup the update shader
  86358. * @param effect defines the update shader
  86359. */
  86360. applyToShader(effect: Effect): void;
  86361. /**
  86362. * Returns a string to use to update the GPU particles update shader
  86363. * @returns a string containng the defines string
  86364. */
  86365. getEffectDefines(): string;
  86366. /**
  86367. * Returns the string "CylinderParticleEmitter"
  86368. * @returns a string containing the class name
  86369. */
  86370. getClassName(): string;
  86371. /**
  86372. * Serializes the particle system to a JSON object.
  86373. * @returns the JSON object
  86374. */
  86375. serialize(): any;
  86376. /**
  86377. * Parse properties from a JSON object
  86378. * @param serializationObject defines the JSON object
  86379. */
  86380. parse(serializationObject: any): void;
  86381. }
  86382. /**
  86383. * Particle emitter emitting particles from the inside of a cylinder.
  86384. * It emits the particles randomly between two vectors.
  86385. */
  86386. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  86387. /**
  86388. * The min limit of the emission direction.
  86389. */
  86390. direction1: Vector3;
  86391. /**
  86392. * The max limit of the emission direction.
  86393. */
  86394. direction2: Vector3;
  86395. /**
  86396. * Creates a new instance CylinderDirectedParticleEmitter
  86397. * @param radius the radius of the emission cylinder (1 by default)
  86398. * @param height the height of the emission cylinder (1 by default)
  86399. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86400. * @param direction1 the min limit of the emission direction (up vector by default)
  86401. * @param direction2 the max limit of the emission direction (up vector by default)
  86402. */
  86403. constructor(radius?: number, height?: number, radiusRange?: number,
  86404. /**
  86405. * The min limit of the emission direction.
  86406. */
  86407. direction1?: Vector3,
  86408. /**
  86409. * The max limit of the emission direction.
  86410. */
  86411. direction2?: Vector3);
  86412. /**
  86413. * Called by the particle System when the direction is computed for the created particle.
  86414. * @param worldMatrix is the world matrix of the particle system
  86415. * @param directionToUpdate is the direction vector to update with the result
  86416. * @param particle is the particle we are computed the direction for
  86417. */
  86418. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86419. /**
  86420. * Clones the current emitter and returns a copy of it
  86421. * @returns the new emitter
  86422. */
  86423. clone(): CylinderDirectedParticleEmitter;
  86424. /**
  86425. * Called by the GPUParticleSystem to setup the update shader
  86426. * @param effect defines the update shader
  86427. */
  86428. applyToShader(effect: Effect): void;
  86429. /**
  86430. * Returns a string to use to update the GPU particles update shader
  86431. * @returns a string containng the defines string
  86432. */
  86433. getEffectDefines(): string;
  86434. /**
  86435. * Returns the string "CylinderDirectedParticleEmitter"
  86436. * @returns a string containing the class name
  86437. */
  86438. getClassName(): string;
  86439. /**
  86440. * Serializes the particle system to a JSON object.
  86441. * @returns the JSON object
  86442. */
  86443. serialize(): any;
  86444. /**
  86445. * Parse properties from a JSON object
  86446. * @param serializationObject defines the JSON object
  86447. */
  86448. parse(serializationObject: any): void;
  86449. }
  86450. }
  86451. declare module BABYLON {
  86452. /**
  86453. * Particle emitter emitting particles from the inside of a hemisphere.
  86454. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  86455. */
  86456. export class HemisphericParticleEmitter implements IParticleEmitterType {
  86457. /**
  86458. * The radius of the emission hemisphere.
  86459. */
  86460. radius: number;
  86461. /**
  86462. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86463. */
  86464. radiusRange: number;
  86465. /**
  86466. * How much to randomize the particle direction [0-1].
  86467. */
  86468. directionRandomizer: number;
  86469. /**
  86470. * Creates a new instance HemisphericParticleEmitter
  86471. * @param radius the radius of the emission hemisphere (1 by default)
  86472. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86473. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86474. */
  86475. constructor(
  86476. /**
  86477. * The radius of the emission hemisphere.
  86478. */
  86479. radius?: number,
  86480. /**
  86481. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86482. */
  86483. radiusRange?: number,
  86484. /**
  86485. * How much to randomize the particle direction [0-1].
  86486. */
  86487. directionRandomizer?: number);
  86488. /**
  86489. * Called by the particle System when the direction is computed for the created particle.
  86490. * @param worldMatrix is the world matrix of the particle system
  86491. * @param directionToUpdate is the direction vector to update with the result
  86492. * @param particle is the particle we are computed the direction for
  86493. */
  86494. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86495. /**
  86496. * Called by the particle System when the position is computed for the created particle.
  86497. * @param worldMatrix is the world matrix of the particle system
  86498. * @param positionToUpdate is the position vector to update with the result
  86499. * @param particle is the particle we are computed the position for
  86500. */
  86501. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86502. /**
  86503. * Clones the current emitter and returns a copy of it
  86504. * @returns the new emitter
  86505. */
  86506. clone(): HemisphericParticleEmitter;
  86507. /**
  86508. * Called by the GPUParticleSystem to setup the update shader
  86509. * @param effect defines the update shader
  86510. */
  86511. applyToShader(effect: Effect): void;
  86512. /**
  86513. * Returns a string to use to update the GPU particles update shader
  86514. * @returns a string containng the defines string
  86515. */
  86516. getEffectDefines(): string;
  86517. /**
  86518. * Returns the string "HemisphericParticleEmitter"
  86519. * @returns a string containing the class name
  86520. */
  86521. getClassName(): string;
  86522. /**
  86523. * Serializes the particle system to a JSON object.
  86524. * @returns the JSON object
  86525. */
  86526. serialize(): any;
  86527. /**
  86528. * Parse properties from a JSON object
  86529. * @param serializationObject defines the JSON object
  86530. */
  86531. parse(serializationObject: any): void;
  86532. }
  86533. }
  86534. declare module BABYLON {
  86535. /**
  86536. * Particle emitter emitting particles from a point.
  86537. * It emits the particles randomly between 2 given directions.
  86538. */
  86539. export class PointParticleEmitter implements IParticleEmitterType {
  86540. /**
  86541. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86542. */
  86543. direction1: Vector3;
  86544. /**
  86545. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86546. */
  86547. direction2: Vector3;
  86548. /**
  86549. * Creates a new instance PointParticleEmitter
  86550. */
  86551. constructor();
  86552. /**
  86553. * Called by the particle System when the direction is computed for the created particle.
  86554. * @param worldMatrix is the world matrix of the particle system
  86555. * @param directionToUpdate is the direction vector to update with the result
  86556. * @param particle is the particle we are computed the direction for
  86557. */
  86558. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86559. /**
  86560. * Called by the particle System when the position is computed for the created particle.
  86561. * @param worldMatrix is the world matrix of the particle system
  86562. * @param positionToUpdate is the position vector to update with the result
  86563. * @param particle is the particle we are computed the position for
  86564. */
  86565. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86566. /**
  86567. * Clones the current emitter and returns a copy of it
  86568. * @returns the new emitter
  86569. */
  86570. clone(): PointParticleEmitter;
  86571. /**
  86572. * Called by the GPUParticleSystem to setup the update shader
  86573. * @param effect defines the update shader
  86574. */
  86575. applyToShader(effect: Effect): void;
  86576. /**
  86577. * Returns a string to use to update the GPU particles update shader
  86578. * @returns a string containng the defines string
  86579. */
  86580. getEffectDefines(): string;
  86581. /**
  86582. * Returns the string "PointParticleEmitter"
  86583. * @returns a string containing the class name
  86584. */
  86585. getClassName(): string;
  86586. /**
  86587. * Serializes the particle system to a JSON object.
  86588. * @returns the JSON object
  86589. */
  86590. serialize(): any;
  86591. /**
  86592. * Parse properties from a JSON object
  86593. * @param serializationObject defines the JSON object
  86594. */
  86595. parse(serializationObject: any): void;
  86596. }
  86597. }
  86598. declare module BABYLON {
  86599. /**
  86600. * Particle emitter emitting particles from the inside of a sphere.
  86601. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  86602. */
  86603. export class SphereParticleEmitter implements IParticleEmitterType {
  86604. /**
  86605. * The radius of the emission sphere.
  86606. */
  86607. radius: number;
  86608. /**
  86609. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86610. */
  86611. radiusRange: number;
  86612. /**
  86613. * How much to randomize the particle direction [0-1].
  86614. */
  86615. directionRandomizer: number;
  86616. /**
  86617. * Creates a new instance SphereParticleEmitter
  86618. * @param radius the radius of the emission sphere (1 by default)
  86619. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86620. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86621. */
  86622. constructor(
  86623. /**
  86624. * The radius of the emission sphere.
  86625. */
  86626. radius?: number,
  86627. /**
  86628. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86629. */
  86630. radiusRange?: number,
  86631. /**
  86632. * How much to randomize the particle direction [0-1].
  86633. */
  86634. directionRandomizer?: number);
  86635. /**
  86636. * Called by the particle System when the direction is computed for the created particle.
  86637. * @param worldMatrix is the world matrix of the particle system
  86638. * @param directionToUpdate is the direction vector to update with the result
  86639. * @param particle is the particle we are computed the direction for
  86640. */
  86641. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86642. /**
  86643. * Called by the particle System when the position is computed for the created particle.
  86644. * @param worldMatrix is the world matrix of the particle system
  86645. * @param positionToUpdate is the position vector to update with the result
  86646. * @param particle is the particle we are computed the position for
  86647. */
  86648. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86649. /**
  86650. * Clones the current emitter and returns a copy of it
  86651. * @returns the new emitter
  86652. */
  86653. clone(): SphereParticleEmitter;
  86654. /**
  86655. * Called by the GPUParticleSystem to setup the update shader
  86656. * @param effect defines the update shader
  86657. */
  86658. applyToShader(effect: Effect): void;
  86659. /**
  86660. * Returns a string to use to update the GPU particles update shader
  86661. * @returns a string containng the defines string
  86662. */
  86663. getEffectDefines(): string;
  86664. /**
  86665. * Returns the string "SphereParticleEmitter"
  86666. * @returns a string containing the class name
  86667. */
  86668. getClassName(): string;
  86669. /**
  86670. * Serializes the particle system to a JSON object.
  86671. * @returns the JSON object
  86672. */
  86673. serialize(): any;
  86674. /**
  86675. * Parse properties from a JSON object
  86676. * @param serializationObject defines the JSON object
  86677. */
  86678. parse(serializationObject: any): void;
  86679. }
  86680. /**
  86681. * Particle emitter emitting particles from the inside of a sphere.
  86682. * It emits the particles randomly between two vectors.
  86683. */
  86684. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  86685. /**
  86686. * The min limit of the emission direction.
  86687. */
  86688. direction1: Vector3;
  86689. /**
  86690. * The max limit of the emission direction.
  86691. */
  86692. direction2: Vector3;
  86693. /**
  86694. * Creates a new instance SphereDirectedParticleEmitter
  86695. * @param radius the radius of the emission sphere (1 by default)
  86696. * @param direction1 the min limit of the emission direction (up vector by default)
  86697. * @param direction2 the max limit of the emission direction (up vector by default)
  86698. */
  86699. constructor(radius?: number,
  86700. /**
  86701. * The min limit of the emission direction.
  86702. */
  86703. direction1?: Vector3,
  86704. /**
  86705. * The max limit of the emission direction.
  86706. */
  86707. direction2?: Vector3);
  86708. /**
  86709. * Called by the particle System when the direction is computed for the created particle.
  86710. * @param worldMatrix is the world matrix of the particle system
  86711. * @param directionToUpdate is the direction vector to update with the result
  86712. * @param particle is the particle we are computed the direction for
  86713. */
  86714. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86715. /**
  86716. * Clones the current emitter and returns a copy of it
  86717. * @returns the new emitter
  86718. */
  86719. clone(): SphereDirectedParticleEmitter;
  86720. /**
  86721. * Called by the GPUParticleSystem to setup the update shader
  86722. * @param effect defines the update shader
  86723. */
  86724. applyToShader(effect: Effect): void;
  86725. /**
  86726. * Returns a string to use to update the GPU particles update shader
  86727. * @returns a string containng the defines string
  86728. */
  86729. getEffectDefines(): string;
  86730. /**
  86731. * Returns the string "SphereDirectedParticleEmitter"
  86732. * @returns a string containing the class name
  86733. */
  86734. getClassName(): string;
  86735. /**
  86736. * Serializes the particle system to a JSON object.
  86737. * @returns the JSON object
  86738. */
  86739. serialize(): any;
  86740. /**
  86741. * Parse properties from a JSON object
  86742. * @param serializationObject defines the JSON object
  86743. */
  86744. parse(serializationObject: any): void;
  86745. }
  86746. }
  86747. declare module BABYLON {
  86748. /**
  86749. * Interface representing a particle system in Babylon.js.
  86750. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  86751. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  86752. */
  86753. export interface IParticleSystem {
  86754. /**
  86755. * List of animations used by the particle system.
  86756. */
  86757. animations: Animation[];
  86758. /**
  86759. * The id of the Particle system.
  86760. */
  86761. id: string;
  86762. /**
  86763. * The name of the Particle system.
  86764. */
  86765. name: string;
  86766. /**
  86767. * The emitter represents the Mesh or position we are attaching the particle system to.
  86768. */
  86769. emitter: Nullable<AbstractMesh | Vector3>;
  86770. /**
  86771. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  86772. */
  86773. isBillboardBased: boolean;
  86774. /**
  86775. * The rendering group used by the Particle system to chose when to render.
  86776. */
  86777. renderingGroupId: number;
  86778. /**
  86779. * The layer mask we are rendering the particles through.
  86780. */
  86781. layerMask: number;
  86782. /**
  86783. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  86784. */
  86785. updateSpeed: number;
  86786. /**
  86787. * The amount of time the particle system is running (depends of the overall update speed).
  86788. */
  86789. targetStopDuration: number;
  86790. /**
  86791. * The texture used to render each particle. (this can be a spritesheet)
  86792. */
  86793. particleTexture: Nullable<Texture>;
  86794. /**
  86795. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  86796. */
  86797. blendMode: number;
  86798. /**
  86799. * Minimum life time of emitting particles.
  86800. */
  86801. minLifeTime: number;
  86802. /**
  86803. * Maximum life time of emitting particles.
  86804. */
  86805. maxLifeTime: number;
  86806. /**
  86807. * Minimum Size of emitting particles.
  86808. */
  86809. minSize: number;
  86810. /**
  86811. * Maximum Size of emitting particles.
  86812. */
  86813. maxSize: number;
  86814. /**
  86815. * Minimum scale of emitting particles on X axis.
  86816. */
  86817. minScaleX: number;
  86818. /**
  86819. * Maximum scale of emitting particles on X axis.
  86820. */
  86821. maxScaleX: number;
  86822. /**
  86823. * Minimum scale of emitting particles on Y axis.
  86824. */
  86825. minScaleY: number;
  86826. /**
  86827. * Maximum scale of emitting particles on Y axis.
  86828. */
  86829. maxScaleY: number;
  86830. /**
  86831. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86832. */
  86833. color1: Color4;
  86834. /**
  86835. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86836. */
  86837. color2: Color4;
  86838. /**
  86839. * Color the particle will have at the end of its lifetime.
  86840. */
  86841. colorDead: Color4;
  86842. /**
  86843. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  86844. */
  86845. emitRate: number;
  86846. /**
  86847. * You can use gravity if you want to give an orientation to your particles.
  86848. */
  86849. gravity: Vector3;
  86850. /**
  86851. * Minimum power of emitting particles.
  86852. */
  86853. minEmitPower: number;
  86854. /**
  86855. * Maximum power of emitting particles.
  86856. */
  86857. maxEmitPower: number;
  86858. /**
  86859. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  86860. */
  86861. minAngularSpeed: number;
  86862. /**
  86863. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  86864. */
  86865. maxAngularSpeed: number;
  86866. /**
  86867. * Gets or sets the minimal initial rotation in radians.
  86868. */
  86869. minInitialRotation: number;
  86870. /**
  86871. * Gets or sets the maximal initial rotation in radians.
  86872. */
  86873. maxInitialRotation: number;
  86874. /**
  86875. * The particle emitter type defines the emitter used by the particle system.
  86876. * It can be for example box, sphere, or cone...
  86877. */
  86878. particleEmitterType: Nullable<IParticleEmitterType>;
  86879. /**
  86880. * Defines the delay in milliseconds before starting the system (0 by default)
  86881. */
  86882. startDelay: number;
  86883. /**
  86884. * 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
  86885. */
  86886. preWarmCycles: number;
  86887. /**
  86888. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  86889. */
  86890. preWarmStepOffset: number;
  86891. /**
  86892. * 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)
  86893. */
  86894. spriteCellChangeSpeed: number;
  86895. /**
  86896. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  86897. */
  86898. startSpriteCellID: number;
  86899. /**
  86900. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  86901. */
  86902. endSpriteCellID: number;
  86903. /**
  86904. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  86905. */
  86906. spriteCellWidth: number;
  86907. /**
  86908. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  86909. */
  86910. spriteCellHeight: number;
  86911. /**
  86912. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  86913. */
  86914. spriteRandomStartCell: boolean;
  86915. /**
  86916. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  86917. */
  86918. isAnimationSheetEnabled: boolean;
  86919. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  86920. translationPivot: Vector2;
  86921. /**
  86922. * Gets or sets a texture used to add random noise to particle positions
  86923. */
  86924. noiseTexture: Nullable<BaseTexture>;
  86925. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  86926. noiseStrength: Vector3;
  86927. /**
  86928. * Gets or sets the billboard mode to use when isBillboardBased = true.
  86929. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  86930. */
  86931. billboardMode: number;
  86932. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  86933. limitVelocityDamping: number;
  86934. /**
  86935. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  86936. */
  86937. beginAnimationOnStart: boolean;
  86938. /**
  86939. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  86940. */
  86941. beginAnimationFrom: number;
  86942. /**
  86943. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  86944. */
  86945. beginAnimationTo: number;
  86946. /**
  86947. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  86948. */
  86949. beginAnimationLoop: boolean;
  86950. /**
  86951. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  86952. */
  86953. disposeOnStop: boolean;
  86954. /**
  86955. * Gets the maximum number of particles active at the same time.
  86956. * @returns The max number of active particles.
  86957. */
  86958. getCapacity(): number;
  86959. /**
  86960. * Gets if the system has been started. (Note: this will still be true after stop is called)
  86961. * @returns True if it has been started, otherwise false.
  86962. */
  86963. isStarted(): boolean;
  86964. /**
  86965. * Animates the particle system for this frame.
  86966. */
  86967. animate(): void;
  86968. /**
  86969. * Renders the particle system in its current state.
  86970. * @returns the current number of particles
  86971. */
  86972. render(): number;
  86973. /**
  86974. * Dispose the particle system and frees its associated resources.
  86975. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  86976. */
  86977. dispose(disposeTexture?: boolean): void;
  86978. /**
  86979. * Clones the particle system.
  86980. * @param name The name of the cloned object
  86981. * @param newEmitter The new emitter to use
  86982. * @returns the cloned particle system
  86983. */
  86984. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  86985. /**
  86986. * Serializes the particle system to a JSON object.
  86987. * @returns the JSON object
  86988. */
  86989. serialize(): any;
  86990. /**
  86991. * Rebuild the particle system
  86992. */
  86993. rebuild(): void;
  86994. /**
  86995. * Starts the particle system and begins to emit
  86996. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  86997. */
  86998. start(delay?: number): void;
  86999. /**
  87000. * Stops the particle system.
  87001. */
  87002. stop(): void;
  87003. /**
  87004. * Remove all active particles
  87005. */
  87006. reset(): void;
  87007. /**
  87008. * Is this system ready to be used/rendered
  87009. * @return true if the system is ready
  87010. */
  87011. isReady(): boolean;
  87012. /**
  87013. * Adds a new color gradient
  87014. * @param gradient defines the gradient to use (between 0 and 1)
  87015. * @param color1 defines the color to affect to the specified gradient
  87016. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  87017. * @returns the current particle system
  87018. */
  87019. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  87020. /**
  87021. * Remove a specific color gradient
  87022. * @param gradient defines the gradient to remove
  87023. * @returns the current particle system
  87024. */
  87025. removeColorGradient(gradient: number): IParticleSystem;
  87026. /**
  87027. * Adds a new size gradient
  87028. * @param gradient defines the gradient to use (between 0 and 1)
  87029. * @param factor defines the size factor to affect to the specified gradient
  87030. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87031. * @returns the current particle system
  87032. */
  87033. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87034. /**
  87035. * Remove a specific size gradient
  87036. * @param gradient defines the gradient to remove
  87037. * @returns the current particle system
  87038. */
  87039. removeSizeGradient(gradient: number): IParticleSystem;
  87040. /**
  87041. * Gets the current list of color gradients.
  87042. * You must use addColorGradient and removeColorGradient to udpate this list
  87043. * @returns the list of color gradients
  87044. */
  87045. getColorGradients(): Nullable<Array<ColorGradient>>;
  87046. /**
  87047. * Gets the current list of size gradients.
  87048. * You must use addSizeGradient and removeSizeGradient to udpate this list
  87049. * @returns the list of size gradients
  87050. */
  87051. getSizeGradients(): Nullable<Array<FactorGradient>>;
  87052. /**
  87053. * Gets the current list of angular speed gradients.
  87054. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  87055. * @returns the list of angular speed gradients
  87056. */
  87057. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  87058. /**
  87059. * Adds a new angular speed gradient
  87060. * @param gradient defines the gradient to use (between 0 and 1)
  87061. * @param factor defines the angular speed to affect to the specified gradient
  87062. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87063. * @returns the current particle system
  87064. */
  87065. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87066. /**
  87067. * Remove a specific angular speed gradient
  87068. * @param gradient defines the gradient to remove
  87069. * @returns the current particle system
  87070. */
  87071. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  87072. /**
  87073. * Gets the current list of velocity gradients.
  87074. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  87075. * @returns the list of velocity gradients
  87076. */
  87077. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  87078. /**
  87079. * Adds a new velocity gradient
  87080. * @param gradient defines the gradient to use (between 0 and 1)
  87081. * @param factor defines the velocity to affect to the specified gradient
  87082. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87083. * @returns the current particle system
  87084. */
  87085. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87086. /**
  87087. * Remove a specific velocity gradient
  87088. * @param gradient defines the gradient to remove
  87089. * @returns the current particle system
  87090. */
  87091. removeVelocityGradient(gradient: number): IParticleSystem;
  87092. /**
  87093. * Gets the current list of limit velocity gradients.
  87094. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  87095. * @returns the list of limit velocity gradients
  87096. */
  87097. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  87098. /**
  87099. * Adds a new limit velocity gradient
  87100. * @param gradient defines the gradient to use (between 0 and 1)
  87101. * @param factor defines the limit velocity to affect to the specified gradient
  87102. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87103. * @returns the current particle system
  87104. */
  87105. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87106. /**
  87107. * Remove a specific limit velocity gradient
  87108. * @param gradient defines the gradient to remove
  87109. * @returns the current particle system
  87110. */
  87111. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  87112. /**
  87113. * Adds a new drag gradient
  87114. * @param gradient defines the gradient to use (between 0 and 1)
  87115. * @param factor defines the drag to affect to the specified gradient
  87116. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87117. * @returns the current particle system
  87118. */
  87119. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87120. /**
  87121. * Remove a specific drag gradient
  87122. * @param gradient defines the gradient to remove
  87123. * @returns the current particle system
  87124. */
  87125. removeDragGradient(gradient: number): IParticleSystem;
  87126. /**
  87127. * Gets the current list of drag gradients.
  87128. * You must use addDragGradient and removeDragGradient to udpate this list
  87129. * @returns the list of drag gradients
  87130. */
  87131. getDragGradients(): Nullable<Array<FactorGradient>>;
  87132. /**
  87133. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  87134. * @param gradient defines the gradient to use (between 0 and 1)
  87135. * @param factor defines the emit rate to affect to the specified gradient
  87136. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87137. * @returns the current particle system
  87138. */
  87139. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87140. /**
  87141. * Remove a specific emit rate gradient
  87142. * @param gradient defines the gradient to remove
  87143. * @returns the current particle system
  87144. */
  87145. removeEmitRateGradient(gradient: number): IParticleSystem;
  87146. /**
  87147. * Gets the current list of emit rate gradients.
  87148. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  87149. * @returns the list of emit rate gradients
  87150. */
  87151. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  87152. /**
  87153. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  87154. * @param gradient defines the gradient to use (between 0 and 1)
  87155. * @param factor defines the start size to affect to the specified gradient
  87156. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87157. * @returns the current particle system
  87158. */
  87159. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87160. /**
  87161. * Remove a specific start size gradient
  87162. * @param gradient defines the gradient to remove
  87163. * @returns the current particle system
  87164. */
  87165. removeStartSizeGradient(gradient: number): IParticleSystem;
  87166. /**
  87167. * Gets the current list of start size gradients.
  87168. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  87169. * @returns the list of start size gradients
  87170. */
  87171. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  87172. /**
  87173. * Adds a new life time gradient
  87174. * @param gradient defines the gradient to use (between 0 and 1)
  87175. * @param factor defines the life time factor to affect to the specified gradient
  87176. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87177. * @returns the current particle system
  87178. */
  87179. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87180. /**
  87181. * Remove a specific life time gradient
  87182. * @param gradient defines the gradient to remove
  87183. * @returns the current particle system
  87184. */
  87185. removeLifeTimeGradient(gradient: number): IParticleSystem;
  87186. /**
  87187. * Gets the current list of life time gradients.
  87188. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  87189. * @returns the list of life time gradients
  87190. */
  87191. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  87192. /**
  87193. * Gets the current list of color gradients.
  87194. * You must use addColorGradient and removeColorGradient to udpate this list
  87195. * @returns the list of color gradients
  87196. */
  87197. getColorGradients(): Nullable<Array<ColorGradient>>;
  87198. /**
  87199. * Adds a new ramp gradient used to remap particle colors
  87200. * @param gradient defines the gradient to use (between 0 and 1)
  87201. * @param color defines the color to affect to the specified gradient
  87202. * @returns the current particle system
  87203. */
  87204. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  87205. /**
  87206. * Gets the current list of ramp gradients.
  87207. * You must use addRampGradient and removeRampGradient to udpate this list
  87208. * @returns the list of ramp gradients
  87209. */
  87210. getRampGradients(): Nullable<Array<Color3Gradient>>;
  87211. /** Gets or sets a boolean indicating that ramp gradients must be used
  87212. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  87213. */
  87214. useRampGradients: boolean;
  87215. /**
  87216. * Adds a new color remap gradient
  87217. * @param gradient defines the gradient to use (between 0 and 1)
  87218. * @param min defines the color remap minimal range
  87219. * @param max defines the color remap maximal range
  87220. * @returns the current particle system
  87221. */
  87222. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  87223. /**
  87224. * Gets the current list of color remap gradients.
  87225. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  87226. * @returns the list of color remap gradients
  87227. */
  87228. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  87229. /**
  87230. * Adds a new alpha remap gradient
  87231. * @param gradient defines the gradient to use (between 0 and 1)
  87232. * @param min defines the alpha remap minimal range
  87233. * @param max defines the alpha remap maximal range
  87234. * @returns the current particle system
  87235. */
  87236. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  87237. /**
  87238. * Gets the current list of alpha remap gradients.
  87239. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  87240. * @returns the list of alpha remap gradients
  87241. */
  87242. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  87243. /**
  87244. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  87245. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  87246. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  87247. * @returns the emitter
  87248. */
  87249. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  87250. /**
  87251. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  87252. * @param radius The radius of the hemisphere to emit from
  87253. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  87254. * @returns the emitter
  87255. */
  87256. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  87257. /**
  87258. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  87259. * @param radius The radius of the sphere to emit from
  87260. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  87261. * @returns the emitter
  87262. */
  87263. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  87264. /**
  87265. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  87266. * @param radius The radius of the sphere to emit from
  87267. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  87268. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  87269. * @returns the emitter
  87270. */
  87271. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  87272. /**
  87273. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  87274. * @param radius The radius of the emission cylinder
  87275. * @param height The height of the emission cylinder
  87276. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  87277. * @param directionRandomizer How much to randomize the particle direction [0-1]
  87278. * @returns the emitter
  87279. */
  87280. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  87281. /**
  87282. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  87283. * @param radius The radius of the cylinder to emit from
  87284. * @param height The height of the emission cylinder
  87285. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  87286. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  87287. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  87288. * @returns the emitter
  87289. */
  87290. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  87291. /**
  87292. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  87293. * @param radius The radius of the cone to emit from
  87294. * @param angle The base angle of the cone
  87295. * @returns the emitter
  87296. */
  87297. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  87298. /**
  87299. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  87300. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  87301. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  87302. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  87303. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  87304. * @returns the emitter
  87305. */
  87306. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  87307. /**
  87308. * Get hosting scene
  87309. * @returns the scene
  87310. */
  87311. getScene(): Scene;
  87312. }
  87313. }
  87314. declare module BABYLON {
  87315. /**
  87316. * Creates an instance based on a source mesh.
  87317. */
  87318. export class InstancedMesh extends AbstractMesh {
  87319. private _sourceMesh;
  87320. private _currentLOD;
  87321. /** @hidden */
  87322. _indexInSourceMeshInstanceArray: number;
  87323. constructor(name: string, source: Mesh);
  87324. /**
  87325. * Returns the string "InstancedMesh".
  87326. */
  87327. getClassName(): string;
  87328. /** Gets the list of lights affecting that mesh */
  87329. readonly lightSources: Light[];
  87330. _resyncLightSources(): void;
  87331. _resyncLighSource(light: Light): void;
  87332. _removeLightSource(light: Light, dispose: boolean): void;
  87333. /**
  87334. * If the source mesh receives shadows
  87335. */
  87336. readonly receiveShadows: boolean;
  87337. /**
  87338. * The material of the source mesh
  87339. */
  87340. readonly material: Nullable<Material>;
  87341. /**
  87342. * Visibility of the source mesh
  87343. */
  87344. readonly visibility: number;
  87345. /**
  87346. * Skeleton of the source mesh
  87347. */
  87348. readonly skeleton: Nullable<Skeleton>;
  87349. /**
  87350. * Rendering ground id of the source mesh
  87351. */
  87352. renderingGroupId: number;
  87353. /**
  87354. * Returns the total number of vertices (integer).
  87355. */
  87356. getTotalVertices(): number;
  87357. /**
  87358. * Returns a positive integer : the total number of indices in this mesh geometry.
  87359. * @returns the numner of indices or zero if the mesh has no geometry.
  87360. */
  87361. getTotalIndices(): number;
  87362. /**
  87363. * The source mesh of the instance
  87364. */
  87365. readonly sourceMesh: Mesh;
  87366. /**
  87367. * Is this node ready to be used/rendered
  87368. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87369. * @return {boolean} is it ready
  87370. */
  87371. isReady(completeCheck?: boolean): boolean;
  87372. /**
  87373. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87374. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  87375. * @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.
  87376. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  87377. */
  87378. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  87379. /**
  87380. * Sets the vertex data of the mesh geometry for the requested `kind`.
  87381. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  87382. * The `data` are either a numeric array either a Float32Array.
  87383. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  87384. * 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).
  87385. * Note that a new underlying VertexBuffer object is created each call.
  87386. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  87387. *
  87388. * Possible `kind` values :
  87389. * - VertexBuffer.PositionKind
  87390. * - VertexBuffer.UVKind
  87391. * - VertexBuffer.UV2Kind
  87392. * - VertexBuffer.UV3Kind
  87393. * - VertexBuffer.UV4Kind
  87394. * - VertexBuffer.UV5Kind
  87395. * - VertexBuffer.UV6Kind
  87396. * - VertexBuffer.ColorKind
  87397. * - VertexBuffer.MatricesIndicesKind
  87398. * - VertexBuffer.MatricesIndicesExtraKind
  87399. * - VertexBuffer.MatricesWeightsKind
  87400. * - VertexBuffer.MatricesWeightsExtraKind
  87401. *
  87402. * Returns the Mesh.
  87403. */
  87404. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  87405. /**
  87406. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  87407. * If the mesh has no geometry, it is simply returned as it is.
  87408. * The `data` are either a numeric array either a Float32Array.
  87409. * No new underlying VertexBuffer object is created.
  87410. * 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.
  87411. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  87412. *
  87413. * Possible `kind` values :
  87414. * - VertexBuffer.PositionKind
  87415. * - VertexBuffer.UVKind
  87416. * - VertexBuffer.UV2Kind
  87417. * - VertexBuffer.UV3Kind
  87418. * - VertexBuffer.UV4Kind
  87419. * - VertexBuffer.UV5Kind
  87420. * - VertexBuffer.UV6Kind
  87421. * - VertexBuffer.ColorKind
  87422. * - VertexBuffer.MatricesIndicesKind
  87423. * - VertexBuffer.MatricesIndicesExtraKind
  87424. * - VertexBuffer.MatricesWeightsKind
  87425. * - VertexBuffer.MatricesWeightsExtraKind
  87426. *
  87427. * Returns the Mesh.
  87428. */
  87429. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87430. /**
  87431. * Sets the mesh indices.
  87432. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  87433. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  87434. * This method creates a new index buffer each call.
  87435. * Returns the Mesh.
  87436. */
  87437. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  87438. /**
  87439. * Boolean : True if the mesh owns the requested kind of data.
  87440. */
  87441. isVerticesDataPresent(kind: string): boolean;
  87442. /**
  87443. * Returns an array of indices (IndicesArray).
  87444. */
  87445. getIndices(): Nullable<IndicesArray>;
  87446. readonly _positions: Nullable<Vector3[]>;
  87447. /**
  87448. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87449. * This means the mesh underlying bounding box and sphere are recomputed.
  87450. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87451. * @returns the current mesh
  87452. */
  87453. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  87454. /** @hidden */
  87455. _preActivate(): InstancedMesh;
  87456. /** @hidden */
  87457. _activate(renderId: number, intermediateRendering: boolean): boolean;
  87458. /** @hidden */
  87459. _postActivate(): void;
  87460. getWorldMatrix(): Matrix;
  87461. readonly isAnInstance: boolean;
  87462. /**
  87463. * Returns the current associated LOD AbstractMesh.
  87464. */
  87465. getLOD(camera: Camera): AbstractMesh;
  87466. /** @hidden */
  87467. _syncSubMeshes(): InstancedMesh;
  87468. /** @hidden */
  87469. _generatePointsArray(): boolean;
  87470. /**
  87471. * Creates a new InstancedMesh from the current mesh.
  87472. * - name (string) : the cloned mesh name
  87473. * - newParent (optional Node) : the optional Node to parent the clone to.
  87474. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  87475. *
  87476. * Returns the clone.
  87477. */
  87478. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87479. /**
  87480. * Disposes the InstancedMesh.
  87481. * Returns nothing.
  87482. */
  87483. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87484. }
  87485. interface Mesh {
  87486. /**
  87487. * Register a custom buffer that will be instanced
  87488. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87489. * @param kind defines the buffer kind
  87490. * @param stride defines the stride in floats
  87491. */
  87492. registerInstancedBuffer(kind: string, stride: number): void;
  87493. /** @hidden */
  87494. _userInstancedBuffersStorage: {
  87495. data: {
  87496. [key: string]: Float32Array;
  87497. };
  87498. sizes: {
  87499. [key: string]: number;
  87500. };
  87501. vertexBuffers: {
  87502. [key: string]: Nullable<VertexBuffer>;
  87503. };
  87504. strides: {
  87505. [key: string]: number;
  87506. };
  87507. };
  87508. }
  87509. interface AbstractMesh {
  87510. /**
  87511. * Object used to store instanced buffers defined by user
  87512. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87513. */
  87514. instancedBuffers: {
  87515. [key: string]: any;
  87516. };
  87517. }
  87518. }
  87519. declare module BABYLON {
  87520. /**
  87521. * Defines the options associated with the creation of a shader material.
  87522. */
  87523. export interface IShaderMaterialOptions {
  87524. /**
  87525. * Does the material work in alpha blend mode
  87526. */
  87527. needAlphaBlending: boolean;
  87528. /**
  87529. * Does the material work in alpha test mode
  87530. */
  87531. needAlphaTesting: boolean;
  87532. /**
  87533. * The list of attribute names used in the shader
  87534. */
  87535. attributes: string[];
  87536. /**
  87537. * The list of unifrom names used in the shader
  87538. */
  87539. uniforms: string[];
  87540. /**
  87541. * The list of UBO names used in the shader
  87542. */
  87543. uniformBuffers: string[];
  87544. /**
  87545. * The list of sampler names used in the shader
  87546. */
  87547. samplers: string[];
  87548. /**
  87549. * The list of defines used in the shader
  87550. */
  87551. defines: string[];
  87552. }
  87553. /**
  87554. * 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.
  87555. *
  87556. * This returned material effects how the mesh will look based on the code in the shaders.
  87557. *
  87558. * @see http://doc.babylonjs.com/how_to/shader_material
  87559. */
  87560. export class ShaderMaterial extends Material {
  87561. private _shaderPath;
  87562. private _options;
  87563. private _textures;
  87564. private _textureArrays;
  87565. private _floats;
  87566. private _ints;
  87567. private _floatsArrays;
  87568. private _colors3;
  87569. private _colors3Arrays;
  87570. private _colors4;
  87571. private _colors4Arrays;
  87572. private _vectors2;
  87573. private _vectors3;
  87574. private _vectors4;
  87575. private _matrices;
  87576. private _matrixArrays;
  87577. private _matrices3x3;
  87578. private _matrices2x2;
  87579. private _vectors2Arrays;
  87580. private _vectors3Arrays;
  87581. private _vectors4Arrays;
  87582. private _cachedWorldViewMatrix;
  87583. private _cachedWorldViewProjectionMatrix;
  87584. private _renderId;
  87585. private _multiview;
  87586. /**
  87587. * Instantiate a new shader material.
  87588. * 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.
  87589. * This returned material effects how the mesh will look based on the code in the shaders.
  87590. * @see http://doc.babylonjs.com/how_to/shader_material
  87591. * @param name Define the name of the material in the scene
  87592. * @param scene Define the scene the material belongs to
  87593. * @param shaderPath Defines the route to the shader code in one of three ways:
  87594. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  87595. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  87596. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  87597. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  87598. * @param options Define the options used to create the shader
  87599. */
  87600. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  87601. /**
  87602. * Gets the shader path used to define the shader code
  87603. * It can be modified to trigger a new compilation
  87604. */
  87605. /**
  87606. * Sets the shader path used to define the shader code
  87607. * It can be modified to trigger a new compilation
  87608. */
  87609. shaderPath: any;
  87610. /**
  87611. * Gets the options used to compile the shader.
  87612. * They can be modified to trigger a new compilation
  87613. */
  87614. readonly options: IShaderMaterialOptions;
  87615. /**
  87616. * Gets the current class name of the material e.g. "ShaderMaterial"
  87617. * Mainly use in serialization.
  87618. * @returns the class name
  87619. */
  87620. getClassName(): string;
  87621. /**
  87622. * Specifies if the material will require alpha blending
  87623. * @returns a boolean specifying if alpha blending is needed
  87624. */
  87625. needAlphaBlending(): boolean;
  87626. /**
  87627. * Specifies if this material should be rendered in alpha test mode
  87628. * @returns a boolean specifying if an alpha test is needed.
  87629. */
  87630. needAlphaTesting(): boolean;
  87631. private _checkUniform;
  87632. /**
  87633. * Set a texture in the shader.
  87634. * @param name Define the name of the uniform samplers as defined in the shader
  87635. * @param texture Define the texture to bind to this sampler
  87636. * @return the material itself allowing "fluent" like uniform updates
  87637. */
  87638. setTexture(name: string, texture: Texture): ShaderMaterial;
  87639. /**
  87640. * Set a texture array in the shader.
  87641. * @param name Define the name of the uniform sampler array as defined in the shader
  87642. * @param textures Define the list of textures to bind to this sampler
  87643. * @return the material itself allowing "fluent" like uniform updates
  87644. */
  87645. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  87646. /**
  87647. * Set a float in the shader.
  87648. * @param name Define the name of the uniform as defined in the shader
  87649. * @param value Define the value to give to the uniform
  87650. * @return the material itself allowing "fluent" like uniform updates
  87651. */
  87652. setFloat(name: string, value: number): ShaderMaterial;
  87653. /**
  87654. * Set a int in the shader.
  87655. * @param name Define the name of the uniform as defined in the shader
  87656. * @param value Define the value to give to the uniform
  87657. * @return the material itself allowing "fluent" like uniform updates
  87658. */
  87659. setInt(name: string, value: number): ShaderMaterial;
  87660. /**
  87661. * Set an array of floats in the shader.
  87662. * @param name Define the name of the uniform as defined in the shader
  87663. * @param value Define the value to give to the uniform
  87664. * @return the material itself allowing "fluent" like uniform updates
  87665. */
  87666. setFloats(name: string, value: number[]): ShaderMaterial;
  87667. /**
  87668. * Set a vec3 in the shader from a Color3.
  87669. * @param name Define the name of the uniform as defined in the shader
  87670. * @param value Define the value to give to the uniform
  87671. * @return the material itself allowing "fluent" like uniform updates
  87672. */
  87673. setColor3(name: string, value: Color3): ShaderMaterial;
  87674. /**
  87675. * Set a vec3 array in the shader from a Color3 array.
  87676. * @param name Define the name of the uniform as defined in the shader
  87677. * @param value Define the value to give to the uniform
  87678. * @return the material itself allowing "fluent" like uniform updates
  87679. */
  87680. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  87681. /**
  87682. * Set a vec4 in the shader from a Color4.
  87683. * @param name Define the name of the uniform as defined in the shader
  87684. * @param value Define the value to give to the uniform
  87685. * @return the material itself allowing "fluent" like uniform updates
  87686. */
  87687. setColor4(name: string, value: Color4): ShaderMaterial;
  87688. /**
  87689. * Set a vec4 array in the shader from a Color4 array.
  87690. * @param name Define the name of the uniform as defined in the shader
  87691. * @param value Define the value to give to the uniform
  87692. * @return the material itself allowing "fluent" like uniform updates
  87693. */
  87694. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  87695. /**
  87696. * Set a vec2 in the shader from a Vector2.
  87697. * @param name Define the name of the uniform as defined in the shader
  87698. * @param value Define the value to give to the uniform
  87699. * @return the material itself allowing "fluent" like uniform updates
  87700. */
  87701. setVector2(name: string, value: Vector2): ShaderMaterial;
  87702. /**
  87703. * Set a vec3 in the shader from a Vector3.
  87704. * @param name Define the name of the uniform as defined in the shader
  87705. * @param value Define the value to give to the uniform
  87706. * @return the material itself allowing "fluent" like uniform updates
  87707. */
  87708. setVector3(name: string, value: Vector3): ShaderMaterial;
  87709. /**
  87710. * Set a vec4 in the shader from a Vector4.
  87711. * @param name Define the name of the uniform as defined in the shader
  87712. * @param value Define the value to give to the uniform
  87713. * @return the material itself allowing "fluent" like uniform updates
  87714. */
  87715. setVector4(name: string, value: Vector4): ShaderMaterial;
  87716. /**
  87717. * Set a mat4 in the shader from a Matrix.
  87718. * @param name Define the name of the uniform as defined in the shader
  87719. * @param value Define the value to give to the uniform
  87720. * @return the material itself allowing "fluent" like uniform updates
  87721. */
  87722. setMatrix(name: string, value: Matrix): ShaderMaterial;
  87723. /**
  87724. * Set a float32Array in the shader from a matrix array.
  87725. * @param name Define the name of the uniform as defined in the shader
  87726. * @param value Define the value to give to the uniform
  87727. * @return the material itself allowing "fluent" like uniform updates
  87728. */
  87729. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  87730. /**
  87731. * Set a mat3 in the shader from a Float32Array.
  87732. * @param name Define the name of the uniform as defined in the shader
  87733. * @param value Define the value to give to the uniform
  87734. * @return the material itself allowing "fluent" like uniform updates
  87735. */
  87736. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  87737. /**
  87738. * Set a mat2 in the shader from a Float32Array.
  87739. * @param name Define the name of the uniform as defined in the shader
  87740. * @param value Define the value to give to the uniform
  87741. * @return the material itself allowing "fluent" like uniform updates
  87742. */
  87743. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  87744. /**
  87745. * Set a vec2 array in the shader from a number array.
  87746. * @param name Define the name of the uniform as defined in the shader
  87747. * @param value Define the value to give to the uniform
  87748. * @return the material itself allowing "fluent" like uniform updates
  87749. */
  87750. setArray2(name: string, value: number[]): ShaderMaterial;
  87751. /**
  87752. * Set a vec3 array in the shader from a number array.
  87753. * @param name Define the name of the uniform as defined in the shader
  87754. * @param value Define the value to give to the uniform
  87755. * @return the material itself allowing "fluent" like uniform updates
  87756. */
  87757. setArray3(name: string, value: number[]): ShaderMaterial;
  87758. /**
  87759. * Set a vec4 array in the shader from a number array.
  87760. * @param name Define the name of the uniform as defined in the shader
  87761. * @param value Define the value to give to the uniform
  87762. * @return the material itself allowing "fluent" like uniform updates
  87763. */
  87764. setArray4(name: string, value: number[]): ShaderMaterial;
  87765. private _checkCache;
  87766. /**
  87767. * Specifies that the submesh is ready to be used
  87768. * @param mesh defines the mesh to check
  87769. * @param subMesh defines which submesh to check
  87770. * @param useInstances specifies that instances should be used
  87771. * @returns a boolean indicating that the submesh is ready or not
  87772. */
  87773. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  87774. /**
  87775. * Checks if the material is ready to render the requested mesh
  87776. * @param mesh Define the mesh to render
  87777. * @param useInstances Define whether or not the material is used with instances
  87778. * @returns true if ready, otherwise false
  87779. */
  87780. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  87781. /**
  87782. * Binds the world matrix to the material
  87783. * @param world defines the world transformation matrix
  87784. */
  87785. bindOnlyWorldMatrix(world: Matrix): void;
  87786. /**
  87787. * Binds the material to the mesh
  87788. * @param world defines the world transformation matrix
  87789. * @param mesh defines the mesh to bind the material to
  87790. */
  87791. bind(world: Matrix, mesh?: Mesh): void;
  87792. /**
  87793. * Gets the active textures from the material
  87794. * @returns an array of textures
  87795. */
  87796. getActiveTextures(): BaseTexture[];
  87797. /**
  87798. * Specifies if the material uses a texture
  87799. * @param texture defines the texture to check against the material
  87800. * @returns a boolean specifying if the material uses the texture
  87801. */
  87802. hasTexture(texture: BaseTexture): boolean;
  87803. /**
  87804. * Makes a duplicate of the material, and gives it a new name
  87805. * @param name defines the new name for the duplicated material
  87806. * @returns the cloned material
  87807. */
  87808. clone(name: string): ShaderMaterial;
  87809. /**
  87810. * Disposes the material
  87811. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  87812. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  87813. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  87814. */
  87815. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  87816. /**
  87817. * Serializes this material in a JSON representation
  87818. * @returns the serialized material object
  87819. */
  87820. serialize(): any;
  87821. /**
  87822. * Creates a shader material from parsed shader material data
  87823. * @param source defines the JSON represnetation of the material
  87824. * @param scene defines the hosting scene
  87825. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  87826. * @returns a new material
  87827. */
  87828. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  87829. }
  87830. }
  87831. declare module BABYLON {
  87832. /** @hidden */
  87833. export var colorPixelShader: {
  87834. name: string;
  87835. shader: string;
  87836. };
  87837. }
  87838. declare module BABYLON {
  87839. /** @hidden */
  87840. export var colorVertexShader: {
  87841. name: string;
  87842. shader: string;
  87843. };
  87844. }
  87845. declare module BABYLON {
  87846. /**
  87847. * Line mesh
  87848. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  87849. */
  87850. export class LinesMesh extends Mesh {
  87851. /**
  87852. * If vertex color should be applied to the mesh
  87853. */
  87854. readonly useVertexColor?: boolean | undefined;
  87855. /**
  87856. * If vertex alpha should be applied to the mesh
  87857. */
  87858. readonly useVertexAlpha?: boolean | undefined;
  87859. /**
  87860. * Color of the line (Default: White)
  87861. */
  87862. color: Color3;
  87863. /**
  87864. * Alpha of the line (Default: 1)
  87865. */
  87866. alpha: number;
  87867. /**
  87868. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87869. * This margin is expressed in world space coordinates, so its value may vary.
  87870. * Default value is 0.1
  87871. */
  87872. intersectionThreshold: number;
  87873. private _colorShader;
  87874. private color4;
  87875. /**
  87876. * Creates a new LinesMesh
  87877. * @param name defines the name
  87878. * @param scene defines the hosting scene
  87879. * @param parent defines the parent mesh if any
  87880. * @param source defines the optional source LinesMesh used to clone data from
  87881. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87882. * When false, achieved by calling a clone(), also passing False.
  87883. * This will make creation of children, recursive.
  87884. * @param useVertexColor defines if this LinesMesh supports vertex color
  87885. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  87886. */
  87887. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  87888. /**
  87889. * If vertex color should be applied to the mesh
  87890. */
  87891. useVertexColor?: boolean | undefined,
  87892. /**
  87893. * If vertex alpha should be applied to the mesh
  87894. */
  87895. useVertexAlpha?: boolean | undefined);
  87896. private _addClipPlaneDefine;
  87897. private _removeClipPlaneDefine;
  87898. isReady(): boolean;
  87899. /**
  87900. * Returns the string "LineMesh"
  87901. */
  87902. getClassName(): string;
  87903. /**
  87904. * @hidden
  87905. */
  87906. /**
  87907. * @hidden
  87908. */
  87909. material: Material;
  87910. /**
  87911. * @hidden
  87912. */
  87913. readonly checkCollisions: boolean;
  87914. /** @hidden */
  87915. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87916. /** @hidden */
  87917. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87918. /**
  87919. * Disposes of the line mesh
  87920. * @param doNotRecurse If children should be disposed
  87921. */
  87922. dispose(doNotRecurse?: boolean): void;
  87923. /**
  87924. * Returns a new LineMesh object cloned from the current one.
  87925. */
  87926. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87927. /**
  87928. * Creates a new InstancedLinesMesh object from the mesh model.
  87929. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87930. * @param name defines the name of the new instance
  87931. * @returns a new InstancedLinesMesh
  87932. */
  87933. createInstance(name: string): InstancedLinesMesh;
  87934. }
  87935. /**
  87936. * Creates an instance based on a source LinesMesh
  87937. */
  87938. export class InstancedLinesMesh extends InstancedMesh {
  87939. /**
  87940. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87941. * This margin is expressed in world space coordinates, so its value may vary.
  87942. * Initilized with the intersectionThreshold value of the source LinesMesh
  87943. */
  87944. intersectionThreshold: number;
  87945. constructor(name: string, source: LinesMesh);
  87946. /**
  87947. * Returns the string "InstancedLinesMesh".
  87948. */
  87949. getClassName(): string;
  87950. }
  87951. }
  87952. declare module BABYLON {
  87953. /** @hidden */
  87954. export var linePixelShader: {
  87955. name: string;
  87956. shader: string;
  87957. };
  87958. }
  87959. declare module BABYLON {
  87960. /** @hidden */
  87961. export var lineVertexShader: {
  87962. name: string;
  87963. shader: string;
  87964. };
  87965. }
  87966. declare module BABYLON {
  87967. interface AbstractMesh {
  87968. /**
  87969. * Gets the edgesRenderer associated with the mesh
  87970. */
  87971. edgesRenderer: Nullable<EdgesRenderer>;
  87972. }
  87973. interface LinesMesh {
  87974. /**
  87975. * Enables the edge rendering mode on the mesh.
  87976. * This mode makes the mesh edges visible
  87977. * @param epsilon defines the maximal distance between two angles to detect a face
  87978. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87979. * @returns the currentAbstractMesh
  87980. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87981. */
  87982. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  87983. }
  87984. interface InstancedLinesMesh {
  87985. /**
  87986. * Enables the edge rendering mode on the mesh.
  87987. * This mode makes the mesh edges visible
  87988. * @param epsilon defines the maximal distance between two angles to detect a face
  87989. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87990. * @returns the current InstancedLinesMesh
  87991. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87992. */
  87993. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  87994. }
  87995. /**
  87996. * Defines the minimum contract an Edges renderer should follow.
  87997. */
  87998. export interface IEdgesRenderer extends IDisposable {
  87999. /**
  88000. * Gets or sets a boolean indicating if the edgesRenderer is active
  88001. */
  88002. isEnabled: boolean;
  88003. /**
  88004. * Renders the edges of the attached mesh,
  88005. */
  88006. render(): void;
  88007. /**
  88008. * Checks wether or not the edges renderer is ready to render.
  88009. * @return true if ready, otherwise false.
  88010. */
  88011. isReady(): boolean;
  88012. }
  88013. /**
  88014. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  88015. */
  88016. export class EdgesRenderer implements IEdgesRenderer {
  88017. /**
  88018. * Define the size of the edges with an orthographic camera
  88019. */
  88020. edgesWidthScalerForOrthographic: number;
  88021. /**
  88022. * Define the size of the edges with a perspective camera
  88023. */
  88024. edgesWidthScalerForPerspective: number;
  88025. protected _source: AbstractMesh;
  88026. protected _linesPositions: number[];
  88027. protected _linesNormals: number[];
  88028. protected _linesIndices: number[];
  88029. protected _epsilon: number;
  88030. protected _indicesCount: number;
  88031. protected _lineShader: ShaderMaterial;
  88032. protected _ib: DataBuffer;
  88033. protected _buffers: {
  88034. [key: string]: Nullable<VertexBuffer>;
  88035. };
  88036. protected _checkVerticesInsteadOfIndices: boolean;
  88037. private _meshRebuildObserver;
  88038. private _meshDisposeObserver;
  88039. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  88040. isEnabled: boolean;
  88041. /**
  88042. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  88043. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  88044. * @param source Mesh used to create edges
  88045. * @param epsilon sum of angles in adjacency to check for edge
  88046. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  88047. * @param generateEdgesLines - should generate Lines or only prepare resources.
  88048. */
  88049. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  88050. protected _prepareRessources(): void;
  88051. /** @hidden */
  88052. _rebuild(): void;
  88053. /**
  88054. * Releases the required resources for the edges renderer
  88055. */
  88056. dispose(): void;
  88057. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  88058. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  88059. /**
  88060. * Checks if the pair of p0 and p1 is en edge
  88061. * @param faceIndex
  88062. * @param edge
  88063. * @param faceNormals
  88064. * @param p0
  88065. * @param p1
  88066. * @private
  88067. */
  88068. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  88069. /**
  88070. * push line into the position, normal and index buffer
  88071. * @protected
  88072. */
  88073. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  88074. /**
  88075. * Generates lines edges from adjacencjes
  88076. * @private
  88077. */
  88078. _generateEdgesLines(): void;
  88079. /**
  88080. * Checks wether or not the edges renderer is ready to render.
  88081. * @return true if ready, otherwise false.
  88082. */
  88083. isReady(): boolean;
  88084. /**
  88085. * Renders the edges of the attached mesh,
  88086. */
  88087. render(): void;
  88088. }
  88089. /**
  88090. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  88091. */
  88092. export class LineEdgesRenderer extends EdgesRenderer {
  88093. /**
  88094. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  88095. * @param source LineMesh used to generate edges
  88096. * @param epsilon not important (specified angle for edge detection)
  88097. * @param checkVerticesInsteadOfIndices not important for LineMesh
  88098. */
  88099. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  88100. /**
  88101. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  88102. */
  88103. _generateEdgesLines(): void;
  88104. }
  88105. }
  88106. declare module BABYLON {
  88107. /**
  88108. * This represents the object necessary to create a rendering group.
  88109. * This is exclusively used and created by the rendering manager.
  88110. * To modify the behavior, you use the available helpers in your scene or meshes.
  88111. * @hidden
  88112. */
  88113. export class RenderingGroup {
  88114. index: number;
  88115. private static _zeroVector;
  88116. private _scene;
  88117. private _opaqueSubMeshes;
  88118. private _transparentSubMeshes;
  88119. private _alphaTestSubMeshes;
  88120. private _depthOnlySubMeshes;
  88121. private _particleSystems;
  88122. private _spriteManagers;
  88123. private _opaqueSortCompareFn;
  88124. private _alphaTestSortCompareFn;
  88125. private _transparentSortCompareFn;
  88126. private _renderOpaque;
  88127. private _renderAlphaTest;
  88128. private _renderTransparent;
  88129. /** @hidden */
  88130. _edgesRenderers: SmartArray<IEdgesRenderer>;
  88131. onBeforeTransparentRendering: () => void;
  88132. /**
  88133. * Set the opaque sort comparison function.
  88134. * If null the sub meshes will be render in the order they were created
  88135. */
  88136. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88137. /**
  88138. * Set the alpha test sort comparison function.
  88139. * If null the sub meshes will be render in the order they were created
  88140. */
  88141. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88142. /**
  88143. * Set the transparent sort comparison function.
  88144. * If null the sub meshes will be render in the order they were created
  88145. */
  88146. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88147. /**
  88148. * Creates a new rendering group.
  88149. * @param index The rendering group index
  88150. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  88151. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  88152. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  88153. */
  88154. 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>);
  88155. /**
  88156. * Render all the sub meshes contained in the group.
  88157. * @param customRenderFunction Used to override the default render behaviour of the group.
  88158. * @returns true if rendered some submeshes.
  88159. */
  88160. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  88161. /**
  88162. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  88163. * @param subMeshes The submeshes to render
  88164. */
  88165. private renderOpaqueSorted;
  88166. /**
  88167. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  88168. * @param subMeshes The submeshes to render
  88169. */
  88170. private renderAlphaTestSorted;
  88171. /**
  88172. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  88173. * @param subMeshes The submeshes to render
  88174. */
  88175. private renderTransparentSorted;
  88176. /**
  88177. * Renders the submeshes in a specified order.
  88178. * @param subMeshes The submeshes to sort before render
  88179. * @param sortCompareFn The comparison function use to sort
  88180. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  88181. * @param transparent Specifies to activate blending if true
  88182. */
  88183. private static renderSorted;
  88184. /**
  88185. * Renders the submeshes in the order they were dispatched (no sort applied).
  88186. * @param subMeshes The submeshes to render
  88187. */
  88188. private static renderUnsorted;
  88189. /**
  88190. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88191. * are rendered back to front if in the same alpha index.
  88192. *
  88193. * @param a The first submesh
  88194. * @param b The second submesh
  88195. * @returns The result of the comparison
  88196. */
  88197. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  88198. /**
  88199. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88200. * are rendered back to front.
  88201. *
  88202. * @param a The first submesh
  88203. * @param b The second submesh
  88204. * @returns The result of the comparison
  88205. */
  88206. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  88207. /**
  88208. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88209. * are rendered front to back (prevent overdraw).
  88210. *
  88211. * @param a The first submesh
  88212. * @param b The second submesh
  88213. * @returns The result of the comparison
  88214. */
  88215. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  88216. /**
  88217. * Resets the different lists of submeshes to prepare a new frame.
  88218. */
  88219. prepare(): void;
  88220. dispose(): void;
  88221. /**
  88222. * Inserts the submesh in its correct queue depending on its material.
  88223. * @param subMesh The submesh to dispatch
  88224. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  88225. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  88226. */
  88227. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  88228. dispatchSprites(spriteManager: ISpriteManager): void;
  88229. dispatchParticles(particleSystem: IParticleSystem): void;
  88230. private _renderParticles;
  88231. private _renderSprites;
  88232. }
  88233. }
  88234. declare module BABYLON {
  88235. /**
  88236. * Interface describing the different options available in the rendering manager
  88237. * regarding Auto Clear between groups.
  88238. */
  88239. export interface IRenderingManagerAutoClearSetup {
  88240. /**
  88241. * Defines whether or not autoclear is enable.
  88242. */
  88243. autoClear: boolean;
  88244. /**
  88245. * Defines whether or not to autoclear the depth buffer.
  88246. */
  88247. depth: boolean;
  88248. /**
  88249. * Defines whether or not to autoclear the stencil buffer.
  88250. */
  88251. stencil: boolean;
  88252. }
  88253. /**
  88254. * This class is used by the onRenderingGroupObservable
  88255. */
  88256. export class RenderingGroupInfo {
  88257. /**
  88258. * The Scene that being rendered
  88259. */
  88260. scene: Scene;
  88261. /**
  88262. * The camera currently used for the rendering pass
  88263. */
  88264. camera: Nullable<Camera>;
  88265. /**
  88266. * The ID of the renderingGroup being processed
  88267. */
  88268. renderingGroupId: number;
  88269. }
  88270. /**
  88271. * This is the manager responsible of all the rendering for meshes sprites and particles.
  88272. * It is enable to manage the different groups as well as the different necessary sort functions.
  88273. * This should not be used directly aside of the few static configurations
  88274. */
  88275. export class RenderingManager {
  88276. /**
  88277. * The max id used for rendering groups (not included)
  88278. */
  88279. static MAX_RENDERINGGROUPS: number;
  88280. /**
  88281. * The min id used for rendering groups (included)
  88282. */
  88283. static MIN_RENDERINGGROUPS: number;
  88284. /**
  88285. * Used to globally prevent autoclearing scenes.
  88286. */
  88287. static AUTOCLEAR: boolean;
  88288. /**
  88289. * @hidden
  88290. */
  88291. _useSceneAutoClearSetup: boolean;
  88292. private _scene;
  88293. private _renderingGroups;
  88294. private _depthStencilBufferAlreadyCleaned;
  88295. private _autoClearDepthStencil;
  88296. private _customOpaqueSortCompareFn;
  88297. private _customAlphaTestSortCompareFn;
  88298. private _customTransparentSortCompareFn;
  88299. private _renderingGroupInfo;
  88300. /**
  88301. * Instantiates a new rendering group for a particular scene
  88302. * @param scene Defines the scene the groups belongs to
  88303. */
  88304. constructor(scene: Scene);
  88305. private _clearDepthStencilBuffer;
  88306. /**
  88307. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  88308. * @hidden
  88309. */
  88310. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  88311. /**
  88312. * Resets the different information of the group to prepare a new frame
  88313. * @hidden
  88314. */
  88315. reset(): void;
  88316. /**
  88317. * Dispose and release the group and its associated resources.
  88318. * @hidden
  88319. */
  88320. dispose(): void;
  88321. /**
  88322. * Clear the info related to rendering groups preventing retention points during dispose.
  88323. */
  88324. freeRenderingGroups(): void;
  88325. private _prepareRenderingGroup;
  88326. /**
  88327. * Add a sprite manager to the rendering manager in order to render it this frame.
  88328. * @param spriteManager Define the sprite manager to render
  88329. */
  88330. dispatchSprites(spriteManager: ISpriteManager): void;
  88331. /**
  88332. * Add a particle system to the rendering manager in order to render it this frame.
  88333. * @param particleSystem Define the particle system to render
  88334. */
  88335. dispatchParticles(particleSystem: IParticleSystem): void;
  88336. /**
  88337. * Add a submesh to the manager in order to render it this frame
  88338. * @param subMesh The submesh to dispatch
  88339. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  88340. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  88341. */
  88342. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  88343. /**
  88344. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88345. * This allowed control for front to back rendering or reversly depending of the special needs.
  88346. *
  88347. * @param renderingGroupId The rendering group id corresponding to its index
  88348. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88349. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88350. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88351. */
  88352. 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;
  88353. /**
  88354. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88355. *
  88356. * @param renderingGroupId The rendering group id corresponding to its index
  88357. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88358. * @param depth Automatically clears depth between groups if true and autoClear is true.
  88359. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  88360. */
  88361. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  88362. /**
  88363. * Gets the current auto clear configuration for one rendering group of the rendering
  88364. * manager.
  88365. * @param index the rendering group index to get the information for
  88366. * @returns The auto clear setup for the requested rendering group
  88367. */
  88368. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  88369. }
  88370. }
  88371. declare module BABYLON {
  88372. /**
  88373. * This Helps creating a texture that will be created from a camera in your scene.
  88374. * It is basically a dynamic texture that could be used to create special effects for instance.
  88375. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  88376. */
  88377. export class RenderTargetTexture extends Texture {
  88378. isCube: boolean;
  88379. /**
  88380. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  88381. */
  88382. static readonly REFRESHRATE_RENDER_ONCE: number;
  88383. /**
  88384. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  88385. */
  88386. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  88387. /**
  88388. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  88389. * the central point of your effect and can save a lot of performances.
  88390. */
  88391. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  88392. /**
  88393. * Use this predicate to dynamically define the list of mesh you want to render.
  88394. * If set, the renderList property will be overwritten.
  88395. */
  88396. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  88397. private _renderList;
  88398. /**
  88399. * Use this list to define the list of mesh you want to render.
  88400. */
  88401. renderList: Nullable<Array<AbstractMesh>>;
  88402. private _hookArray;
  88403. /**
  88404. * Define if particles should be rendered in your texture.
  88405. */
  88406. renderParticles: boolean;
  88407. /**
  88408. * Define if sprites should be rendered in your texture.
  88409. */
  88410. renderSprites: boolean;
  88411. /**
  88412. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  88413. */
  88414. coordinatesMode: number;
  88415. /**
  88416. * Define the camera used to render the texture.
  88417. */
  88418. activeCamera: Nullable<Camera>;
  88419. /**
  88420. * Override the render function of the texture with your own one.
  88421. */
  88422. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  88423. /**
  88424. * Define if camera post processes should be use while rendering the texture.
  88425. */
  88426. useCameraPostProcesses: boolean;
  88427. /**
  88428. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  88429. */
  88430. ignoreCameraViewport: boolean;
  88431. private _postProcessManager;
  88432. private _postProcesses;
  88433. private _resizeObserver;
  88434. /**
  88435. * An event triggered when the texture is unbind.
  88436. */
  88437. onBeforeBindObservable: Observable<RenderTargetTexture>;
  88438. /**
  88439. * An event triggered when the texture is unbind.
  88440. */
  88441. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  88442. private _onAfterUnbindObserver;
  88443. /**
  88444. * Set a after unbind callback in the texture.
  88445. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  88446. */
  88447. onAfterUnbind: () => void;
  88448. /**
  88449. * An event triggered before rendering the texture
  88450. */
  88451. onBeforeRenderObservable: Observable<number>;
  88452. private _onBeforeRenderObserver;
  88453. /**
  88454. * Set a before render callback in the texture.
  88455. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  88456. */
  88457. onBeforeRender: (faceIndex: number) => void;
  88458. /**
  88459. * An event triggered after rendering the texture
  88460. */
  88461. onAfterRenderObservable: Observable<number>;
  88462. private _onAfterRenderObserver;
  88463. /**
  88464. * Set a after render callback in the texture.
  88465. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  88466. */
  88467. onAfterRender: (faceIndex: number) => void;
  88468. /**
  88469. * An event triggered after the texture clear
  88470. */
  88471. onClearObservable: Observable<Engine>;
  88472. private _onClearObserver;
  88473. /**
  88474. * Set a clear callback in the texture.
  88475. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  88476. */
  88477. onClear: (Engine: Engine) => void;
  88478. /**
  88479. * An event triggered when the texture is resized.
  88480. */
  88481. onResizeObservable: Observable<RenderTargetTexture>;
  88482. /**
  88483. * Define the clear color of the Render Target if it should be different from the scene.
  88484. */
  88485. clearColor: Color4;
  88486. protected _size: number | {
  88487. width: number;
  88488. height: number;
  88489. };
  88490. protected _initialSizeParameter: number | {
  88491. width: number;
  88492. height: number;
  88493. } | {
  88494. ratio: number;
  88495. };
  88496. protected _sizeRatio: Nullable<number>;
  88497. /** @hidden */
  88498. _generateMipMaps: boolean;
  88499. protected _renderingManager: RenderingManager;
  88500. /** @hidden */
  88501. _waitingRenderList: string[];
  88502. protected _doNotChangeAspectRatio: boolean;
  88503. protected _currentRefreshId: number;
  88504. protected _refreshRate: number;
  88505. protected _textureMatrix: Matrix;
  88506. protected _samples: number;
  88507. protected _renderTargetOptions: RenderTargetCreationOptions;
  88508. /**
  88509. * Gets render target creation options that were used.
  88510. */
  88511. readonly renderTargetOptions: RenderTargetCreationOptions;
  88512. protected _engine: Engine;
  88513. protected _onRatioRescale(): void;
  88514. /**
  88515. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  88516. * It must define where the camera used to render the texture is set
  88517. */
  88518. boundingBoxPosition: Vector3;
  88519. private _boundingBoxSize;
  88520. /**
  88521. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  88522. * When defined, the cubemap will switch to local mode
  88523. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  88524. * @example https://www.babylonjs-playground.com/#RNASML
  88525. */
  88526. boundingBoxSize: Vector3;
  88527. /**
  88528. * In case the RTT has been created with a depth texture, get the associated
  88529. * depth texture.
  88530. * Otherwise, return null.
  88531. */
  88532. depthStencilTexture: Nullable<InternalTexture>;
  88533. /**
  88534. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  88535. * or used a shadow, depth texture...
  88536. * @param name The friendly name of the texture
  88537. * @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)
  88538. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  88539. * @param generateMipMaps True if mip maps need to be generated after render.
  88540. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  88541. * @param type The type of the buffer in the RTT (int, half float, float...)
  88542. * @param isCube True if a cube texture needs to be created
  88543. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  88544. * @param generateDepthBuffer True to generate a depth buffer
  88545. * @param generateStencilBuffer True to generate a stencil buffer
  88546. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  88547. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  88548. * @param delayAllocation if the texture allocation should be delayed (default: false)
  88549. */
  88550. constructor(name: string, size: number | {
  88551. width: number;
  88552. height: number;
  88553. } | {
  88554. ratio: number;
  88555. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  88556. /**
  88557. * Creates a depth stencil texture.
  88558. * This is only available in WebGL 2 or with the depth texture extension available.
  88559. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  88560. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  88561. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  88562. */
  88563. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  88564. private _processSizeParameter;
  88565. /**
  88566. * Define the number of samples to use in case of MSAA.
  88567. * It defaults to one meaning no MSAA has been enabled.
  88568. */
  88569. samples: number;
  88570. /**
  88571. * Resets the refresh counter of the texture and start bak from scratch.
  88572. * Could be useful to regenerate the texture if it is setup to render only once.
  88573. */
  88574. resetRefreshCounter(): void;
  88575. /**
  88576. * Define the refresh rate of the texture or the rendering frequency.
  88577. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  88578. */
  88579. refreshRate: number;
  88580. /**
  88581. * Adds a post process to the render target rendering passes.
  88582. * @param postProcess define the post process to add
  88583. */
  88584. addPostProcess(postProcess: PostProcess): void;
  88585. /**
  88586. * Clear all the post processes attached to the render target
  88587. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  88588. */
  88589. clearPostProcesses(dispose?: boolean): void;
  88590. /**
  88591. * Remove one of the post process from the list of attached post processes to the texture
  88592. * @param postProcess define the post process to remove from the list
  88593. */
  88594. removePostProcess(postProcess: PostProcess): void;
  88595. /** @hidden */
  88596. _shouldRender(): boolean;
  88597. /**
  88598. * Gets the actual render size of the texture.
  88599. * @returns the width of the render size
  88600. */
  88601. getRenderSize(): number;
  88602. /**
  88603. * Gets the actual render width of the texture.
  88604. * @returns the width of the render size
  88605. */
  88606. getRenderWidth(): number;
  88607. /**
  88608. * Gets the actual render height of the texture.
  88609. * @returns the height of the render size
  88610. */
  88611. getRenderHeight(): number;
  88612. /**
  88613. * Get if the texture can be rescaled or not.
  88614. */
  88615. readonly canRescale: boolean;
  88616. /**
  88617. * Resize the texture using a ratio.
  88618. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  88619. */
  88620. scale(ratio: number): void;
  88621. /**
  88622. * Get the texture reflection matrix used to rotate/transform the reflection.
  88623. * @returns the reflection matrix
  88624. */
  88625. getReflectionTextureMatrix(): Matrix;
  88626. /**
  88627. * Resize the texture to a new desired size.
  88628. * Be carrefull as it will recreate all the data in the new texture.
  88629. * @param size Define the new size. It can be:
  88630. * - a number for squared texture,
  88631. * - an object containing { width: number, height: number }
  88632. * - or an object containing a ratio { ratio: number }
  88633. */
  88634. resize(size: number | {
  88635. width: number;
  88636. height: number;
  88637. } | {
  88638. ratio: number;
  88639. }): void;
  88640. /**
  88641. * Renders all the objects from the render list into the texture.
  88642. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  88643. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  88644. */
  88645. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  88646. private _bestReflectionRenderTargetDimension;
  88647. /**
  88648. * @hidden
  88649. * @param faceIndex face index to bind to if this is a cubetexture
  88650. */
  88651. _bindFrameBuffer(faceIndex?: number): void;
  88652. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  88653. private renderToTarget;
  88654. /**
  88655. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88656. * This allowed control for front to back rendering or reversly depending of the special needs.
  88657. *
  88658. * @param renderingGroupId The rendering group id corresponding to its index
  88659. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88660. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88661. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88662. */
  88663. 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;
  88664. /**
  88665. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88666. *
  88667. * @param renderingGroupId The rendering group id corresponding to its index
  88668. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88669. */
  88670. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  88671. /**
  88672. * Clones the texture.
  88673. * @returns the cloned texture
  88674. */
  88675. clone(): RenderTargetTexture;
  88676. /**
  88677. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  88678. * @returns The JSON representation of the texture
  88679. */
  88680. serialize(): any;
  88681. /**
  88682. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  88683. */
  88684. disposeFramebufferObjects(): void;
  88685. /**
  88686. * Dispose the texture and release its associated resources.
  88687. */
  88688. dispose(): void;
  88689. /** @hidden */
  88690. _rebuild(): void;
  88691. /**
  88692. * Clear the info related to rendering groups preventing retention point in material dispose.
  88693. */
  88694. freeRenderingGroups(): void;
  88695. /**
  88696. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  88697. * @returns the view count
  88698. */
  88699. getViewCount(): number;
  88700. }
  88701. }
  88702. declare module BABYLON {
  88703. /**
  88704. * Options for compiling materials.
  88705. */
  88706. export interface IMaterialCompilationOptions {
  88707. /**
  88708. * Defines whether clip planes are enabled.
  88709. */
  88710. clipPlane: boolean;
  88711. /**
  88712. * Defines whether instances are enabled.
  88713. */
  88714. useInstances: boolean;
  88715. }
  88716. /**
  88717. * Base class for the main features of a material in Babylon.js
  88718. */
  88719. export class Material implements IAnimatable {
  88720. /**
  88721. * Returns the triangle fill mode
  88722. */
  88723. static readonly TriangleFillMode: number;
  88724. /**
  88725. * Returns the wireframe mode
  88726. */
  88727. static readonly WireFrameFillMode: number;
  88728. /**
  88729. * Returns the point fill mode
  88730. */
  88731. static readonly PointFillMode: number;
  88732. /**
  88733. * Returns the point list draw mode
  88734. */
  88735. static readonly PointListDrawMode: number;
  88736. /**
  88737. * Returns the line list draw mode
  88738. */
  88739. static readonly LineListDrawMode: number;
  88740. /**
  88741. * Returns the line loop draw mode
  88742. */
  88743. static readonly LineLoopDrawMode: number;
  88744. /**
  88745. * Returns the line strip draw mode
  88746. */
  88747. static readonly LineStripDrawMode: number;
  88748. /**
  88749. * Returns the triangle strip draw mode
  88750. */
  88751. static readonly TriangleStripDrawMode: number;
  88752. /**
  88753. * Returns the triangle fan draw mode
  88754. */
  88755. static readonly TriangleFanDrawMode: number;
  88756. /**
  88757. * Stores the clock-wise side orientation
  88758. */
  88759. static readonly ClockWiseSideOrientation: number;
  88760. /**
  88761. * Stores the counter clock-wise side orientation
  88762. */
  88763. static readonly CounterClockWiseSideOrientation: number;
  88764. /**
  88765. * The dirty texture flag value
  88766. */
  88767. static readonly TextureDirtyFlag: number;
  88768. /**
  88769. * The dirty light flag value
  88770. */
  88771. static readonly LightDirtyFlag: number;
  88772. /**
  88773. * The dirty fresnel flag value
  88774. */
  88775. static readonly FresnelDirtyFlag: number;
  88776. /**
  88777. * The dirty attribute flag value
  88778. */
  88779. static readonly AttributesDirtyFlag: number;
  88780. /**
  88781. * The dirty misc flag value
  88782. */
  88783. static readonly MiscDirtyFlag: number;
  88784. /**
  88785. * The all dirty flag value
  88786. */
  88787. static readonly AllDirtyFlag: number;
  88788. /**
  88789. * The ID of the material
  88790. */
  88791. id: string;
  88792. /**
  88793. * Gets or sets the unique id of the material
  88794. */
  88795. uniqueId: number;
  88796. /**
  88797. * The name of the material
  88798. */
  88799. name: string;
  88800. /**
  88801. * Gets or sets user defined metadata
  88802. */
  88803. metadata: any;
  88804. /**
  88805. * For internal use only. Please do not use.
  88806. */
  88807. reservedDataStore: any;
  88808. /**
  88809. * Specifies if the ready state should be checked on each call
  88810. */
  88811. checkReadyOnEveryCall: boolean;
  88812. /**
  88813. * Specifies if the ready state should be checked once
  88814. */
  88815. checkReadyOnlyOnce: boolean;
  88816. /**
  88817. * The state of the material
  88818. */
  88819. state: string;
  88820. /**
  88821. * The alpha value of the material
  88822. */
  88823. protected _alpha: number;
  88824. /**
  88825. * List of inspectable custom properties (used by the Inspector)
  88826. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  88827. */
  88828. inspectableCustomProperties: IInspectable[];
  88829. /**
  88830. * Sets the alpha value of the material
  88831. */
  88832. /**
  88833. * Gets the alpha value of the material
  88834. */
  88835. alpha: number;
  88836. /**
  88837. * Specifies if back face culling is enabled
  88838. */
  88839. protected _backFaceCulling: boolean;
  88840. /**
  88841. * Sets the back-face culling state
  88842. */
  88843. /**
  88844. * Gets the back-face culling state
  88845. */
  88846. backFaceCulling: boolean;
  88847. /**
  88848. * Stores the value for side orientation
  88849. */
  88850. sideOrientation: number;
  88851. /**
  88852. * Callback triggered when the material is compiled
  88853. */
  88854. onCompiled: Nullable<(effect: Effect) => void>;
  88855. /**
  88856. * Callback triggered when an error occurs
  88857. */
  88858. onError: Nullable<(effect: Effect, errors: string) => void>;
  88859. /**
  88860. * Callback triggered to get the render target textures
  88861. */
  88862. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  88863. /**
  88864. * Gets a boolean indicating that current material needs to register RTT
  88865. */
  88866. readonly hasRenderTargetTextures: boolean;
  88867. /**
  88868. * Specifies if the material should be serialized
  88869. */
  88870. doNotSerialize: boolean;
  88871. /**
  88872. * @hidden
  88873. */
  88874. _storeEffectOnSubMeshes: boolean;
  88875. /**
  88876. * Stores the animations for the material
  88877. */
  88878. animations: Nullable<Array<Animation>>;
  88879. /**
  88880. * An event triggered when the material is disposed
  88881. */
  88882. onDisposeObservable: Observable<Material>;
  88883. /**
  88884. * An observer which watches for dispose events
  88885. */
  88886. private _onDisposeObserver;
  88887. private _onUnBindObservable;
  88888. /**
  88889. * Called during a dispose event
  88890. */
  88891. onDispose: () => void;
  88892. private _onBindObservable;
  88893. /**
  88894. * An event triggered when the material is bound
  88895. */
  88896. readonly onBindObservable: Observable<AbstractMesh>;
  88897. /**
  88898. * An observer which watches for bind events
  88899. */
  88900. private _onBindObserver;
  88901. /**
  88902. * Called during a bind event
  88903. */
  88904. onBind: (Mesh: AbstractMesh) => void;
  88905. /**
  88906. * An event triggered when the material is unbound
  88907. */
  88908. readonly onUnBindObservable: Observable<Material>;
  88909. /**
  88910. * Stores the value of the alpha mode
  88911. */
  88912. private _alphaMode;
  88913. /**
  88914. * Sets the value of the alpha mode.
  88915. *
  88916. * | Value | Type | Description |
  88917. * | --- | --- | --- |
  88918. * | 0 | ALPHA_DISABLE | |
  88919. * | 1 | ALPHA_ADD | |
  88920. * | 2 | ALPHA_COMBINE | |
  88921. * | 3 | ALPHA_SUBTRACT | |
  88922. * | 4 | ALPHA_MULTIPLY | |
  88923. * | 5 | ALPHA_MAXIMIZED | |
  88924. * | 6 | ALPHA_ONEONE | |
  88925. * | 7 | ALPHA_PREMULTIPLIED | |
  88926. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  88927. * | 9 | ALPHA_INTERPOLATE | |
  88928. * | 10 | ALPHA_SCREENMODE | |
  88929. *
  88930. */
  88931. /**
  88932. * Gets the value of the alpha mode
  88933. */
  88934. alphaMode: number;
  88935. /**
  88936. * Stores the state of the need depth pre-pass value
  88937. */
  88938. private _needDepthPrePass;
  88939. /**
  88940. * Sets the need depth pre-pass value
  88941. */
  88942. /**
  88943. * Gets the depth pre-pass value
  88944. */
  88945. needDepthPrePass: boolean;
  88946. /**
  88947. * Specifies if depth writing should be disabled
  88948. */
  88949. disableDepthWrite: boolean;
  88950. /**
  88951. * Specifies if depth writing should be forced
  88952. */
  88953. forceDepthWrite: boolean;
  88954. /**
  88955. * Specifies the depth function that should be used. 0 means the default engine function
  88956. */
  88957. depthFunction: number;
  88958. /**
  88959. * Specifies if there should be a separate pass for culling
  88960. */
  88961. separateCullingPass: boolean;
  88962. /**
  88963. * Stores the state specifing if fog should be enabled
  88964. */
  88965. private _fogEnabled;
  88966. /**
  88967. * Sets the state for enabling fog
  88968. */
  88969. /**
  88970. * Gets the value of the fog enabled state
  88971. */
  88972. fogEnabled: boolean;
  88973. /**
  88974. * Stores the size of points
  88975. */
  88976. pointSize: number;
  88977. /**
  88978. * Stores the z offset value
  88979. */
  88980. zOffset: number;
  88981. /**
  88982. * Gets a value specifying if wireframe mode is enabled
  88983. */
  88984. /**
  88985. * Sets the state of wireframe mode
  88986. */
  88987. wireframe: boolean;
  88988. /**
  88989. * Gets the value specifying if point clouds are enabled
  88990. */
  88991. /**
  88992. * Sets the state of point cloud mode
  88993. */
  88994. pointsCloud: boolean;
  88995. /**
  88996. * Gets the material fill mode
  88997. */
  88998. /**
  88999. * Sets the material fill mode
  89000. */
  89001. fillMode: number;
  89002. /**
  89003. * @hidden
  89004. * Stores the effects for the material
  89005. */
  89006. _effect: Nullable<Effect>;
  89007. /**
  89008. * @hidden
  89009. * Specifies if the material was previously ready
  89010. */
  89011. _wasPreviouslyReady: boolean;
  89012. /**
  89013. * Specifies if uniform buffers should be used
  89014. */
  89015. private _useUBO;
  89016. /**
  89017. * Stores a reference to the scene
  89018. */
  89019. private _scene;
  89020. /**
  89021. * Stores the fill mode state
  89022. */
  89023. private _fillMode;
  89024. /**
  89025. * Specifies if the depth write state should be cached
  89026. */
  89027. private _cachedDepthWriteState;
  89028. /**
  89029. * Specifies if the depth function state should be cached
  89030. */
  89031. private _cachedDepthFunctionState;
  89032. /**
  89033. * Stores the uniform buffer
  89034. */
  89035. protected _uniformBuffer: UniformBuffer;
  89036. /** @hidden */
  89037. _indexInSceneMaterialArray: number;
  89038. /** @hidden */
  89039. meshMap: Nullable<{
  89040. [id: string]: AbstractMesh | undefined;
  89041. }>;
  89042. /**
  89043. * Creates a material instance
  89044. * @param name defines the name of the material
  89045. * @param scene defines the scene to reference
  89046. * @param doNotAdd specifies if the material should be added to the scene
  89047. */
  89048. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  89049. /**
  89050. * Returns a string representation of the current material
  89051. * @param fullDetails defines a boolean indicating which levels of logging is desired
  89052. * @returns a string with material information
  89053. */
  89054. toString(fullDetails?: boolean): string;
  89055. /**
  89056. * Gets the class name of the material
  89057. * @returns a string with the class name of the material
  89058. */
  89059. getClassName(): string;
  89060. /**
  89061. * Specifies if updates for the material been locked
  89062. */
  89063. readonly isFrozen: boolean;
  89064. /**
  89065. * Locks updates for the material
  89066. */
  89067. freeze(): void;
  89068. /**
  89069. * Unlocks updates for the material
  89070. */
  89071. unfreeze(): void;
  89072. /**
  89073. * Specifies if the material is ready to be used
  89074. * @param mesh defines the mesh to check
  89075. * @param useInstances specifies if instances should be used
  89076. * @returns a boolean indicating if the material is ready to be used
  89077. */
  89078. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  89079. /**
  89080. * Specifies that the submesh is ready to be used
  89081. * @param mesh defines the mesh to check
  89082. * @param subMesh defines which submesh to check
  89083. * @param useInstances specifies that instances should be used
  89084. * @returns a boolean indicating that the submesh is ready or not
  89085. */
  89086. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  89087. /**
  89088. * Returns the material effect
  89089. * @returns the effect associated with the material
  89090. */
  89091. getEffect(): Nullable<Effect>;
  89092. /**
  89093. * Returns the current scene
  89094. * @returns a Scene
  89095. */
  89096. getScene(): Scene;
  89097. /**
  89098. * Specifies if the material will require alpha blending
  89099. * @returns a boolean specifying if alpha blending is needed
  89100. */
  89101. needAlphaBlending(): boolean;
  89102. /**
  89103. * Specifies if the mesh will require alpha blending
  89104. * @param mesh defines the mesh to check
  89105. * @returns a boolean specifying if alpha blending is needed for the mesh
  89106. */
  89107. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  89108. /**
  89109. * Specifies if this material should be rendered in alpha test mode
  89110. * @returns a boolean specifying if an alpha test is needed.
  89111. */
  89112. needAlphaTesting(): boolean;
  89113. /**
  89114. * Gets the texture used for the alpha test
  89115. * @returns the texture to use for alpha testing
  89116. */
  89117. getAlphaTestTexture(): Nullable<BaseTexture>;
  89118. /**
  89119. * Marks the material to indicate that it needs to be re-calculated
  89120. */
  89121. markDirty(): void;
  89122. /** @hidden */
  89123. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  89124. /**
  89125. * Binds the material to the mesh
  89126. * @param world defines the world transformation matrix
  89127. * @param mesh defines the mesh to bind the material to
  89128. */
  89129. bind(world: Matrix, mesh?: Mesh): void;
  89130. /**
  89131. * Binds the submesh to the material
  89132. * @param world defines the world transformation matrix
  89133. * @param mesh defines the mesh containing the submesh
  89134. * @param subMesh defines the submesh to bind the material to
  89135. */
  89136. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  89137. /**
  89138. * Binds the world matrix to the material
  89139. * @param world defines the world transformation matrix
  89140. */
  89141. bindOnlyWorldMatrix(world: Matrix): void;
  89142. /**
  89143. * Binds the scene's uniform buffer to the effect.
  89144. * @param effect defines the effect to bind to the scene uniform buffer
  89145. * @param sceneUbo defines the uniform buffer storing scene data
  89146. */
  89147. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  89148. /**
  89149. * Binds the view matrix to the effect
  89150. * @param effect defines the effect to bind the view matrix to
  89151. */
  89152. bindView(effect: Effect): void;
  89153. /**
  89154. * Binds the view projection matrix to the effect
  89155. * @param effect defines the effect to bind the view projection matrix to
  89156. */
  89157. bindViewProjection(effect: Effect): void;
  89158. /**
  89159. * Specifies if material alpha testing should be turned on for the mesh
  89160. * @param mesh defines the mesh to check
  89161. */
  89162. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  89163. /**
  89164. * Processes to execute after binding the material to a mesh
  89165. * @param mesh defines the rendered mesh
  89166. */
  89167. protected _afterBind(mesh?: Mesh): void;
  89168. /**
  89169. * Unbinds the material from the mesh
  89170. */
  89171. unbind(): void;
  89172. /**
  89173. * Gets the active textures from the material
  89174. * @returns an array of textures
  89175. */
  89176. getActiveTextures(): BaseTexture[];
  89177. /**
  89178. * Specifies if the material uses a texture
  89179. * @param texture defines the texture to check against the material
  89180. * @returns a boolean specifying if the material uses the texture
  89181. */
  89182. hasTexture(texture: BaseTexture): boolean;
  89183. /**
  89184. * Makes a duplicate of the material, and gives it a new name
  89185. * @param name defines the new name for the duplicated material
  89186. * @returns the cloned material
  89187. */
  89188. clone(name: string): Nullable<Material>;
  89189. /**
  89190. * Gets the meshes bound to the material
  89191. * @returns an array of meshes bound to the material
  89192. */
  89193. getBindedMeshes(): AbstractMesh[];
  89194. /**
  89195. * Force shader compilation
  89196. * @param mesh defines the mesh associated with this material
  89197. * @param onCompiled defines a function to execute once the material is compiled
  89198. * @param options defines the options to configure the compilation
  89199. * @param onError defines a function to execute if the material fails compiling
  89200. */
  89201. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  89202. /**
  89203. * Force shader compilation
  89204. * @param mesh defines the mesh that will use this material
  89205. * @param options defines additional options for compiling the shaders
  89206. * @returns a promise that resolves when the compilation completes
  89207. */
  89208. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  89209. private static readonly _AllDirtyCallBack;
  89210. private static readonly _ImageProcessingDirtyCallBack;
  89211. private static readonly _TextureDirtyCallBack;
  89212. private static readonly _FresnelDirtyCallBack;
  89213. private static readonly _MiscDirtyCallBack;
  89214. private static readonly _LightsDirtyCallBack;
  89215. private static readonly _AttributeDirtyCallBack;
  89216. private static _FresnelAndMiscDirtyCallBack;
  89217. private static _TextureAndMiscDirtyCallBack;
  89218. private static readonly _DirtyCallbackArray;
  89219. private static readonly _RunDirtyCallBacks;
  89220. /**
  89221. * Marks a define in the material to indicate that it needs to be re-computed
  89222. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  89223. */
  89224. markAsDirty(flag: number): void;
  89225. /**
  89226. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  89227. * @param func defines a function which checks material defines against the submeshes
  89228. */
  89229. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  89230. /**
  89231. * Indicates that we need to re-calculated for all submeshes
  89232. */
  89233. protected _markAllSubMeshesAsAllDirty(): void;
  89234. /**
  89235. * Indicates that image processing needs to be re-calculated for all submeshes
  89236. */
  89237. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  89238. /**
  89239. * Indicates that textures need to be re-calculated for all submeshes
  89240. */
  89241. protected _markAllSubMeshesAsTexturesDirty(): void;
  89242. /**
  89243. * Indicates that fresnel needs to be re-calculated for all submeshes
  89244. */
  89245. protected _markAllSubMeshesAsFresnelDirty(): void;
  89246. /**
  89247. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  89248. */
  89249. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  89250. /**
  89251. * Indicates that lights need to be re-calculated for all submeshes
  89252. */
  89253. protected _markAllSubMeshesAsLightsDirty(): void;
  89254. /**
  89255. * Indicates that attributes need to be re-calculated for all submeshes
  89256. */
  89257. protected _markAllSubMeshesAsAttributesDirty(): void;
  89258. /**
  89259. * Indicates that misc needs to be re-calculated for all submeshes
  89260. */
  89261. protected _markAllSubMeshesAsMiscDirty(): void;
  89262. /**
  89263. * Indicates that textures and misc need to be re-calculated for all submeshes
  89264. */
  89265. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  89266. /**
  89267. * Disposes the material
  89268. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  89269. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  89270. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  89271. */
  89272. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  89273. /** @hidden */
  89274. private releaseVertexArrayObject;
  89275. /**
  89276. * Serializes this material
  89277. * @returns the serialized material object
  89278. */
  89279. serialize(): any;
  89280. /**
  89281. * Creates a material from parsed material data
  89282. * @param parsedMaterial defines parsed material data
  89283. * @param scene defines the hosting scene
  89284. * @param rootUrl defines the root URL to use to load textures
  89285. * @returns a new material
  89286. */
  89287. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  89288. }
  89289. }
  89290. declare module BABYLON {
  89291. /**
  89292. * A multi-material is used to apply different materials to different parts of the same object without the need of
  89293. * separate meshes. This can be use to improve performances.
  89294. * @see http://doc.babylonjs.com/how_to/multi_materials
  89295. */
  89296. export class MultiMaterial extends Material {
  89297. private _subMaterials;
  89298. /**
  89299. * Gets or Sets the list of Materials used within the multi material.
  89300. * They need to be ordered according to the submeshes order in the associated mesh
  89301. */
  89302. subMaterials: Nullable<Material>[];
  89303. /**
  89304. * Function used to align with Node.getChildren()
  89305. * @returns the list of Materials used within the multi material
  89306. */
  89307. getChildren(): Nullable<Material>[];
  89308. /**
  89309. * Instantiates a new Multi Material
  89310. * A multi-material is used to apply different materials to different parts of the same object without the need of
  89311. * separate meshes. This can be use to improve performances.
  89312. * @see http://doc.babylonjs.com/how_to/multi_materials
  89313. * @param name Define the name in the scene
  89314. * @param scene Define the scene the material belongs to
  89315. */
  89316. constructor(name: string, scene: Scene);
  89317. private _hookArray;
  89318. /**
  89319. * Get one of the submaterial by its index in the submaterials array
  89320. * @param index The index to look the sub material at
  89321. * @returns The Material if the index has been defined
  89322. */
  89323. getSubMaterial(index: number): Nullable<Material>;
  89324. /**
  89325. * Get the list of active textures for the whole sub materials list.
  89326. * @returns All the textures that will be used during the rendering
  89327. */
  89328. getActiveTextures(): BaseTexture[];
  89329. /**
  89330. * Gets the current class name of the material e.g. "MultiMaterial"
  89331. * Mainly use in serialization.
  89332. * @returns the class name
  89333. */
  89334. getClassName(): string;
  89335. /**
  89336. * Checks if the material is ready to render the requested sub mesh
  89337. * @param mesh Define the mesh the submesh belongs to
  89338. * @param subMesh Define the sub mesh to look readyness for
  89339. * @param useInstances Define whether or not the material is used with instances
  89340. * @returns true if ready, otherwise false
  89341. */
  89342. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  89343. /**
  89344. * Clones the current material and its related sub materials
  89345. * @param name Define the name of the newly cloned material
  89346. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  89347. * @returns the cloned material
  89348. */
  89349. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  89350. /**
  89351. * Serializes the materials into a JSON representation.
  89352. * @returns the JSON representation
  89353. */
  89354. serialize(): any;
  89355. /**
  89356. * Dispose the material and release its associated resources
  89357. * @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)
  89358. * @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)
  89359. * @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)
  89360. */
  89361. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  89362. /**
  89363. * Creates a MultiMaterial from parsed MultiMaterial data.
  89364. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  89365. * @param scene defines the hosting scene
  89366. * @returns a new MultiMaterial
  89367. */
  89368. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  89369. }
  89370. }
  89371. declare module BABYLON {
  89372. /**
  89373. * Base class for submeshes
  89374. */
  89375. export class BaseSubMesh {
  89376. /** @hidden */
  89377. _materialDefines: Nullable<MaterialDefines>;
  89378. /** @hidden */
  89379. _materialEffect: Nullable<Effect>;
  89380. /**
  89381. * Gets associated effect
  89382. */
  89383. readonly effect: Nullable<Effect>;
  89384. /**
  89385. * Sets associated effect (effect used to render this submesh)
  89386. * @param effect defines the effect to associate with
  89387. * @param defines defines the set of defines used to compile this effect
  89388. */
  89389. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  89390. }
  89391. /**
  89392. * Defines a subdivision inside a mesh
  89393. */
  89394. export class SubMesh extends BaseSubMesh implements ICullable {
  89395. /** the material index to use */
  89396. materialIndex: number;
  89397. /** vertex index start */
  89398. verticesStart: number;
  89399. /** vertices count */
  89400. verticesCount: number;
  89401. /** index start */
  89402. indexStart: number;
  89403. /** indices count */
  89404. indexCount: number;
  89405. /** @hidden */
  89406. _linesIndexCount: number;
  89407. private _mesh;
  89408. private _renderingMesh;
  89409. private _boundingInfo;
  89410. private _linesIndexBuffer;
  89411. /** @hidden */
  89412. _lastColliderWorldVertices: Nullable<Vector3[]>;
  89413. /** @hidden */
  89414. _trianglePlanes: Plane[];
  89415. /** @hidden */
  89416. _lastColliderTransformMatrix: Nullable<Matrix>;
  89417. /** @hidden */
  89418. _renderId: number;
  89419. /** @hidden */
  89420. _alphaIndex: number;
  89421. /** @hidden */
  89422. _distanceToCamera: number;
  89423. /** @hidden */
  89424. _id: number;
  89425. private _currentMaterial;
  89426. /**
  89427. * Add a new submesh to a mesh
  89428. * @param materialIndex defines the material index to use
  89429. * @param verticesStart defines vertex index start
  89430. * @param verticesCount defines vertices count
  89431. * @param indexStart defines index start
  89432. * @param indexCount defines indices count
  89433. * @param mesh defines the parent mesh
  89434. * @param renderingMesh defines an optional rendering mesh
  89435. * @param createBoundingBox defines if bounding box should be created for this submesh
  89436. * @returns the new submesh
  89437. */
  89438. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  89439. /**
  89440. * Creates a new submesh
  89441. * @param materialIndex defines the material index to use
  89442. * @param verticesStart defines vertex index start
  89443. * @param verticesCount defines vertices count
  89444. * @param indexStart defines index start
  89445. * @param indexCount defines indices count
  89446. * @param mesh defines the parent mesh
  89447. * @param renderingMesh defines an optional rendering mesh
  89448. * @param createBoundingBox defines if bounding box should be created for this submesh
  89449. */
  89450. constructor(
  89451. /** the material index to use */
  89452. materialIndex: number,
  89453. /** vertex index start */
  89454. verticesStart: number,
  89455. /** vertices count */
  89456. verticesCount: number,
  89457. /** index start */
  89458. indexStart: number,
  89459. /** indices count */
  89460. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  89461. /**
  89462. * Returns true if this submesh covers the entire parent mesh
  89463. * @ignorenaming
  89464. */
  89465. readonly IsGlobal: boolean;
  89466. /**
  89467. * Returns the submesh BoudingInfo object
  89468. * @returns current bounding info (or mesh's one if the submesh is global)
  89469. */
  89470. getBoundingInfo(): BoundingInfo;
  89471. /**
  89472. * Sets the submesh BoundingInfo
  89473. * @param boundingInfo defines the new bounding info to use
  89474. * @returns the SubMesh
  89475. */
  89476. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  89477. /**
  89478. * Returns the mesh of the current submesh
  89479. * @return the parent mesh
  89480. */
  89481. getMesh(): AbstractMesh;
  89482. /**
  89483. * Returns the rendering mesh of the submesh
  89484. * @returns the rendering mesh (could be different from parent mesh)
  89485. */
  89486. getRenderingMesh(): Mesh;
  89487. /**
  89488. * Returns the submesh material
  89489. * @returns null or the current material
  89490. */
  89491. getMaterial(): Nullable<Material>;
  89492. /**
  89493. * Sets a new updated BoundingInfo object to the submesh
  89494. * @param data defines an optional position array to use to determine the bounding info
  89495. * @returns the SubMesh
  89496. */
  89497. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  89498. /** @hidden */
  89499. _checkCollision(collider: Collider): boolean;
  89500. /**
  89501. * Updates the submesh BoundingInfo
  89502. * @param world defines the world matrix to use to update the bounding info
  89503. * @returns the submesh
  89504. */
  89505. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  89506. /**
  89507. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  89508. * @param frustumPlanes defines the frustum planes
  89509. * @returns true if the submesh is intersecting with the frustum
  89510. */
  89511. isInFrustum(frustumPlanes: Plane[]): boolean;
  89512. /**
  89513. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  89514. * @param frustumPlanes defines the frustum planes
  89515. * @returns true if the submesh is inside the frustum
  89516. */
  89517. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  89518. /**
  89519. * Renders the submesh
  89520. * @param enableAlphaMode defines if alpha needs to be used
  89521. * @returns the submesh
  89522. */
  89523. render(enableAlphaMode: boolean): SubMesh;
  89524. /**
  89525. * @hidden
  89526. */
  89527. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  89528. /**
  89529. * Checks if the submesh intersects with a ray
  89530. * @param ray defines the ray to test
  89531. * @returns true is the passed ray intersects the submesh bounding box
  89532. */
  89533. canIntersects(ray: Ray): boolean;
  89534. /**
  89535. * Intersects current submesh with a ray
  89536. * @param ray defines the ray to test
  89537. * @param positions defines mesh's positions array
  89538. * @param indices defines mesh's indices array
  89539. * @param fastCheck defines if only bounding info should be used
  89540. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  89541. * @returns intersection info or null if no intersection
  89542. */
  89543. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  89544. /** @hidden */
  89545. private _intersectLines;
  89546. /** @hidden */
  89547. private _intersectUnIndexedLines;
  89548. /** @hidden */
  89549. private _intersectTriangles;
  89550. /** @hidden */
  89551. private _intersectUnIndexedTriangles;
  89552. /** @hidden */
  89553. _rebuild(): void;
  89554. /**
  89555. * Creates a new submesh from the passed mesh
  89556. * @param newMesh defines the new hosting mesh
  89557. * @param newRenderingMesh defines an optional rendering mesh
  89558. * @returns the new submesh
  89559. */
  89560. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  89561. /**
  89562. * Release associated resources
  89563. */
  89564. dispose(): void;
  89565. /**
  89566. * Gets the class name
  89567. * @returns the string "SubMesh".
  89568. */
  89569. getClassName(): string;
  89570. /**
  89571. * Creates a new submesh from indices data
  89572. * @param materialIndex the index of the main mesh material
  89573. * @param startIndex the index where to start the copy in the mesh indices array
  89574. * @param indexCount the number of indices to copy then from the startIndex
  89575. * @param mesh the main mesh to create the submesh from
  89576. * @param renderingMesh the optional rendering mesh
  89577. * @returns a new submesh
  89578. */
  89579. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  89580. }
  89581. }
  89582. declare module BABYLON {
  89583. /**
  89584. * Class used to represent data loading progression
  89585. */
  89586. export class SceneLoaderFlags {
  89587. private static _ForceFullSceneLoadingForIncremental;
  89588. private static _ShowLoadingScreen;
  89589. private static _CleanBoneMatrixWeights;
  89590. private static _loggingLevel;
  89591. /**
  89592. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  89593. */
  89594. static ForceFullSceneLoadingForIncremental: boolean;
  89595. /**
  89596. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  89597. */
  89598. static ShowLoadingScreen: boolean;
  89599. /**
  89600. * Defines the current logging level (while loading the scene)
  89601. * @ignorenaming
  89602. */
  89603. static loggingLevel: number;
  89604. /**
  89605. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  89606. */
  89607. static CleanBoneMatrixWeights: boolean;
  89608. }
  89609. }
  89610. declare module BABYLON {
  89611. /**
  89612. * Class used to store geometry data (vertex buffers + index buffer)
  89613. */
  89614. export class Geometry implements IGetSetVerticesData {
  89615. /**
  89616. * Gets or sets the ID of the geometry
  89617. */
  89618. id: string;
  89619. /**
  89620. * Gets or sets the unique ID of the geometry
  89621. */
  89622. uniqueId: number;
  89623. /**
  89624. * Gets the delay loading state of the geometry (none by default which means not delayed)
  89625. */
  89626. delayLoadState: number;
  89627. /**
  89628. * Gets the file containing the data to load when running in delay load state
  89629. */
  89630. delayLoadingFile: Nullable<string>;
  89631. /**
  89632. * Callback called when the geometry is updated
  89633. */
  89634. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  89635. private _scene;
  89636. private _engine;
  89637. private _meshes;
  89638. private _totalVertices;
  89639. /** @hidden */
  89640. _indices: IndicesArray;
  89641. /** @hidden */
  89642. _vertexBuffers: {
  89643. [key: string]: VertexBuffer;
  89644. };
  89645. private _isDisposed;
  89646. private _extend;
  89647. private _boundingBias;
  89648. /** @hidden */
  89649. _delayInfo: Array<string>;
  89650. private _indexBuffer;
  89651. private _indexBufferIsUpdatable;
  89652. /** @hidden */
  89653. _boundingInfo: Nullable<BoundingInfo>;
  89654. /** @hidden */
  89655. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  89656. /** @hidden */
  89657. _softwareSkinningFrameId: number;
  89658. private _vertexArrayObjects;
  89659. private _updatable;
  89660. /** @hidden */
  89661. _positions: Nullable<Vector3[]>;
  89662. /**
  89663. * 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
  89664. */
  89665. /**
  89666. * 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
  89667. */
  89668. boundingBias: Vector2;
  89669. /**
  89670. * Static function used to attach a new empty geometry to a mesh
  89671. * @param mesh defines the mesh to attach the geometry to
  89672. * @returns the new Geometry
  89673. */
  89674. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  89675. /**
  89676. * Creates a new geometry
  89677. * @param id defines the unique ID
  89678. * @param scene defines the hosting scene
  89679. * @param vertexData defines the VertexData used to get geometry data
  89680. * @param updatable defines if geometry must be updatable (false by default)
  89681. * @param mesh defines the mesh that will be associated with the geometry
  89682. */
  89683. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  89684. /**
  89685. * Gets the current extend of the geometry
  89686. */
  89687. readonly extend: {
  89688. minimum: Vector3;
  89689. maximum: Vector3;
  89690. };
  89691. /**
  89692. * Gets the hosting scene
  89693. * @returns the hosting Scene
  89694. */
  89695. getScene(): Scene;
  89696. /**
  89697. * Gets the hosting engine
  89698. * @returns the hosting Engine
  89699. */
  89700. getEngine(): Engine;
  89701. /**
  89702. * Defines if the geometry is ready to use
  89703. * @returns true if the geometry is ready to be used
  89704. */
  89705. isReady(): boolean;
  89706. /**
  89707. * Gets a value indicating that the geometry should not be serialized
  89708. */
  89709. readonly doNotSerialize: boolean;
  89710. /** @hidden */
  89711. _rebuild(): void;
  89712. /**
  89713. * Affects all geometry data in one call
  89714. * @param vertexData defines the geometry data
  89715. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  89716. */
  89717. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  89718. /**
  89719. * Set specific vertex data
  89720. * @param kind defines the data kind (Position, normal, etc...)
  89721. * @param data defines the vertex data to use
  89722. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89723. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89724. */
  89725. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  89726. /**
  89727. * Removes a specific vertex data
  89728. * @param kind defines the data kind (Position, normal, etc...)
  89729. */
  89730. removeVerticesData(kind: string): void;
  89731. /**
  89732. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  89733. * @param buffer defines the vertex buffer to use
  89734. * @param totalVertices defines the total number of vertices for position kind (could be null)
  89735. */
  89736. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  89737. /**
  89738. * Update a specific vertex buffer
  89739. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  89740. * It will do nothing if the buffer is not updatable
  89741. * @param kind defines the data kind (Position, normal, etc...)
  89742. * @param data defines the data to use
  89743. * @param offset defines the offset in the target buffer where to store the data
  89744. * @param useBytes set to true if the offset is in bytes
  89745. */
  89746. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  89747. /**
  89748. * Update a specific vertex buffer
  89749. * This function will create a new buffer if the current one is not updatable
  89750. * @param kind defines the data kind (Position, normal, etc...)
  89751. * @param data defines the data to use
  89752. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  89753. */
  89754. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  89755. private _updateBoundingInfo;
  89756. /** @hidden */
  89757. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  89758. /**
  89759. * Gets total number of vertices
  89760. * @returns the total number of vertices
  89761. */
  89762. getTotalVertices(): number;
  89763. /**
  89764. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89765. * @param kind defines the data kind (Position, normal, etc...)
  89766. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89767. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89768. * @returns a float array containing vertex data
  89769. */
  89770. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89771. /**
  89772. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  89773. * @param kind defines the data kind (Position, normal, etc...)
  89774. * @returns true if the vertex buffer with the specified kind is updatable
  89775. */
  89776. isVertexBufferUpdatable(kind: string): boolean;
  89777. /**
  89778. * Gets a specific vertex buffer
  89779. * @param kind defines the data kind (Position, normal, etc...)
  89780. * @returns a VertexBuffer
  89781. */
  89782. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89783. /**
  89784. * Returns all vertex buffers
  89785. * @return an object holding all vertex buffers indexed by kind
  89786. */
  89787. getVertexBuffers(): Nullable<{
  89788. [key: string]: VertexBuffer;
  89789. }>;
  89790. /**
  89791. * Gets a boolean indicating if specific vertex buffer is present
  89792. * @param kind defines the data kind (Position, normal, etc...)
  89793. * @returns true if data is present
  89794. */
  89795. isVerticesDataPresent(kind: string): boolean;
  89796. /**
  89797. * Gets a list of all attached data kinds (Position, normal, etc...)
  89798. * @returns a list of string containing all kinds
  89799. */
  89800. getVerticesDataKinds(): string[];
  89801. /**
  89802. * Update index buffer
  89803. * @param indices defines the indices to store in the index buffer
  89804. * @param offset defines the offset in the target buffer where to store the data
  89805. * @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)
  89806. */
  89807. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  89808. /**
  89809. * Creates a new index buffer
  89810. * @param indices defines the indices to store in the index buffer
  89811. * @param totalVertices defines the total number of vertices (could be null)
  89812. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89813. */
  89814. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  89815. /**
  89816. * Return the total number of indices
  89817. * @returns the total number of indices
  89818. */
  89819. getTotalIndices(): number;
  89820. /**
  89821. * Gets the index buffer array
  89822. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89823. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89824. * @returns the index buffer array
  89825. */
  89826. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89827. /**
  89828. * Gets the index buffer
  89829. * @return the index buffer
  89830. */
  89831. getIndexBuffer(): Nullable<DataBuffer>;
  89832. /** @hidden */
  89833. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  89834. /**
  89835. * Release the associated resources for a specific mesh
  89836. * @param mesh defines the source mesh
  89837. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  89838. */
  89839. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  89840. /**
  89841. * Apply current geometry to a given mesh
  89842. * @param mesh defines the mesh to apply geometry to
  89843. */
  89844. applyToMesh(mesh: Mesh): void;
  89845. private _updateExtend;
  89846. private _applyToMesh;
  89847. private notifyUpdate;
  89848. /**
  89849. * Load the geometry if it was flagged as delay loaded
  89850. * @param scene defines the hosting scene
  89851. * @param onLoaded defines a callback called when the geometry is loaded
  89852. */
  89853. load(scene: Scene, onLoaded?: () => void): void;
  89854. private _queueLoad;
  89855. /**
  89856. * Invert the geometry to move from a right handed system to a left handed one.
  89857. */
  89858. toLeftHanded(): void;
  89859. /** @hidden */
  89860. _resetPointsArrayCache(): void;
  89861. /** @hidden */
  89862. _generatePointsArray(): boolean;
  89863. /**
  89864. * Gets a value indicating if the geometry is disposed
  89865. * @returns true if the geometry was disposed
  89866. */
  89867. isDisposed(): boolean;
  89868. private _disposeVertexArrayObjects;
  89869. /**
  89870. * Free all associated resources
  89871. */
  89872. dispose(): void;
  89873. /**
  89874. * Clone the current geometry into a new geometry
  89875. * @param id defines the unique ID of the new geometry
  89876. * @returns a new geometry object
  89877. */
  89878. copy(id: string): Geometry;
  89879. /**
  89880. * Serialize the current geometry info (and not the vertices data) into a JSON object
  89881. * @return a JSON representation of the current geometry data (without the vertices data)
  89882. */
  89883. serialize(): any;
  89884. private toNumberArray;
  89885. /**
  89886. * Serialize all vertices data into a JSON oject
  89887. * @returns a JSON representation of the current geometry data
  89888. */
  89889. serializeVerticeData(): any;
  89890. /**
  89891. * Extracts a clone of a mesh geometry
  89892. * @param mesh defines the source mesh
  89893. * @param id defines the unique ID of the new geometry object
  89894. * @returns the new geometry object
  89895. */
  89896. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  89897. /**
  89898. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  89899. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  89900. * Be aware Math.random() could cause collisions, but:
  89901. * "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"
  89902. * @returns a string containing a new GUID
  89903. */
  89904. static RandomId(): string;
  89905. /** @hidden */
  89906. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  89907. private static _CleanMatricesWeights;
  89908. /**
  89909. * Create a new geometry from persisted data (Using .babylon file format)
  89910. * @param parsedVertexData defines the persisted data
  89911. * @param scene defines the hosting scene
  89912. * @param rootUrl defines the root url to use to load assets (like delayed data)
  89913. * @returns the new geometry object
  89914. */
  89915. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  89916. }
  89917. }
  89918. declare module BABYLON {
  89919. /**
  89920. * Define an interface for all classes that will get and set the data on vertices
  89921. */
  89922. export interface IGetSetVerticesData {
  89923. /**
  89924. * Gets a boolean indicating if specific vertex data is present
  89925. * @param kind defines the vertex data kind to use
  89926. * @returns true is data kind is present
  89927. */
  89928. isVerticesDataPresent(kind: string): boolean;
  89929. /**
  89930. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89931. * @param kind defines the data kind (Position, normal, etc...)
  89932. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89933. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89934. * @returns a float array containing vertex data
  89935. */
  89936. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89937. /**
  89938. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89939. * @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.
  89940. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89941. * @returns the indices array or an empty array if the mesh has no geometry
  89942. */
  89943. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89944. /**
  89945. * Set specific vertex data
  89946. * @param kind defines the data kind (Position, normal, etc...)
  89947. * @param data defines the vertex data to use
  89948. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89949. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89950. */
  89951. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  89952. /**
  89953. * Update a specific associated vertex buffer
  89954. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89955. * - VertexBuffer.PositionKind
  89956. * - VertexBuffer.UVKind
  89957. * - VertexBuffer.UV2Kind
  89958. * - VertexBuffer.UV3Kind
  89959. * - VertexBuffer.UV4Kind
  89960. * - VertexBuffer.UV5Kind
  89961. * - VertexBuffer.UV6Kind
  89962. * - VertexBuffer.ColorKind
  89963. * - VertexBuffer.MatricesIndicesKind
  89964. * - VertexBuffer.MatricesIndicesExtraKind
  89965. * - VertexBuffer.MatricesWeightsKind
  89966. * - VertexBuffer.MatricesWeightsExtraKind
  89967. * @param data defines the data source
  89968. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89969. * @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)
  89970. */
  89971. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  89972. /**
  89973. * Creates a new index buffer
  89974. * @param indices defines the indices to store in the index buffer
  89975. * @param totalVertices defines the total number of vertices (could be null)
  89976. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89977. */
  89978. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  89979. }
  89980. /**
  89981. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  89982. */
  89983. export class VertexData {
  89984. /**
  89985. * Mesh side orientation : usually the external or front surface
  89986. */
  89987. static readonly FRONTSIDE: number;
  89988. /**
  89989. * Mesh side orientation : usually the internal or back surface
  89990. */
  89991. static readonly BACKSIDE: number;
  89992. /**
  89993. * Mesh side orientation : both internal and external or front and back surfaces
  89994. */
  89995. static readonly DOUBLESIDE: number;
  89996. /**
  89997. * Mesh side orientation : by default, `FRONTSIDE`
  89998. */
  89999. static readonly DEFAULTSIDE: number;
  90000. /**
  90001. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  90002. */
  90003. positions: Nullable<FloatArray>;
  90004. /**
  90005. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  90006. */
  90007. normals: Nullable<FloatArray>;
  90008. /**
  90009. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  90010. */
  90011. tangents: Nullable<FloatArray>;
  90012. /**
  90013. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90014. */
  90015. uvs: Nullable<FloatArray>;
  90016. /**
  90017. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90018. */
  90019. uvs2: Nullable<FloatArray>;
  90020. /**
  90021. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90022. */
  90023. uvs3: Nullable<FloatArray>;
  90024. /**
  90025. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90026. */
  90027. uvs4: Nullable<FloatArray>;
  90028. /**
  90029. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90030. */
  90031. uvs5: Nullable<FloatArray>;
  90032. /**
  90033. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90034. */
  90035. uvs6: Nullable<FloatArray>;
  90036. /**
  90037. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  90038. */
  90039. colors: Nullable<FloatArray>;
  90040. /**
  90041. * 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).
  90042. */
  90043. matricesIndices: Nullable<FloatArray>;
  90044. /**
  90045. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  90046. */
  90047. matricesWeights: Nullable<FloatArray>;
  90048. /**
  90049. * An array extending the number of possible indices
  90050. */
  90051. matricesIndicesExtra: Nullable<FloatArray>;
  90052. /**
  90053. * An array extending the number of possible weights when the number of indices is extended
  90054. */
  90055. matricesWeightsExtra: Nullable<FloatArray>;
  90056. /**
  90057. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  90058. */
  90059. indices: Nullable<IndicesArray>;
  90060. /**
  90061. * Uses the passed data array to set the set the values for the specified kind of data
  90062. * @param data a linear array of floating numbers
  90063. * @param kind the type of data that is being set, eg positions, colors etc
  90064. */
  90065. set(data: FloatArray, kind: string): void;
  90066. /**
  90067. * Associates the vertexData to the passed Mesh.
  90068. * Sets it as updatable or not (default `false`)
  90069. * @param mesh the mesh the vertexData is applied to
  90070. * @param updatable when used and having the value true allows new data to update the vertexData
  90071. * @returns the VertexData
  90072. */
  90073. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  90074. /**
  90075. * Associates the vertexData to the passed Geometry.
  90076. * Sets it as updatable or not (default `false`)
  90077. * @param geometry the geometry the vertexData is applied to
  90078. * @param updatable when used and having the value true allows new data to update the vertexData
  90079. * @returns VertexData
  90080. */
  90081. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  90082. /**
  90083. * Updates the associated mesh
  90084. * @param mesh the mesh to be updated
  90085. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  90086. * @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
  90087. * @returns VertexData
  90088. */
  90089. updateMesh(mesh: Mesh): VertexData;
  90090. /**
  90091. * Updates the associated geometry
  90092. * @param geometry the geometry to be updated
  90093. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  90094. * @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
  90095. * @returns VertexData.
  90096. */
  90097. updateGeometry(geometry: Geometry): VertexData;
  90098. private _applyTo;
  90099. private _update;
  90100. /**
  90101. * Transforms each position and each normal of the vertexData according to the passed Matrix
  90102. * @param matrix the transforming matrix
  90103. * @returns the VertexData
  90104. */
  90105. transform(matrix: Matrix): VertexData;
  90106. /**
  90107. * Merges the passed VertexData into the current one
  90108. * @param other the VertexData to be merged into the current one
  90109. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  90110. * @returns the modified VertexData
  90111. */
  90112. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  90113. private _mergeElement;
  90114. private _validate;
  90115. /**
  90116. * Serializes the VertexData
  90117. * @returns a serialized object
  90118. */
  90119. serialize(): any;
  90120. /**
  90121. * Extracts the vertexData from a mesh
  90122. * @param mesh the mesh from which to extract the VertexData
  90123. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  90124. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  90125. * @returns the object VertexData associated to the passed mesh
  90126. */
  90127. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  90128. /**
  90129. * Extracts the vertexData from the geometry
  90130. * @param geometry the geometry from which to extract the VertexData
  90131. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  90132. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  90133. * @returns the object VertexData associated to the passed mesh
  90134. */
  90135. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  90136. private static _ExtractFrom;
  90137. /**
  90138. * Creates the VertexData for a Ribbon
  90139. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  90140. * * pathArray array of paths, each of which an array of successive Vector3
  90141. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  90142. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  90143. * * 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
  90144. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90145. * * 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)
  90146. * * 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)
  90147. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  90148. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  90149. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  90150. * @returns the VertexData of the ribbon
  90151. */
  90152. static CreateRibbon(options: {
  90153. pathArray: Vector3[][];
  90154. closeArray?: boolean;
  90155. closePath?: boolean;
  90156. offset?: number;
  90157. sideOrientation?: number;
  90158. frontUVs?: Vector4;
  90159. backUVs?: Vector4;
  90160. invertUV?: boolean;
  90161. uvs?: Vector2[];
  90162. colors?: Color4[];
  90163. }): VertexData;
  90164. /**
  90165. * Creates the VertexData for a box
  90166. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90167. * * size sets the width, height and depth of the box to the value of size, optional default 1
  90168. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  90169. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  90170. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  90171. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  90172. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  90173. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90174. * * 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)
  90175. * * 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)
  90176. * @returns the VertexData of the box
  90177. */
  90178. static CreateBox(options: {
  90179. size?: number;
  90180. width?: number;
  90181. height?: number;
  90182. depth?: number;
  90183. faceUV?: Vector4[];
  90184. faceColors?: Color4[];
  90185. sideOrientation?: number;
  90186. frontUVs?: Vector4;
  90187. backUVs?: Vector4;
  90188. }): VertexData;
  90189. /**
  90190. * Creates the VertexData for a tiled box
  90191. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90192. * * faceTiles sets the pattern, tile size and number of tiles for a face
  90193. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  90194. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  90195. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90196. * @returns the VertexData of the box
  90197. */
  90198. static CreateTiledBox(options: {
  90199. pattern?: number;
  90200. width?: number;
  90201. height?: number;
  90202. depth?: number;
  90203. tileSize?: number;
  90204. tileWidth?: number;
  90205. tileHeight?: number;
  90206. alignHorizontal?: number;
  90207. alignVertical?: number;
  90208. faceUV?: Vector4[];
  90209. faceColors?: Color4[];
  90210. sideOrientation?: number;
  90211. }): VertexData;
  90212. /**
  90213. * Creates the VertexData for a tiled plane
  90214. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90215. * * pattern a limited pattern arrangement depending on the number
  90216. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  90217. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  90218. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  90219. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90220. * * 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)
  90221. * * 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)
  90222. * @returns the VertexData of the tiled plane
  90223. */
  90224. static CreateTiledPlane(options: {
  90225. pattern?: number;
  90226. tileSize?: number;
  90227. tileWidth?: number;
  90228. tileHeight?: number;
  90229. size?: number;
  90230. width?: number;
  90231. height?: number;
  90232. alignHorizontal?: number;
  90233. alignVertical?: number;
  90234. sideOrientation?: number;
  90235. frontUVs?: Vector4;
  90236. backUVs?: Vector4;
  90237. }): VertexData;
  90238. /**
  90239. * Creates the VertexData for an ellipsoid, defaults to a sphere
  90240. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90241. * * segments sets the number of horizontal strips optional, default 32
  90242. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  90243. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  90244. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  90245. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  90246. * * 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
  90247. * * 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
  90248. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90249. * * 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)
  90250. * * 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)
  90251. * @returns the VertexData of the ellipsoid
  90252. */
  90253. static CreateSphere(options: {
  90254. segments?: number;
  90255. diameter?: number;
  90256. diameterX?: number;
  90257. diameterY?: number;
  90258. diameterZ?: number;
  90259. arc?: number;
  90260. slice?: number;
  90261. sideOrientation?: number;
  90262. frontUVs?: Vector4;
  90263. backUVs?: Vector4;
  90264. }): VertexData;
  90265. /**
  90266. * Creates the VertexData for a cylinder, cone or prism
  90267. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90268. * * height sets the height (y direction) of the cylinder, optional, default 2
  90269. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  90270. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  90271. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  90272. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  90273. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  90274. * * 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
  90275. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90276. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90277. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  90278. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  90279. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90280. * * 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)
  90281. * * 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)
  90282. * @returns the VertexData of the cylinder, cone or prism
  90283. */
  90284. static CreateCylinder(options: {
  90285. height?: number;
  90286. diameterTop?: number;
  90287. diameterBottom?: number;
  90288. diameter?: number;
  90289. tessellation?: number;
  90290. subdivisions?: number;
  90291. arc?: number;
  90292. faceColors?: Color4[];
  90293. faceUV?: Vector4[];
  90294. hasRings?: boolean;
  90295. enclose?: boolean;
  90296. sideOrientation?: number;
  90297. frontUVs?: Vector4;
  90298. backUVs?: Vector4;
  90299. }): VertexData;
  90300. /**
  90301. * Creates the VertexData for a torus
  90302. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90303. * * diameter the diameter of the torus, optional default 1
  90304. * * thickness the diameter of the tube forming the torus, optional default 0.5
  90305. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  90306. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90307. * * 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)
  90308. * * 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)
  90309. * @returns the VertexData of the torus
  90310. */
  90311. static CreateTorus(options: {
  90312. diameter?: number;
  90313. thickness?: number;
  90314. tessellation?: number;
  90315. sideOrientation?: number;
  90316. frontUVs?: Vector4;
  90317. backUVs?: Vector4;
  90318. }): VertexData;
  90319. /**
  90320. * Creates the VertexData of the LineSystem
  90321. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  90322. * - lines an array of lines, each line being an array of successive Vector3
  90323. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  90324. * @returns the VertexData of the LineSystem
  90325. */
  90326. static CreateLineSystem(options: {
  90327. lines: Vector3[][];
  90328. colors?: Nullable<Color4[][]>;
  90329. }): VertexData;
  90330. /**
  90331. * Create the VertexData for a DashedLines
  90332. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  90333. * - points an array successive Vector3
  90334. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  90335. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  90336. * - dashNb the intended total number of dashes, optional, default 200
  90337. * @returns the VertexData for the DashedLines
  90338. */
  90339. static CreateDashedLines(options: {
  90340. points: Vector3[];
  90341. dashSize?: number;
  90342. gapSize?: number;
  90343. dashNb?: number;
  90344. }): VertexData;
  90345. /**
  90346. * Creates the VertexData for a Ground
  90347. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  90348. * - width the width (x direction) of the ground, optional, default 1
  90349. * - height the height (z direction) of the ground, optional, default 1
  90350. * - subdivisions the number of subdivisions per side, optional, default 1
  90351. * @returns the VertexData of the Ground
  90352. */
  90353. static CreateGround(options: {
  90354. width?: number;
  90355. height?: number;
  90356. subdivisions?: number;
  90357. subdivisionsX?: number;
  90358. subdivisionsY?: number;
  90359. }): VertexData;
  90360. /**
  90361. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  90362. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  90363. * * xmin the ground minimum X coordinate, optional, default -1
  90364. * * zmin the ground minimum Z coordinate, optional, default -1
  90365. * * xmax the ground maximum X coordinate, optional, default 1
  90366. * * zmax the ground maximum Z coordinate, optional, default 1
  90367. * * 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}
  90368. * * 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}
  90369. * @returns the VertexData of the TiledGround
  90370. */
  90371. static CreateTiledGround(options: {
  90372. xmin: number;
  90373. zmin: number;
  90374. xmax: number;
  90375. zmax: number;
  90376. subdivisions?: {
  90377. w: number;
  90378. h: number;
  90379. };
  90380. precision?: {
  90381. w: number;
  90382. h: number;
  90383. };
  90384. }): VertexData;
  90385. /**
  90386. * Creates the VertexData of the Ground designed from a heightmap
  90387. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  90388. * * width the width (x direction) of the ground
  90389. * * height the height (z direction) of the ground
  90390. * * subdivisions the number of subdivisions per side
  90391. * * minHeight the minimum altitude on the ground, optional, default 0
  90392. * * maxHeight the maximum altitude on the ground, optional default 1
  90393. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  90394. * * buffer the array holding the image color data
  90395. * * bufferWidth the width of image
  90396. * * bufferHeight the height of image
  90397. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  90398. * @returns the VertexData of the Ground designed from a heightmap
  90399. */
  90400. static CreateGroundFromHeightMap(options: {
  90401. width: number;
  90402. height: number;
  90403. subdivisions: number;
  90404. minHeight: number;
  90405. maxHeight: number;
  90406. colorFilter: Color3;
  90407. buffer: Uint8Array;
  90408. bufferWidth: number;
  90409. bufferHeight: number;
  90410. alphaFilter: number;
  90411. }): VertexData;
  90412. /**
  90413. * Creates the VertexData for a Plane
  90414. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  90415. * * size sets the width and height of the plane to the value of size, optional default 1
  90416. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  90417. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  90418. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90419. * * 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)
  90420. * * 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)
  90421. * @returns the VertexData of the box
  90422. */
  90423. static CreatePlane(options: {
  90424. size?: number;
  90425. width?: number;
  90426. height?: number;
  90427. sideOrientation?: number;
  90428. frontUVs?: Vector4;
  90429. backUVs?: Vector4;
  90430. }): VertexData;
  90431. /**
  90432. * Creates the VertexData of the Disc or regular Polygon
  90433. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  90434. * * radius the radius of the disc, optional default 0.5
  90435. * * tessellation the number of polygon sides, optional, default 64
  90436. * * 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
  90437. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90438. * * 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)
  90439. * * 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)
  90440. * @returns the VertexData of the box
  90441. */
  90442. static CreateDisc(options: {
  90443. radius?: number;
  90444. tessellation?: number;
  90445. arc?: number;
  90446. sideOrientation?: number;
  90447. frontUVs?: Vector4;
  90448. backUVs?: Vector4;
  90449. }): VertexData;
  90450. /**
  90451. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  90452. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  90453. * @param polygon a mesh built from polygonTriangulation.build()
  90454. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90455. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90456. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90457. * @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)
  90458. * @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)
  90459. * @returns the VertexData of the Polygon
  90460. */
  90461. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  90462. /**
  90463. * Creates the VertexData of the IcoSphere
  90464. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  90465. * * radius the radius of the IcoSphere, optional default 1
  90466. * * radiusX allows stretching in the x direction, optional, default radius
  90467. * * radiusY allows stretching in the y direction, optional, default radius
  90468. * * radiusZ allows stretching in the z direction, optional, default radius
  90469. * * flat when true creates a flat shaded mesh, optional, default true
  90470. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90471. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90472. * * 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)
  90473. * * 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)
  90474. * @returns the VertexData of the IcoSphere
  90475. */
  90476. static CreateIcoSphere(options: {
  90477. radius?: number;
  90478. radiusX?: number;
  90479. radiusY?: number;
  90480. radiusZ?: number;
  90481. flat?: boolean;
  90482. subdivisions?: number;
  90483. sideOrientation?: number;
  90484. frontUVs?: Vector4;
  90485. backUVs?: Vector4;
  90486. }): VertexData;
  90487. /**
  90488. * Creates the VertexData for a Polyhedron
  90489. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  90490. * * type provided types are:
  90491. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  90492. * * 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)
  90493. * * size the size of the IcoSphere, optional default 1
  90494. * * sizeX allows stretching in the x direction, optional, default size
  90495. * * sizeY allows stretching in the y direction, optional, default size
  90496. * * sizeZ allows stretching in the z direction, optional, default size
  90497. * * 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
  90498. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90499. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90500. * * flat when true creates a flat shaded mesh, optional, default true
  90501. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90502. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90503. * * 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)
  90504. * * 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)
  90505. * @returns the VertexData of the Polyhedron
  90506. */
  90507. static CreatePolyhedron(options: {
  90508. type?: number;
  90509. size?: number;
  90510. sizeX?: number;
  90511. sizeY?: number;
  90512. sizeZ?: number;
  90513. custom?: any;
  90514. faceUV?: Vector4[];
  90515. faceColors?: Color4[];
  90516. flat?: boolean;
  90517. sideOrientation?: number;
  90518. frontUVs?: Vector4;
  90519. backUVs?: Vector4;
  90520. }): VertexData;
  90521. /**
  90522. * Creates the VertexData for a TorusKnot
  90523. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  90524. * * radius the radius of the torus knot, optional, default 2
  90525. * * tube the thickness of the tube, optional, default 0.5
  90526. * * radialSegments the number of sides on each tube segments, optional, default 32
  90527. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  90528. * * p the number of windings around the z axis, optional, default 2
  90529. * * q the number of windings around the x axis, optional, default 3
  90530. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90531. * * 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)
  90532. * * 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)
  90533. * @returns the VertexData of the Torus Knot
  90534. */
  90535. static CreateTorusKnot(options: {
  90536. radius?: number;
  90537. tube?: number;
  90538. radialSegments?: number;
  90539. tubularSegments?: number;
  90540. p?: number;
  90541. q?: number;
  90542. sideOrientation?: number;
  90543. frontUVs?: Vector4;
  90544. backUVs?: Vector4;
  90545. }): VertexData;
  90546. /**
  90547. * Compute normals for given positions and indices
  90548. * @param positions an array of vertex positions, [...., x, y, z, ......]
  90549. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  90550. * @param normals an array of vertex normals, [...., x, y, z, ......]
  90551. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  90552. * * facetNormals : optional array of facet normals (vector3)
  90553. * * facetPositions : optional array of facet positions (vector3)
  90554. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  90555. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  90556. * * bInfo : optional bounding info, required for facetPartitioning computation
  90557. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  90558. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  90559. * * useRightHandedSystem: optional boolean to for right handed system computation
  90560. * * depthSort : optional boolean to enable the facet depth sort computation
  90561. * * distanceTo : optional Vector3 to compute the facet depth from this location
  90562. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  90563. */
  90564. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  90565. facetNormals?: any;
  90566. facetPositions?: any;
  90567. facetPartitioning?: any;
  90568. ratio?: number;
  90569. bInfo?: any;
  90570. bbSize?: Vector3;
  90571. subDiv?: any;
  90572. useRightHandedSystem?: boolean;
  90573. depthSort?: boolean;
  90574. distanceTo?: Vector3;
  90575. depthSortedFacets?: any;
  90576. }): void;
  90577. /** @hidden */
  90578. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  90579. /**
  90580. * Applies VertexData created from the imported parameters to the geometry
  90581. * @param parsedVertexData the parsed data from an imported file
  90582. * @param geometry the geometry to apply the VertexData to
  90583. */
  90584. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  90585. }
  90586. }
  90587. declare module BABYLON {
  90588. /**
  90589. * Defines a target to use with MorphTargetManager
  90590. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90591. */
  90592. export class MorphTarget implements IAnimatable {
  90593. /** defines the name of the target */
  90594. name: string;
  90595. /**
  90596. * Gets or sets the list of animations
  90597. */
  90598. animations: Animation[];
  90599. private _scene;
  90600. private _positions;
  90601. private _normals;
  90602. private _tangents;
  90603. private _uvs;
  90604. private _influence;
  90605. private _uniqueId;
  90606. /**
  90607. * Observable raised when the influence changes
  90608. */
  90609. onInfluenceChanged: Observable<boolean>;
  90610. /** @hidden */
  90611. _onDataLayoutChanged: Observable<void>;
  90612. /**
  90613. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  90614. */
  90615. influence: number;
  90616. /**
  90617. * Gets or sets the id of the morph Target
  90618. */
  90619. id: string;
  90620. private _animationPropertiesOverride;
  90621. /**
  90622. * Gets or sets the animation properties override
  90623. */
  90624. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90625. /**
  90626. * Creates a new MorphTarget
  90627. * @param name defines the name of the target
  90628. * @param influence defines the influence to use
  90629. * @param scene defines the scene the morphtarget belongs to
  90630. */
  90631. constructor(
  90632. /** defines the name of the target */
  90633. name: string, influence?: number, scene?: Nullable<Scene>);
  90634. /**
  90635. * Gets the unique ID of this manager
  90636. */
  90637. readonly uniqueId: number;
  90638. /**
  90639. * Gets a boolean defining if the target contains position data
  90640. */
  90641. readonly hasPositions: boolean;
  90642. /**
  90643. * Gets a boolean defining if the target contains normal data
  90644. */
  90645. readonly hasNormals: boolean;
  90646. /**
  90647. * Gets a boolean defining if the target contains tangent data
  90648. */
  90649. readonly hasTangents: boolean;
  90650. /**
  90651. * Gets a boolean defining if the target contains texture coordinates data
  90652. */
  90653. readonly hasUVs: boolean;
  90654. /**
  90655. * Affects position data to this target
  90656. * @param data defines the position data to use
  90657. */
  90658. setPositions(data: Nullable<FloatArray>): void;
  90659. /**
  90660. * Gets the position data stored in this target
  90661. * @returns a FloatArray containing the position data (or null if not present)
  90662. */
  90663. getPositions(): Nullable<FloatArray>;
  90664. /**
  90665. * Affects normal data to this target
  90666. * @param data defines the normal data to use
  90667. */
  90668. setNormals(data: Nullable<FloatArray>): void;
  90669. /**
  90670. * Gets the normal data stored in this target
  90671. * @returns a FloatArray containing the normal data (or null if not present)
  90672. */
  90673. getNormals(): Nullable<FloatArray>;
  90674. /**
  90675. * Affects tangent data to this target
  90676. * @param data defines the tangent data to use
  90677. */
  90678. setTangents(data: Nullable<FloatArray>): void;
  90679. /**
  90680. * Gets the tangent data stored in this target
  90681. * @returns a FloatArray containing the tangent data (or null if not present)
  90682. */
  90683. getTangents(): Nullable<FloatArray>;
  90684. /**
  90685. * Affects texture coordinates data to this target
  90686. * @param data defines the texture coordinates data to use
  90687. */
  90688. setUVs(data: Nullable<FloatArray>): void;
  90689. /**
  90690. * Gets the texture coordinates data stored in this target
  90691. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  90692. */
  90693. getUVs(): Nullable<FloatArray>;
  90694. /**
  90695. * Clone the current target
  90696. * @returns a new MorphTarget
  90697. */
  90698. clone(): MorphTarget;
  90699. /**
  90700. * Serializes the current target into a Serialization object
  90701. * @returns the serialized object
  90702. */
  90703. serialize(): any;
  90704. /**
  90705. * Returns the string "MorphTarget"
  90706. * @returns "MorphTarget"
  90707. */
  90708. getClassName(): string;
  90709. /**
  90710. * Creates a new target from serialized data
  90711. * @param serializationObject defines the serialized data to use
  90712. * @returns a new MorphTarget
  90713. */
  90714. static Parse(serializationObject: any): MorphTarget;
  90715. /**
  90716. * Creates a MorphTarget from mesh data
  90717. * @param mesh defines the source mesh
  90718. * @param name defines the name to use for the new target
  90719. * @param influence defines the influence to attach to the target
  90720. * @returns a new MorphTarget
  90721. */
  90722. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  90723. }
  90724. }
  90725. declare module BABYLON {
  90726. /**
  90727. * This class is used to deform meshes using morphing between different targets
  90728. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90729. */
  90730. export class MorphTargetManager {
  90731. private _targets;
  90732. private _targetInfluenceChangedObservers;
  90733. private _targetDataLayoutChangedObservers;
  90734. private _activeTargets;
  90735. private _scene;
  90736. private _influences;
  90737. private _supportsNormals;
  90738. private _supportsTangents;
  90739. private _supportsUVs;
  90740. private _vertexCount;
  90741. private _uniqueId;
  90742. private _tempInfluences;
  90743. /**
  90744. * Gets or sets a boolean indicating if normals must be morphed
  90745. */
  90746. enableNormalMorphing: boolean;
  90747. /**
  90748. * Gets or sets a boolean indicating if tangents must be morphed
  90749. */
  90750. enableTangentMorphing: boolean;
  90751. /**
  90752. * Gets or sets a boolean indicating if UV must be morphed
  90753. */
  90754. enableUVMorphing: boolean;
  90755. /**
  90756. * Creates a new MorphTargetManager
  90757. * @param scene defines the current scene
  90758. */
  90759. constructor(scene?: Nullable<Scene>);
  90760. /**
  90761. * Gets the unique ID of this manager
  90762. */
  90763. readonly uniqueId: number;
  90764. /**
  90765. * Gets the number of vertices handled by this manager
  90766. */
  90767. readonly vertexCount: number;
  90768. /**
  90769. * Gets a boolean indicating if this manager supports morphing of normals
  90770. */
  90771. readonly supportsNormals: boolean;
  90772. /**
  90773. * Gets a boolean indicating if this manager supports morphing of tangents
  90774. */
  90775. readonly supportsTangents: boolean;
  90776. /**
  90777. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  90778. */
  90779. readonly supportsUVs: boolean;
  90780. /**
  90781. * Gets the number of targets stored in this manager
  90782. */
  90783. readonly numTargets: number;
  90784. /**
  90785. * Gets the number of influencers (ie. the number of targets with influences > 0)
  90786. */
  90787. readonly numInfluencers: number;
  90788. /**
  90789. * Gets the list of influences (one per target)
  90790. */
  90791. readonly influences: Float32Array;
  90792. /**
  90793. * Gets the active target at specified index. An active target is a target with an influence > 0
  90794. * @param index defines the index to check
  90795. * @returns the requested target
  90796. */
  90797. getActiveTarget(index: number): MorphTarget;
  90798. /**
  90799. * Gets the target at specified index
  90800. * @param index defines the index to check
  90801. * @returns the requested target
  90802. */
  90803. getTarget(index: number): MorphTarget;
  90804. /**
  90805. * Add a new target to this manager
  90806. * @param target defines the target to add
  90807. */
  90808. addTarget(target: MorphTarget): void;
  90809. /**
  90810. * Removes a target from the manager
  90811. * @param target defines the target to remove
  90812. */
  90813. removeTarget(target: MorphTarget): void;
  90814. /**
  90815. * Clone the current manager
  90816. * @returns a new MorphTargetManager
  90817. */
  90818. clone(): MorphTargetManager;
  90819. /**
  90820. * Serializes the current manager into a Serialization object
  90821. * @returns the serialized object
  90822. */
  90823. serialize(): any;
  90824. private _syncActiveTargets;
  90825. /**
  90826. * Syncrhonize the targets with all the meshes using this morph target manager
  90827. */
  90828. synchronize(): void;
  90829. /**
  90830. * Creates a new MorphTargetManager from serialized data
  90831. * @param serializationObject defines the serialized data
  90832. * @param scene defines the hosting scene
  90833. * @returns the new MorphTargetManager
  90834. */
  90835. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  90836. }
  90837. }
  90838. declare module BABYLON {
  90839. /**
  90840. * Class used to represent a specific level of detail of a mesh
  90841. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  90842. */
  90843. export class MeshLODLevel {
  90844. /** Defines the distance where this level should start being displayed */
  90845. distance: number;
  90846. /** Defines the mesh to use to render this level */
  90847. mesh: Nullable<Mesh>;
  90848. /**
  90849. * Creates a new LOD level
  90850. * @param distance defines the distance where this level should star being displayed
  90851. * @param mesh defines the mesh to use to render this level
  90852. */
  90853. constructor(
  90854. /** Defines the distance where this level should start being displayed */
  90855. distance: number,
  90856. /** Defines the mesh to use to render this level */
  90857. mesh: Nullable<Mesh>);
  90858. }
  90859. }
  90860. declare module BABYLON {
  90861. /**
  90862. * Mesh representing the gorund
  90863. */
  90864. export class GroundMesh extends Mesh {
  90865. /** If octree should be generated */
  90866. generateOctree: boolean;
  90867. private _heightQuads;
  90868. /** @hidden */
  90869. _subdivisionsX: number;
  90870. /** @hidden */
  90871. _subdivisionsY: number;
  90872. /** @hidden */
  90873. _width: number;
  90874. /** @hidden */
  90875. _height: number;
  90876. /** @hidden */
  90877. _minX: number;
  90878. /** @hidden */
  90879. _maxX: number;
  90880. /** @hidden */
  90881. _minZ: number;
  90882. /** @hidden */
  90883. _maxZ: number;
  90884. constructor(name: string, scene: Scene);
  90885. /**
  90886. * "GroundMesh"
  90887. * @returns "GroundMesh"
  90888. */
  90889. getClassName(): string;
  90890. /**
  90891. * The minimum of x and y subdivisions
  90892. */
  90893. readonly subdivisions: number;
  90894. /**
  90895. * X subdivisions
  90896. */
  90897. readonly subdivisionsX: number;
  90898. /**
  90899. * Y subdivisions
  90900. */
  90901. readonly subdivisionsY: number;
  90902. /**
  90903. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  90904. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  90905. * @param chunksCount the number of subdivisions for x and y
  90906. * @param octreeBlocksSize (Default: 32)
  90907. */
  90908. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  90909. /**
  90910. * Returns a height (y) value in the Worl system :
  90911. * the ground altitude at the coordinates (x, z) expressed in the World system.
  90912. * @param x x coordinate
  90913. * @param z z coordinate
  90914. * @returns the ground y position if (x, z) are outside the ground surface.
  90915. */
  90916. getHeightAtCoordinates(x: number, z: number): number;
  90917. /**
  90918. * Returns a normalized vector (Vector3) orthogonal to the ground
  90919. * at the ground coordinates (x, z) expressed in the World system.
  90920. * @param x x coordinate
  90921. * @param z z coordinate
  90922. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  90923. */
  90924. getNormalAtCoordinates(x: number, z: number): Vector3;
  90925. /**
  90926. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  90927. * at the ground coordinates (x, z) expressed in the World system.
  90928. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  90929. * @param x x coordinate
  90930. * @param z z coordinate
  90931. * @param ref vector to store the result
  90932. * @returns the GroundMesh.
  90933. */
  90934. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  90935. /**
  90936. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  90937. * if the ground has been updated.
  90938. * This can be used in the render loop.
  90939. * @returns the GroundMesh.
  90940. */
  90941. updateCoordinateHeights(): GroundMesh;
  90942. private _getFacetAt;
  90943. private _initHeightQuads;
  90944. private _computeHeightQuads;
  90945. /**
  90946. * Serializes this ground mesh
  90947. * @param serializationObject object to write serialization to
  90948. */
  90949. serialize(serializationObject: any): void;
  90950. /**
  90951. * Parses a serialized ground mesh
  90952. * @param parsedMesh the serialized mesh
  90953. * @param scene the scene to create the ground mesh in
  90954. * @returns the created ground mesh
  90955. */
  90956. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  90957. }
  90958. }
  90959. declare module BABYLON {
  90960. /**
  90961. * Interface for Physics-Joint data
  90962. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90963. */
  90964. export interface PhysicsJointData {
  90965. /**
  90966. * The main pivot of the joint
  90967. */
  90968. mainPivot?: Vector3;
  90969. /**
  90970. * The connected pivot of the joint
  90971. */
  90972. connectedPivot?: Vector3;
  90973. /**
  90974. * The main axis of the joint
  90975. */
  90976. mainAxis?: Vector3;
  90977. /**
  90978. * The connected axis of the joint
  90979. */
  90980. connectedAxis?: Vector3;
  90981. /**
  90982. * The collision of the joint
  90983. */
  90984. collision?: boolean;
  90985. /**
  90986. * Native Oimo/Cannon/Energy data
  90987. */
  90988. nativeParams?: any;
  90989. }
  90990. /**
  90991. * This is a holder class for the physics joint created by the physics plugin
  90992. * It holds a set of functions to control the underlying joint
  90993. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90994. */
  90995. export class PhysicsJoint {
  90996. /**
  90997. * The type of the physics joint
  90998. */
  90999. type: number;
  91000. /**
  91001. * The data for the physics joint
  91002. */
  91003. jointData: PhysicsJointData;
  91004. private _physicsJoint;
  91005. protected _physicsPlugin: IPhysicsEnginePlugin;
  91006. /**
  91007. * Initializes the physics joint
  91008. * @param type The type of the physics joint
  91009. * @param jointData The data for the physics joint
  91010. */
  91011. constructor(
  91012. /**
  91013. * The type of the physics joint
  91014. */
  91015. type: number,
  91016. /**
  91017. * The data for the physics joint
  91018. */
  91019. jointData: PhysicsJointData);
  91020. /**
  91021. * Gets the physics joint
  91022. */
  91023. /**
  91024. * Sets the physics joint
  91025. */
  91026. physicsJoint: any;
  91027. /**
  91028. * Sets the physics plugin
  91029. */
  91030. physicsPlugin: IPhysicsEnginePlugin;
  91031. /**
  91032. * Execute a function that is physics-plugin specific.
  91033. * @param {Function} func the function that will be executed.
  91034. * It accepts two parameters: the physics world and the physics joint
  91035. */
  91036. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  91037. /**
  91038. * Distance-Joint type
  91039. */
  91040. static DistanceJoint: number;
  91041. /**
  91042. * Hinge-Joint type
  91043. */
  91044. static HingeJoint: number;
  91045. /**
  91046. * Ball-and-Socket joint type
  91047. */
  91048. static BallAndSocketJoint: number;
  91049. /**
  91050. * Wheel-Joint type
  91051. */
  91052. static WheelJoint: number;
  91053. /**
  91054. * Slider-Joint type
  91055. */
  91056. static SliderJoint: number;
  91057. /**
  91058. * Prismatic-Joint type
  91059. */
  91060. static PrismaticJoint: number;
  91061. /**
  91062. * Universal-Joint type
  91063. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  91064. */
  91065. static UniversalJoint: number;
  91066. /**
  91067. * Hinge-Joint 2 type
  91068. */
  91069. static Hinge2Joint: number;
  91070. /**
  91071. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  91072. */
  91073. static PointToPointJoint: number;
  91074. /**
  91075. * Spring-Joint type
  91076. */
  91077. static SpringJoint: number;
  91078. /**
  91079. * Lock-Joint type
  91080. */
  91081. static LockJoint: number;
  91082. }
  91083. /**
  91084. * A class representing a physics distance joint
  91085. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91086. */
  91087. export class DistanceJoint extends PhysicsJoint {
  91088. /**
  91089. *
  91090. * @param jointData The data for the Distance-Joint
  91091. */
  91092. constructor(jointData: DistanceJointData);
  91093. /**
  91094. * Update the predefined distance.
  91095. * @param maxDistance The maximum preferred distance
  91096. * @param minDistance The minimum preferred distance
  91097. */
  91098. updateDistance(maxDistance: number, minDistance?: number): void;
  91099. }
  91100. /**
  91101. * Represents a Motor-Enabled Joint
  91102. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91103. */
  91104. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  91105. /**
  91106. * Initializes the Motor-Enabled Joint
  91107. * @param type The type of the joint
  91108. * @param jointData The physica joint data for the joint
  91109. */
  91110. constructor(type: number, jointData: PhysicsJointData);
  91111. /**
  91112. * Set the motor values.
  91113. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91114. * @param force the force to apply
  91115. * @param maxForce max force for this motor.
  91116. */
  91117. setMotor(force?: number, maxForce?: number): void;
  91118. /**
  91119. * Set the motor's limits.
  91120. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91121. * @param upperLimit The upper limit of the motor
  91122. * @param lowerLimit The lower limit of the motor
  91123. */
  91124. setLimit(upperLimit: number, lowerLimit?: number): void;
  91125. }
  91126. /**
  91127. * This class represents a single physics Hinge-Joint
  91128. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91129. */
  91130. export class HingeJoint extends MotorEnabledJoint {
  91131. /**
  91132. * Initializes the Hinge-Joint
  91133. * @param jointData The joint data for the Hinge-Joint
  91134. */
  91135. constructor(jointData: PhysicsJointData);
  91136. /**
  91137. * Set the motor values.
  91138. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91139. * @param {number} force the force to apply
  91140. * @param {number} maxForce max force for this motor.
  91141. */
  91142. setMotor(force?: number, maxForce?: number): void;
  91143. /**
  91144. * Set the motor's limits.
  91145. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91146. * @param upperLimit The upper limit of the motor
  91147. * @param lowerLimit The lower limit of the motor
  91148. */
  91149. setLimit(upperLimit: number, lowerLimit?: number): void;
  91150. }
  91151. /**
  91152. * This class represents a dual hinge physics joint (same as wheel joint)
  91153. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91154. */
  91155. export class Hinge2Joint extends MotorEnabledJoint {
  91156. /**
  91157. * Initializes the Hinge2-Joint
  91158. * @param jointData The joint data for the Hinge2-Joint
  91159. */
  91160. constructor(jointData: PhysicsJointData);
  91161. /**
  91162. * Set the motor values.
  91163. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91164. * @param {number} targetSpeed the speed the motor is to reach
  91165. * @param {number} maxForce max force for this motor.
  91166. * @param {motorIndex} the motor's index, 0 or 1.
  91167. */
  91168. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  91169. /**
  91170. * Set the motor limits.
  91171. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91172. * @param {number} upperLimit the upper limit
  91173. * @param {number} lowerLimit lower limit
  91174. * @param {motorIndex} the motor's index, 0 or 1.
  91175. */
  91176. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91177. }
  91178. /**
  91179. * Interface for a motor enabled joint
  91180. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91181. */
  91182. export interface IMotorEnabledJoint {
  91183. /**
  91184. * Physics joint
  91185. */
  91186. physicsJoint: any;
  91187. /**
  91188. * Sets the motor of the motor-enabled joint
  91189. * @param force The force of the motor
  91190. * @param maxForce The maximum force of the motor
  91191. * @param motorIndex The index of the motor
  91192. */
  91193. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  91194. /**
  91195. * Sets the limit of the motor
  91196. * @param upperLimit The upper limit of the motor
  91197. * @param lowerLimit The lower limit of the motor
  91198. * @param motorIndex The index of the motor
  91199. */
  91200. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91201. }
  91202. /**
  91203. * Joint data for a Distance-Joint
  91204. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91205. */
  91206. export interface DistanceJointData extends PhysicsJointData {
  91207. /**
  91208. * Max distance the 2 joint objects can be apart
  91209. */
  91210. maxDistance: number;
  91211. }
  91212. /**
  91213. * Joint data from a spring joint
  91214. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91215. */
  91216. export interface SpringJointData extends PhysicsJointData {
  91217. /**
  91218. * Length of the spring
  91219. */
  91220. length: number;
  91221. /**
  91222. * Stiffness of the spring
  91223. */
  91224. stiffness: number;
  91225. /**
  91226. * Damping of the spring
  91227. */
  91228. damping: number;
  91229. /** this callback will be called when applying the force to the impostors. */
  91230. forceApplicationCallback: () => void;
  91231. }
  91232. }
  91233. declare module BABYLON {
  91234. /**
  91235. * Holds the data for the raycast result
  91236. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91237. */
  91238. export class PhysicsRaycastResult {
  91239. private _hasHit;
  91240. private _hitDistance;
  91241. private _hitNormalWorld;
  91242. private _hitPointWorld;
  91243. private _rayFromWorld;
  91244. private _rayToWorld;
  91245. /**
  91246. * Gets if there was a hit
  91247. */
  91248. readonly hasHit: boolean;
  91249. /**
  91250. * Gets the distance from the hit
  91251. */
  91252. readonly hitDistance: number;
  91253. /**
  91254. * Gets the hit normal/direction in the world
  91255. */
  91256. readonly hitNormalWorld: Vector3;
  91257. /**
  91258. * Gets the hit point in the world
  91259. */
  91260. readonly hitPointWorld: Vector3;
  91261. /**
  91262. * Gets the ray "start point" of the ray in the world
  91263. */
  91264. readonly rayFromWorld: Vector3;
  91265. /**
  91266. * Gets the ray "end point" of the ray in the world
  91267. */
  91268. readonly rayToWorld: Vector3;
  91269. /**
  91270. * Sets the hit data (normal & point in world space)
  91271. * @param hitNormalWorld defines the normal in world space
  91272. * @param hitPointWorld defines the point in world space
  91273. */
  91274. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  91275. /**
  91276. * Sets the distance from the start point to the hit point
  91277. * @param distance
  91278. */
  91279. setHitDistance(distance: number): void;
  91280. /**
  91281. * Calculates the distance manually
  91282. */
  91283. calculateHitDistance(): void;
  91284. /**
  91285. * Resets all the values to default
  91286. * @param from The from point on world space
  91287. * @param to The to point on world space
  91288. */
  91289. reset(from?: Vector3, to?: Vector3): void;
  91290. }
  91291. /**
  91292. * Interface for the size containing width and height
  91293. */
  91294. interface IXYZ {
  91295. /**
  91296. * X
  91297. */
  91298. x: number;
  91299. /**
  91300. * Y
  91301. */
  91302. y: number;
  91303. /**
  91304. * Z
  91305. */
  91306. z: number;
  91307. }
  91308. }
  91309. declare module BABYLON {
  91310. /**
  91311. * Interface used to describe a physics joint
  91312. */
  91313. export interface PhysicsImpostorJoint {
  91314. /** Defines the main impostor to which the joint is linked */
  91315. mainImpostor: PhysicsImpostor;
  91316. /** Defines the impostor that is connected to the main impostor using this joint */
  91317. connectedImpostor: PhysicsImpostor;
  91318. /** Defines the joint itself */
  91319. joint: PhysicsJoint;
  91320. }
  91321. /** @hidden */
  91322. export interface IPhysicsEnginePlugin {
  91323. world: any;
  91324. name: string;
  91325. setGravity(gravity: Vector3): void;
  91326. setTimeStep(timeStep: number): void;
  91327. getTimeStep(): number;
  91328. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  91329. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  91330. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  91331. generatePhysicsBody(impostor: PhysicsImpostor): void;
  91332. removePhysicsBody(impostor: PhysicsImpostor): void;
  91333. generateJoint(joint: PhysicsImpostorJoint): void;
  91334. removeJoint(joint: PhysicsImpostorJoint): void;
  91335. isSupported(): boolean;
  91336. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  91337. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  91338. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  91339. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  91340. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  91341. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  91342. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  91343. getBodyMass(impostor: PhysicsImpostor): number;
  91344. getBodyFriction(impostor: PhysicsImpostor): number;
  91345. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  91346. getBodyRestitution(impostor: PhysicsImpostor): number;
  91347. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  91348. getBodyPressure?(impostor: PhysicsImpostor): number;
  91349. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  91350. getBodyStiffness?(impostor: PhysicsImpostor): number;
  91351. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  91352. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  91353. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  91354. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  91355. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  91356. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  91357. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  91358. sleepBody(impostor: PhysicsImpostor): void;
  91359. wakeUpBody(impostor: PhysicsImpostor): void;
  91360. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91361. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  91362. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  91363. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91364. getRadius(impostor: PhysicsImpostor): number;
  91365. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  91366. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  91367. dispose(): void;
  91368. }
  91369. /**
  91370. * Interface used to define a physics engine
  91371. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  91372. */
  91373. export interface IPhysicsEngine {
  91374. /**
  91375. * Gets the gravity vector used by the simulation
  91376. */
  91377. gravity: Vector3;
  91378. /**
  91379. * Sets the gravity vector used by the simulation
  91380. * @param gravity defines the gravity vector to use
  91381. */
  91382. setGravity(gravity: Vector3): void;
  91383. /**
  91384. * Set the time step of the physics engine.
  91385. * Default is 1/60.
  91386. * To slow it down, enter 1/600 for example.
  91387. * To speed it up, 1/30
  91388. * @param newTimeStep the new timestep to apply to this world.
  91389. */
  91390. setTimeStep(newTimeStep: number): void;
  91391. /**
  91392. * Get the time step of the physics engine.
  91393. * @returns the current time step
  91394. */
  91395. getTimeStep(): number;
  91396. /**
  91397. * Release all resources
  91398. */
  91399. dispose(): void;
  91400. /**
  91401. * Gets the name of the current physics plugin
  91402. * @returns the name of the plugin
  91403. */
  91404. getPhysicsPluginName(): string;
  91405. /**
  91406. * Adding a new impostor for the impostor tracking.
  91407. * This will be done by the impostor itself.
  91408. * @param impostor the impostor to add
  91409. */
  91410. addImpostor(impostor: PhysicsImpostor): void;
  91411. /**
  91412. * Remove an impostor from the engine.
  91413. * This impostor and its mesh will not longer be updated by the physics engine.
  91414. * @param impostor the impostor to remove
  91415. */
  91416. removeImpostor(impostor: PhysicsImpostor): void;
  91417. /**
  91418. * Add a joint to the physics engine
  91419. * @param mainImpostor defines the main impostor to which the joint is added.
  91420. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  91421. * @param joint defines the joint that will connect both impostors.
  91422. */
  91423. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91424. /**
  91425. * Removes a joint from the simulation
  91426. * @param mainImpostor defines the impostor used with the joint
  91427. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  91428. * @param joint defines the joint to remove
  91429. */
  91430. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91431. /**
  91432. * Gets the current plugin used to run the simulation
  91433. * @returns current plugin
  91434. */
  91435. getPhysicsPlugin(): IPhysicsEnginePlugin;
  91436. /**
  91437. * Gets the list of physic impostors
  91438. * @returns an array of PhysicsImpostor
  91439. */
  91440. getImpostors(): Array<PhysicsImpostor>;
  91441. /**
  91442. * Gets the impostor for a physics enabled object
  91443. * @param object defines the object impersonated by the impostor
  91444. * @returns the PhysicsImpostor or null if not found
  91445. */
  91446. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91447. /**
  91448. * Gets the impostor for a physics body object
  91449. * @param body defines physics body used by the impostor
  91450. * @returns the PhysicsImpostor or null if not found
  91451. */
  91452. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  91453. /**
  91454. * Does a raycast in the physics world
  91455. * @param from when should the ray start?
  91456. * @param to when should the ray end?
  91457. * @returns PhysicsRaycastResult
  91458. */
  91459. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91460. /**
  91461. * Called by the scene. No need to call it.
  91462. * @param delta defines the timespam between frames
  91463. */
  91464. _step(delta: number): void;
  91465. }
  91466. }
  91467. declare module BABYLON {
  91468. /**
  91469. * The interface for the physics imposter parameters
  91470. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91471. */
  91472. export interface PhysicsImpostorParameters {
  91473. /**
  91474. * The mass of the physics imposter
  91475. */
  91476. mass: number;
  91477. /**
  91478. * The friction of the physics imposter
  91479. */
  91480. friction?: number;
  91481. /**
  91482. * The coefficient of restitution of the physics imposter
  91483. */
  91484. restitution?: number;
  91485. /**
  91486. * The native options of the physics imposter
  91487. */
  91488. nativeOptions?: any;
  91489. /**
  91490. * Specifies if the parent should be ignored
  91491. */
  91492. ignoreParent?: boolean;
  91493. /**
  91494. * Specifies if bi-directional transformations should be disabled
  91495. */
  91496. disableBidirectionalTransformation?: boolean;
  91497. /**
  91498. * The pressure inside the physics imposter, soft object only
  91499. */
  91500. pressure?: number;
  91501. /**
  91502. * The stiffness the physics imposter, soft object only
  91503. */
  91504. stiffness?: number;
  91505. /**
  91506. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  91507. */
  91508. velocityIterations?: number;
  91509. /**
  91510. * The number of iterations used in maintaining consistent vertex positions, soft object only
  91511. */
  91512. positionIterations?: number;
  91513. /**
  91514. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  91515. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  91516. * Add to fix multiple points
  91517. */
  91518. fixedPoints?: number;
  91519. /**
  91520. * The collision margin around a soft object
  91521. */
  91522. margin?: number;
  91523. /**
  91524. * The collision margin around a soft object
  91525. */
  91526. damping?: number;
  91527. /**
  91528. * The path for a rope based on an extrusion
  91529. */
  91530. path?: any;
  91531. /**
  91532. * The shape of an extrusion used for a rope based on an extrusion
  91533. */
  91534. shape?: any;
  91535. }
  91536. /**
  91537. * Interface for a physics-enabled object
  91538. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91539. */
  91540. export interface IPhysicsEnabledObject {
  91541. /**
  91542. * The position of the physics-enabled object
  91543. */
  91544. position: Vector3;
  91545. /**
  91546. * The rotation of the physics-enabled object
  91547. */
  91548. rotationQuaternion: Nullable<Quaternion>;
  91549. /**
  91550. * The scale of the physics-enabled object
  91551. */
  91552. scaling: Vector3;
  91553. /**
  91554. * The rotation of the physics-enabled object
  91555. */
  91556. rotation?: Vector3;
  91557. /**
  91558. * The parent of the physics-enabled object
  91559. */
  91560. parent?: any;
  91561. /**
  91562. * The bounding info of the physics-enabled object
  91563. * @returns The bounding info of the physics-enabled object
  91564. */
  91565. getBoundingInfo(): BoundingInfo;
  91566. /**
  91567. * Computes the world matrix
  91568. * @param force Specifies if the world matrix should be computed by force
  91569. * @returns A world matrix
  91570. */
  91571. computeWorldMatrix(force: boolean): Matrix;
  91572. /**
  91573. * Gets the world matrix
  91574. * @returns A world matrix
  91575. */
  91576. getWorldMatrix?(): Matrix;
  91577. /**
  91578. * Gets the child meshes
  91579. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  91580. * @returns An array of abstract meshes
  91581. */
  91582. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  91583. /**
  91584. * Gets the vertex data
  91585. * @param kind The type of vertex data
  91586. * @returns A nullable array of numbers, or a float32 array
  91587. */
  91588. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  91589. /**
  91590. * Gets the indices from the mesh
  91591. * @returns A nullable array of index arrays
  91592. */
  91593. getIndices?(): Nullable<IndicesArray>;
  91594. /**
  91595. * Gets the scene from the mesh
  91596. * @returns the indices array or null
  91597. */
  91598. getScene?(): Scene;
  91599. /**
  91600. * Gets the absolute position from the mesh
  91601. * @returns the absolute position
  91602. */
  91603. getAbsolutePosition(): Vector3;
  91604. /**
  91605. * Gets the absolute pivot point from the mesh
  91606. * @returns the absolute pivot point
  91607. */
  91608. getAbsolutePivotPoint(): Vector3;
  91609. /**
  91610. * Rotates the mesh
  91611. * @param axis The axis of rotation
  91612. * @param amount The amount of rotation
  91613. * @param space The space of the rotation
  91614. * @returns The rotation transform node
  91615. */
  91616. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  91617. /**
  91618. * Translates the mesh
  91619. * @param axis The axis of translation
  91620. * @param distance The distance of translation
  91621. * @param space The space of the translation
  91622. * @returns The transform node
  91623. */
  91624. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  91625. /**
  91626. * Sets the absolute position of the mesh
  91627. * @param absolutePosition The absolute position of the mesh
  91628. * @returns The transform node
  91629. */
  91630. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  91631. /**
  91632. * Gets the class name of the mesh
  91633. * @returns The class name
  91634. */
  91635. getClassName(): string;
  91636. }
  91637. /**
  91638. * Represents a physics imposter
  91639. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91640. */
  91641. export class PhysicsImpostor {
  91642. /**
  91643. * The physics-enabled object used as the physics imposter
  91644. */
  91645. object: IPhysicsEnabledObject;
  91646. /**
  91647. * The type of the physics imposter
  91648. */
  91649. type: number;
  91650. private _options;
  91651. private _scene?;
  91652. /**
  91653. * The default object size of the imposter
  91654. */
  91655. static DEFAULT_OBJECT_SIZE: Vector3;
  91656. /**
  91657. * The identity quaternion of the imposter
  91658. */
  91659. static IDENTITY_QUATERNION: Quaternion;
  91660. /** @hidden */
  91661. _pluginData: any;
  91662. private _physicsEngine;
  91663. private _physicsBody;
  91664. private _bodyUpdateRequired;
  91665. private _onBeforePhysicsStepCallbacks;
  91666. private _onAfterPhysicsStepCallbacks;
  91667. /** @hidden */
  91668. _onPhysicsCollideCallbacks: Array<{
  91669. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  91670. otherImpostors: Array<PhysicsImpostor>;
  91671. }>;
  91672. private _deltaPosition;
  91673. private _deltaRotation;
  91674. private _deltaRotationConjugated;
  91675. /** @hidden */
  91676. _isFromLine: boolean;
  91677. private _parent;
  91678. private _isDisposed;
  91679. private static _tmpVecs;
  91680. private static _tmpQuat;
  91681. /**
  91682. * Specifies if the physics imposter is disposed
  91683. */
  91684. readonly isDisposed: boolean;
  91685. /**
  91686. * Gets the mass of the physics imposter
  91687. */
  91688. mass: number;
  91689. /**
  91690. * Gets the coefficient of friction
  91691. */
  91692. /**
  91693. * Sets the coefficient of friction
  91694. */
  91695. friction: number;
  91696. /**
  91697. * Gets the coefficient of restitution
  91698. */
  91699. /**
  91700. * Sets the coefficient of restitution
  91701. */
  91702. restitution: number;
  91703. /**
  91704. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  91705. */
  91706. /**
  91707. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  91708. */
  91709. pressure: number;
  91710. /**
  91711. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91712. */
  91713. /**
  91714. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91715. */
  91716. stiffness: number;
  91717. /**
  91718. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91719. */
  91720. /**
  91721. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91722. */
  91723. velocityIterations: number;
  91724. /**
  91725. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91726. */
  91727. /**
  91728. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91729. */
  91730. positionIterations: number;
  91731. /**
  91732. * The unique id of the physics imposter
  91733. * set by the physics engine when adding this impostor to the array
  91734. */
  91735. uniqueId: number;
  91736. /**
  91737. * @hidden
  91738. */
  91739. soft: boolean;
  91740. /**
  91741. * @hidden
  91742. */
  91743. segments: number;
  91744. private _joints;
  91745. /**
  91746. * Initializes the physics imposter
  91747. * @param object The physics-enabled object used as the physics imposter
  91748. * @param type The type of the physics imposter
  91749. * @param _options The options for the physics imposter
  91750. * @param _scene The Babylon scene
  91751. */
  91752. constructor(
  91753. /**
  91754. * The physics-enabled object used as the physics imposter
  91755. */
  91756. object: IPhysicsEnabledObject,
  91757. /**
  91758. * The type of the physics imposter
  91759. */
  91760. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  91761. /**
  91762. * This function will completly initialize this impostor.
  91763. * It will create a new body - but only if this mesh has no parent.
  91764. * If it has, this impostor will not be used other than to define the impostor
  91765. * of the child mesh.
  91766. * @hidden
  91767. */
  91768. _init(): void;
  91769. private _getPhysicsParent;
  91770. /**
  91771. * Should a new body be generated.
  91772. * @returns boolean specifying if body initialization is required
  91773. */
  91774. isBodyInitRequired(): boolean;
  91775. /**
  91776. * Sets the updated scaling
  91777. * @param updated Specifies if the scaling is updated
  91778. */
  91779. setScalingUpdated(): void;
  91780. /**
  91781. * Force a regeneration of this or the parent's impostor's body.
  91782. * Use under cautious - This will remove all joints already implemented.
  91783. */
  91784. forceUpdate(): void;
  91785. /**
  91786. * Gets the body that holds this impostor. Either its own, or its parent.
  91787. */
  91788. /**
  91789. * Set the physics body. Used mainly by the physics engine/plugin
  91790. */
  91791. physicsBody: any;
  91792. /**
  91793. * Get the parent of the physics imposter
  91794. * @returns Physics imposter or null
  91795. */
  91796. /**
  91797. * Sets the parent of the physics imposter
  91798. */
  91799. parent: Nullable<PhysicsImpostor>;
  91800. /**
  91801. * Resets the update flags
  91802. */
  91803. resetUpdateFlags(): void;
  91804. /**
  91805. * Gets the object extend size
  91806. * @returns the object extend size
  91807. */
  91808. getObjectExtendSize(): Vector3;
  91809. /**
  91810. * Gets the object center
  91811. * @returns The object center
  91812. */
  91813. getObjectCenter(): Vector3;
  91814. /**
  91815. * Get a specific parametes from the options parameter
  91816. * @param paramName The object parameter name
  91817. * @returns The object parameter
  91818. */
  91819. getParam(paramName: string): any;
  91820. /**
  91821. * Sets a specific parameter in the options given to the physics plugin
  91822. * @param paramName The parameter name
  91823. * @param value The value of the parameter
  91824. */
  91825. setParam(paramName: string, value: number): void;
  91826. /**
  91827. * Specifically change the body's mass option. Won't recreate the physics body object
  91828. * @param mass The mass of the physics imposter
  91829. */
  91830. setMass(mass: number): void;
  91831. /**
  91832. * Gets the linear velocity
  91833. * @returns linear velocity or null
  91834. */
  91835. getLinearVelocity(): Nullable<Vector3>;
  91836. /**
  91837. * Sets the linear velocity
  91838. * @param velocity linear velocity or null
  91839. */
  91840. setLinearVelocity(velocity: Nullable<Vector3>): void;
  91841. /**
  91842. * Gets the angular velocity
  91843. * @returns angular velocity or null
  91844. */
  91845. getAngularVelocity(): Nullable<Vector3>;
  91846. /**
  91847. * Sets the angular velocity
  91848. * @param velocity The velocity or null
  91849. */
  91850. setAngularVelocity(velocity: Nullable<Vector3>): void;
  91851. /**
  91852. * Execute a function with the physics plugin native code
  91853. * Provide a function the will have two variables - the world object and the physics body object
  91854. * @param func The function to execute with the physics plugin native code
  91855. */
  91856. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  91857. /**
  91858. * Register a function that will be executed before the physics world is stepping forward
  91859. * @param func The function to execute before the physics world is stepped forward
  91860. */
  91861. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91862. /**
  91863. * Unregister a function that will be executed before the physics world is stepping forward
  91864. * @param func The function to execute before the physics world is stepped forward
  91865. */
  91866. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91867. /**
  91868. * Register a function that will be executed after the physics step
  91869. * @param func The function to execute after physics step
  91870. */
  91871. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91872. /**
  91873. * Unregisters a function that will be executed after the physics step
  91874. * @param func The function to execute after physics step
  91875. */
  91876. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91877. /**
  91878. * register a function that will be executed when this impostor collides against a different body
  91879. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  91880. * @param func Callback that is executed on collision
  91881. */
  91882. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  91883. /**
  91884. * Unregisters the physics imposter on contact
  91885. * @param collideAgainst The physics object to collide against
  91886. * @param func Callback to execute on collision
  91887. */
  91888. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  91889. private _tmpQuat;
  91890. private _tmpQuat2;
  91891. /**
  91892. * Get the parent rotation
  91893. * @returns The parent rotation
  91894. */
  91895. getParentsRotation(): Quaternion;
  91896. /**
  91897. * this function is executed by the physics engine.
  91898. */
  91899. beforeStep: () => void;
  91900. /**
  91901. * this function is executed by the physics engine
  91902. */
  91903. afterStep: () => void;
  91904. /**
  91905. * Legacy collision detection event support
  91906. */
  91907. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  91908. /**
  91909. * event and body object due to cannon's event-based architecture.
  91910. */
  91911. onCollide: (e: {
  91912. body: any;
  91913. }) => void;
  91914. /**
  91915. * Apply a force
  91916. * @param force The force to apply
  91917. * @param contactPoint The contact point for the force
  91918. * @returns The physics imposter
  91919. */
  91920. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91921. /**
  91922. * Apply an impulse
  91923. * @param force The impulse force
  91924. * @param contactPoint The contact point for the impulse force
  91925. * @returns The physics imposter
  91926. */
  91927. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91928. /**
  91929. * A help function to create a joint
  91930. * @param otherImpostor A physics imposter used to create a joint
  91931. * @param jointType The type of joint
  91932. * @param jointData The data for the joint
  91933. * @returns The physics imposter
  91934. */
  91935. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  91936. /**
  91937. * Add a joint to this impostor with a different impostor
  91938. * @param otherImpostor A physics imposter used to add a joint
  91939. * @param joint The joint to add
  91940. * @returns The physics imposter
  91941. */
  91942. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  91943. /**
  91944. * Add an anchor to a cloth impostor
  91945. * @param otherImpostor rigid impostor to anchor to
  91946. * @param width ratio across width from 0 to 1
  91947. * @param height ratio up height from 0 to 1
  91948. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  91949. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  91950. * @returns impostor the soft imposter
  91951. */
  91952. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91953. /**
  91954. * Add a hook to a rope impostor
  91955. * @param otherImpostor rigid impostor to anchor to
  91956. * @param length ratio across rope from 0 to 1
  91957. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  91958. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  91959. * @returns impostor the rope imposter
  91960. */
  91961. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91962. /**
  91963. * Will keep this body still, in a sleep mode.
  91964. * @returns the physics imposter
  91965. */
  91966. sleep(): PhysicsImpostor;
  91967. /**
  91968. * Wake the body up.
  91969. * @returns The physics imposter
  91970. */
  91971. wakeUp(): PhysicsImpostor;
  91972. /**
  91973. * Clones the physics imposter
  91974. * @param newObject The physics imposter clones to this physics-enabled object
  91975. * @returns A nullable physics imposter
  91976. */
  91977. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91978. /**
  91979. * Disposes the physics imposter
  91980. */
  91981. dispose(): void;
  91982. /**
  91983. * Sets the delta position
  91984. * @param position The delta position amount
  91985. */
  91986. setDeltaPosition(position: Vector3): void;
  91987. /**
  91988. * Sets the delta rotation
  91989. * @param rotation The delta rotation amount
  91990. */
  91991. setDeltaRotation(rotation: Quaternion): void;
  91992. /**
  91993. * Gets the box size of the physics imposter and stores the result in the input parameter
  91994. * @param result Stores the box size
  91995. * @returns The physics imposter
  91996. */
  91997. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  91998. /**
  91999. * Gets the radius of the physics imposter
  92000. * @returns Radius of the physics imposter
  92001. */
  92002. getRadius(): number;
  92003. /**
  92004. * Sync a bone with this impostor
  92005. * @param bone The bone to sync to the impostor.
  92006. * @param boneMesh The mesh that the bone is influencing.
  92007. * @param jointPivot The pivot of the joint / bone in local space.
  92008. * @param distToJoint Optional distance from the impostor to the joint.
  92009. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  92010. */
  92011. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  92012. /**
  92013. * Sync impostor to a bone
  92014. * @param bone The bone that the impostor will be synced to.
  92015. * @param boneMesh The mesh that the bone is influencing.
  92016. * @param jointPivot The pivot of the joint / bone in local space.
  92017. * @param distToJoint Optional distance from the impostor to the joint.
  92018. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  92019. * @param boneAxis Optional vector3 axis the bone is aligned with
  92020. */
  92021. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  92022. /**
  92023. * No-Imposter type
  92024. */
  92025. static NoImpostor: number;
  92026. /**
  92027. * Sphere-Imposter type
  92028. */
  92029. static SphereImpostor: number;
  92030. /**
  92031. * Box-Imposter type
  92032. */
  92033. static BoxImpostor: number;
  92034. /**
  92035. * Plane-Imposter type
  92036. */
  92037. static PlaneImpostor: number;
  92038. /**
  92039. * Mesh-imposter type
  92040. */
  92041. static MeshImpostor: number;
  92042. /**
  92043. * Capsule-Impostor type (Ammo.js plugin only)
  92044. */
  92045. static CapsuleImpostor: number;
  92046. /**
  92047. * Cylinder-Imposter type
  92048. */
  92049. static CylinderImpostor: number;
  92050. /**
  92051. * Particle-Imposter type
  92052. */
  92053. static ParticleImpostor: number;
  92054. /**
  92055. * Heightmap-Imposter type
  92056. */
  92057. static HeightmapImpostor: number;
  92058. /**
  92059. * ConvexHull-Impostor type (Ammo.js plugin only)
  92060. */
  92061. static ConvexHullImpostor: number;
  92062. /**
  92063. * Rope-Imposter type
  92064. */
  92065. static RopeImpostor: number;
  92066. /**
  92067. * Cloth-Imposter type
  92068. */
  92069. static ClothImpostor: number;
  92070. /**
  92071. * Softbody-Imposter type
  92072. */
  92073. static SoftbodyImpostor: number;
  92074. }
  92075. }
  92076. declare module BABYLON {
  92077. /**
  92078. * @hidden
  92079. **/
  92080. export class _CreationDataStorage {
  92081. closePath?: boolean;
  92082. closeArray?: boolean;
  92083. idx: number[];
  92084. dashSize: number;
  92085. gapSize: number;
  92086. path3D: Path3D;
  92087. pathArray: Vector3[][];
  92088. arc: number;
  92089. radius: number;
  92090. cap: number;
  92091. tessellation: number;
  92092. }
  92093. /**
  92094. * @hidden
  92095. **/
  92096. class _InstanceDataStorage {
  92097. visibleInstances: any;
  92098. batchCache: _InstancesBatch;
  92099. instancesBufferSize: number;
  92100. instancesBuffer: Nullable<Buffer>;
  92101. instancesData: Float32Array;
  92102. overridenInstanceCount: number;
  92103. isFrozen: boolean;
  92104. previousBatch: Nullable<_InstancesBatch>;
  92105. hardwareInstancedRendering: boolean;
  92106. sideOrientation: number;
  92107. manualUpdate: boolean;
  92108. }
  92109. /**
  92110. * @hidden
  92111. **/
  92112. export class _InstancesBatch {
  92113. mustReturn: boolean;
  92114. visibleInstances: Nullable<InstancedMesh[]>[];
  92115. renderSelf: boolean[];
  92116. hardwareInstancedRendering: boolean[];
  92117. }
  92118. /**
  92119. * Class used to represent renderable models
  92120. */
  92121. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  92122. /**
  92123. * Mesh side orientation : usually the external or front surface
  92124. */
  92125. static readonly FRONTSIDE: number;
  92126. /**
  92127. * Mesh side orientation : usually the internal or back surface
  92128. */
  92129. static readonly BACKSIDE: number;
  92130. /**
  92131. * Mesh side orientation : both internal and external or front and back surfaces
  92132. */
  92133. static readonly DOUBLESIDE: number;
  92134. /**
  92135. * Mesh side orientation : by default, `FRONTSIDE`
  92136. */
  92137. static readonly DEFAULTSIDE: number;
  92138. /**
  92139. * Mesh cap setting : no cap
  92140. */
  92141. static readonly NO_CAP: number;
  92142. /**
  92143. * Mesh cap setting : one cap at the beginning of the mesh
  92144. */
  92145. static readonly CAP_START: number;
  92146. /**
  92147. * Mesh cap setting : one cap at the end of the mesh
  92148. */
  92149. static readonly CAP_END: number;
  92150. /**
  92151. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  92152. */
  92153. static readonly CAP_ALL: number;
  92154. /**
  92155. * Mesh pattern setting : no flip or rotate
  92156. */
  92157. static readonly NO_FLIP: number;
  92158. /**
  92159. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  92160. */
  92161. static readonly FLIP_TILE: number;
  92162. /**
  92163. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  92164. */
  92165. static readonly ROTATE_TILE: number;
  92166. /**
  92167. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  92168. */
  92169. static readonly FLIP_ROW: number;
  92170. /**
  92171. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  92172. */
  92173. static readonly ROTATE_ROW: number;
  92174. /**
  92175. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  92176. */
  92177. static readonly FLIP_N_ROTATE_TILE: number;
  92178. /**
  92179. * Mesh pattern setting : rotate pattern and rotate
  92180. */
  92181. static readonly FLIP_N_ROTATE_ROW: number;
  92182. /**
  92183. * Mesh tile positioning : part tiles same on left/right or top/bottom
  92184. */
  92185. static readonly CENTER: number;
  92186. /**
  92187. * Mesh tile positioning : part tiles on left
  92188. */
  92189. static readonly LEFT: number;
  92190. /**
  92191. * Mesh tile positioning : part tiles on right
  92192. */
  92193. static readonly RIGHT: number;
  92194. /**
  92195. * Mesh tile positioning : part tiles on top
  92196. */
  92197. static readonly TOP: number;
  92198. /**
  92199. * Mesh tile positioning : part tiles on bottom
  92200. */
  92201. static readonly BOTTOM: number;
  92202. /**
  92203. * Gets the default side orientation.
  92204. * @param orientation the orientation to value to attempt to get
  92205. * @returns the default orientation
  92206. * @hidden
  92207. */
  92208. static _GetDefaultSideOrientation(orientation?: number): number;
  92209. private _internalMeshDataInfo;
  92210. /**
  92211. * An event triggered before rendering the mesh
  92212. */
  92213. readonly onBeforeRenderObservable: Observable<Mesh>;
  92214. /**
  92215. * An event triggered before binding the mesh
  92216. */
  92217. readonly onBeforeBindObservable: Observable<Mesh>;
  92218. /**
  92219. * An event triggered after rendering the mesh
  92220. */
  92221. readonly onAfterRenderObservable: Observable<Mesh>;
  92222. /**
  92223. * An event triggered before drawing the mesh
  92224. */
  92225. readonly onBeforeDrawObservable: Observable<Mesh>;
  92226. private _onBeforeDrawObserver;
  92227. /**
  92228. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  92229. */
  92230. onBeforeDraw: () => void;
  92231. readonly hasInstances: boolean;
  92232. /**
  92233. * Gets the delay loading state of the mesh (when delay loading is turned on)
  92234. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  92235. */
  92236. delayLoadState: number;
  92237. /**
  92238. * Gets the list of instances created from this mesh
  92239. * it is not supposed to be modified manually.
  92240. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  92241. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92242. */
  92243. instances: InstancedMesh[];
  92244. /**
  92245. * Gets the file containing delay loading data for this mesh
  92246. */
  92247. delayLoadingFile: string;
  92248. /** @hidden */
  92249. _binaryInfo: any;
  92250. /**
  92251. * User defined function used to change how LOD level selection is done
  92252. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  92253. */
  92254. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  92255. /**
  92256. * Gets or sets the morph target manager
  92257. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  92258. */
  92259. morphTargetManager: Nullable<MorphTargetManager>;
  92260. /** @hidden */
  92261. _creationDataStorage: Nullable<_CreationDataStorage>;
  92262. /** @hidden */
  92263. _geometry: Nullable<Geometry>;
  92264. /** @hidden */
  92265. _delayInfo: Array<string>;
  92266. /** @hidden */
  92267. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  92268. /** @hidden */
  92269. _instanceDataStorage: _InstanceDataStorage;
  92270. private _effectiveMaterial;
  92271. /** @hidden */
  92272. _shouldGenerateFlatShading: boolean;
  92273. /** @hidden */
  92274. _originalBuilderSideOrientation: number;
  92275. /**
  92276. * Use this property to change the original side orientation defined at construction time
  92277. */
  92278. overrideMaterialSideOrientation: Nullable<number>;
  92279. /**
  92280. * Gets the source mesh (the one used to clone this one from)
  92281. */
  92282. readonly source: Nullable<Mesh>;
  92283. /**
  92284. * Gets or sets a boolean indicating that this mesh does not use index buffer
  92285. */
  92286. isUnIndexed: boolean;
  92287. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  92288. readonly worldMatrixInstancedBuffer: Float32Array;
  92289. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  92290. manualUpdateOfWorldMatrixInstancedBuffer: boolean;
  92291. /**
  92292. * @constructor
  92293. * @param name The value used by scene.getMeshByName() to do a lookup.
  92294. * @param scene The scene to add this mesh to.
  92295. * @param parent The parent of this mesh, if it has one
  92296. * @param source An optional Mesh from which geometry is shared, cloned.
  92297. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  92298. * When false, achieved by calling a clone(), also passing False.
  92299. * This will make creation of children, recursive.
  92300. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  92301. */
  92302. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  92303. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  92304. doNotInstantiate: boolean;
  92305. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  92306. /**
  92307. * Gets the class name
  92308. * @returns the string "Mesh".
  92309. */
  92310. getClassName(): string;
  92311. /** @hidden */
  92312. readonly _isMesh: boolean;
  92313. /**
  92314. * Returns a description of this mesh
  92315. * @param fullDetails define if full details about this mesh must be used
  92316. * @returns a descriptive string representing this mesh
  92317. */
  92318. toString(fullDetails?: boolean): string;
  92319. /** @hidden */
  92320. _unBindEffect(): void;
  92321. /**
  92322. * Gets a boolean indicating if this mesh has LOD
  92323. */
  92324. readonly hasLODLevels: boolean;
  92325. /**
  92326. * Gets the list of MeshLODLevel associated with the current mesh
  92327. * @returns an array of MeshLODLevel
  92328. */
  92329. getLODLevels(): MeshLODLevel[];
  92330. private _sortLODLevels;
  92331. /**
  92332. * Add a mesh as LOD level triggered at the given distance.
  92333. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92334. * @param distance The distance from the center of the object to show this level
  92335. * @param mesh The mesh to be added as LOD level (can be null)
  92336. * @return This mesh (for chaining)
  92337. */
  92338. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  92339. /**
  92340. * Returns the LOD level mesh at the passed distance or null if not found.
  92341. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92342. * @param distance The distance from the center of the object to show this level
  92343. * @returns a Mesh or `null`
  92344. */
  92345. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  92346. /**
  92347. * Remove a mesh from the LOD array
  92348. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92349. * @param mesh defines the mesh to be removed
  92350. * @return This mesh (for chaining)
  92351. */
  92352. removeLODLevel(mesh: Mesh): Mesh;
  92353. /**
  92354. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  92355. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92356. * @param camera defines the camera to use to compute distance
  92357. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  92358. * @return This mesh (for chaining)
  92359. */
  92360. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  92361. /**
  92362. * Gets the mesh internal Geometry object
  92363. */
  92364. readonly geometry: Nullable<Geometry>;
  92365. /**
  92366. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  92367. * @returns the total number of vertices
  92368. */
  92369. getTotalVertices(): number;
  92370. /**
  92371. * Returns the content of an associated vertex buffer
  92372. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92373. * - VertexBuffer.PositionKind
  92374. * - VertexBuffer.UVKind
  92375. * - VertexBuffer.UV2Kind
  92376. * - VertexBuffer.UV3Kind
  92377. * - VertexBuffer.UV4Kind
  92378. * - VertexBuffer.UV5Kind
  92379. * - VertexBuffer.UV6Kind
  92380. * - VertexBuffer.ColorKind
  92381. * - VertexBuffer.MatricesIndicesKind
  92382. * - VertexBuffer.MatricesIndicesExtraKind
  92383. * - VertexBuffer.MatricesWeightsKind
  92384. * - VertexBuffer.MatricesWeightsExtraKind
  92385. * @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
  92386. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  92387. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  92388. */
  92389. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  92390. /**
  92391. * Returns the mesh VertexBuffer object from the requested `kind`
  92392. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92393. * - VertexBuffer.PositionKind
  92394. * - VertexBuffer.NormalKind
  92395. * - VertexBuffer.UVKind
  92396. * - VertexBuffer.UV2Kind
  92397. * - VertexBuffer.UV3Kind
  92398. * - VertexBuffer.UV4Kind
  92399. * - VertexBuffer.UV5Kind
  92400. * - VertexBuffer.UV6Kind
  92401. * - VertexBuffer.ColorKind
  92402. * - VertexBuffer.MatricesIndicesKind
  92403. * - VertexBuffer.MatricesIndicesExtraKind
  92404. * - VertexBuffer.MatricesWeightsKind
  92405. * - VertexBuffer.MatricesWeightsExtraKind
  92406. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  92407. */
  92408. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  92409. /**
  92410. * Tests if a specific vertex buffer is associated with this mesh
  92411. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92412. * - VertexBuffer.PositionKind
  92413. * - VertexBuffer.NormalKind
  92414. * - VertexBuffer.UVKind
  92415. * - VertexBuffer.UV2Kind
  92416. * - VertexBuffer.UV3Kind
  92417. * - VertexBuffer.UV4Kind
  92418. * - VertexBuffer.UV5Kind
  92419. * - VertexBuffer.UV6Kind
  92420. * - VertexBuffer.ColorKind
  92421. * - VertexBuffer.MatricesIndicesKind
  92422. * - VertexBuffer.MatricesIndicesExtraKind
  92423. * - VertexBuffer.MatricesWeightsKind
  92424. * - VertexBuffer.MatricesWeightsExtraKind
  92425. * @returns a boolean
  92426. */
  92427. isVerticesDataPresent(kind: string): boolean;
  92428. /**
  92429. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  92430. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92431. * - VertexBuffer.PositionKind
  92432. * - VertexBuffer.UVKind
  92433. * - VertexBuffer.UV2Kind
  92434. * - VertexBuffer.UV3Kind
  92435. * - VertexBuffer.UV4Kind
  92436. * - VertexBuffer.UV5Kind
  92437. * - VertexBuffer.UV6Kind
  92438. * - VertexBuffer.ColorKind
  92439. * - VertexBuffer.MatricesIndicesKind
  92440. * - VertexBuffer.MatricesIndicesExtraKind
  92441. * - VertexBuffer.MatricesWeightsKind
  92442. * - VertexBuffer.MatricesWeightsExtraKind
  92443. * @returns a boolean
  92444. */
  92445. isVertexBufferUpdatable(kind: string): boolean;
  92446. /**
  92447. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  92448. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92449. * - VertexBuffer.PositionKind
  92450. * - VertexBuffer.NormalKind
  92451. * - VertexBuffer.UVKind
  92452. * - VertexBuffer.UV2Kind
  92453. * - VertexBuffer.UV3Kind
  92454. * - VertexBuffer.UV4Kind
  92455. * - VertexBuffer.UV5Kind
  92456. * - VertexBuffer.UV6Kind
  92457. * - VertexBuffer.ColorKind
  92458. * - VertexBuffer.MatricesIndicesKind
  92459. * - VertexBuffer.MatricesIndicesExtraKind
  92460. * - VertexBuffer.MatricesWeightsKind
  92461. * - VertexBuffer.MatricesWeightsExtraKind
  92462. * @returns an array of strings
  92463. */
  92464. getVerticesDataKinds(): string[];
  92465. /**
  92466. * Returns a positive integer : the total number of indices in this mesh geometry.
  92467. * @returns the numner of indices or zero if the mesh has no geometry.
  92468. */
  92469. getTotalIndices(): number;
  92470. /**
  92471. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  92472. * @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.
  92473. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  92474. * @returns the indices array or an empty array if the mesh has no geometry
  92475. */
  92476. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  92477. readonly isBlocked: boolean;
  92478. /**
  92479. * Determine if the current mesh is ready to be rendered
  92480. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92481. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  92482. * @returns true if all associated assets are ready (material, textures, shaders)
  92483. */
  92484. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  92485. /**
  92486. * 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.
  92487. */
  92488. readonly areNormalsFrozen: boolean;
  92489. /**
  92490. * 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.
  92491. * @returns the current mesh
  92492. */
  92493. freezeNormals(): Mesh;
  92494. /**
  92495. * 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
  92496. * @returns the current mesh
  92497. */
  92498. unfreezeNormals(): Mesh;
  92499. /**
  92500. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  92501. */
  92502. overridenInstanceCount: number;
  92503. /** @hidden */
  92504. _preActivate(): Mesh;
  92505. /** @hidden */
  92506. _preActivateForIntermediateRendering(renderId: number): Mesh;
  92507. /** @hidden */
  92508. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  92509. /**
  92510. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  92511. * This means the mesh underlying bounding box and sphere are recomputed.
  92512. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  92513. * @returns the current mesh
  92514. */
  92515. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  92516. /** @hidden */
  92517. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  92518. /**
  92519. * This function will subdivide the mesh into multiple submeshes
  92520. * @param count defines the expected number of submeshes
  92521. */
  92522. subdivide(count: number): void;
  92523. /**
  92524. * Copy a FloatArray into a specific associated vertex buffer
  92525. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92526. * - VertexBuffer.PositionKind
  92527. * - VertexBuffer.UVKind
  92528. * - VertexBuffer.UV2Kind
  92529. * - VertexBuffer.UV3Kind
  92530. * - VertexBuffer.UV4Kind
  92531. * - VertexBuffer.UV5Kind
  92532. * - VertexBuffer.UV6Kind
  92533. * - VertexBuffer.ColorKind
  92534. * - VertexBuffer.MatricesIndicesKind
  92535. * - VertexBuffer.MatricesIndicesExtraKind
  92536. * - VertexBuffer.MatricesWeightsKind
  92537. * - VertexBuffer.MatricesWeightsExtraKind
  92538. * @param data defines the data source
  92539. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92540. * @param stride defines the data stride size (can be null)
  92541. * @returns the current mesh
  92542. */
  92543. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  92544. /**
  92545. * Delete a vertex buffer associated with this mesh
  92546. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  92547. * - VertexBuffer.PositionKind
  92548. * - VertexBuffer.UVKind
  92549. * - VertexBuffer.UV2Kind
  92550. * - VertexBuffer.UV3Kind
  92551. * - VertexBuffer.UV4Kind
  92552. * - VertexBuffer.UV5Kind
  92553. * - VertexBuffer.UV6Kind
  92554. * - VertexBuffer.ColorKind
  92555. * - VertexBuffer.MatricesIndicesKind
  92556. * - VertexBuffer.MatricesIndicesExtraKind
  92557. * - VertexBuffer.MatricesWeightsKind
  92558. * - VertexBuffer.MatricesWeightsExtraKind
  92559. */
  92560. removeVerticesData(kind: string): void;
  92561. /**
  92562. * Flags an associated vertex buffer as updatable
  92563. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  92564. * - VertexBuffer.PositionKind
  92565. * - VertexBuffer.UVKind
  92566. * - VertexBuffer.UV2Kind
  92567. * - VertexBuffer.UV3Kind
  92568. * - VertexBuffer.UV4Kind
  92569. * - VertexBuffer.UV5Kind
  92570. * - VertexBuffer.UV6Kind
  92571. * - VertexBuffer.ColorKind
  92572. * - VertexBuffer.MatricesIndicesKind
  92573. * - VertexBuffer.MatricesIndicesExtraKind
  92574. * - VertexBuffer.MatricesWeightsKind
  92575. * - VertexBuffer.MatricesWeightsExtraKind
  92576. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92577. */
  92578. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  92579. /**
  92580. * Sets the mesh global Vertex Buffer
  92581. * @param buffer defines the buffer to use
  92582. * @returns the current mesh
  92583. */
  92584. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  92585. /**
  92586. * Update a specific associated vertex buffer
  92587. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92588. * - VertexBuffer.PositionKind
  92589. * - VertexBuffer.UVKind
  92590. * - VertexBuffer.UV2Kind
  92591. * - VertexBuffer.UV3Kind
  92592. * - VertexBuffer.UV4Kind
  92593. * - VertexBuffer.UV5Kind
  92594. * - VertexBuffer.UV6Kind
  92595. * - VertexBuffer.ColorKind
  92596. * - VertexBuffer.MatricesIndicesKind
  92597. * - VertexBuffer.MatricesIndicesExtraKind
  92598. * - VertexBuffer.MatricesWeightsKind
  92599. * - VertexBuffer.MatricesWeightsExtraKind
  92600. * @param data defines the data source
  92601. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  92602. * @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)
  92603. * @returns the current mesh
  92604. */
  92605. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  92606. /**
  92607. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  92608. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  92609. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  92610. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  92611. * @returns the current mesh
  92612. */
  92613. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  92614. /**
  92615. * Creates a un-shared specific occurence of the geometry for the mesh.
  92616. * @returns the current mesh
  92617. */
  92618. makeGeometryUnique(): Mesh;
  92619. /**
  92620. * Set the index buffer of this mesh
  92621. * @param indices defines the source data
  92622. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  92623. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  92624. * @returns the current mesh
  92625. */
  92626. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  92627. /**
  92628. * Update the current index buffer
  92629. * @param indices defines the source data
  92630. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  92631. * @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)
  92632. * @returns the current mesh
  92633. */
  92634. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  92635. /**
  92636. * Invert the geometry to move from a right handed system to a left handed one.
  92637. * @returns the current mesh
  92638. */
  92639. toLeftHanded(): Mesh;
  92640. /** @hidden */
  92641. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  92642. /** @hidden */
  92643. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  92644. /**
  92645. * Registers for this mesh a javascript function called just before the rendering process
  92646. * @param func defines the function to call before rendering this mesh
  92647. * @returns the current mesh
  92648. */
  92649. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92650. /**
  92651. * Disposes a previously registered javascript function called before the rendering
  92652. * @param func defines the function to remove
  92653. * @returns the current mesh
  92654. */
  92655. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92656. /**
  92657. * Registers for this mesh a javascript function called just after the rendering is complete
  92658. * @param func defines the function to call after rendering this mesh
  92659. * @returns the current mesh
  92660. */
  92661. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92662. /**
  92663. * Disposes a previously registered javascript function called after the rendering.
  92664. * @param func defines the function to remove
  92665. * @returns the current mesh
  92666. */
  92667. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92668. /** @hidden */
  92669. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  92670. /** @hidden */
  92671. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  92672. /** @hidden */
  92673. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  92674. /** @hidden */
  92675. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  92676. /** @hidden */
  92677. _rebuild(): void;
  92678. /** @hidden */
  92679. _freeze(): void;
  92680. /** @hidden */
  92681. _unFreeze(): void;
  92682. /**
  92683. * 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
  92684. * @param subMesh defines the subMesh to render
  92685. * @param enableAlphaMode defines if alpha mode can be changed
  92686. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  92687. * @returns the current mesh
  92688. */
  92689. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  92690. private _onBeforeDraw;
  92691. /**
  92692. * Renormalize the mesh and patch it up if there are no weights
  92693. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  92694. * However in the case of zero weights then we set just a single influence to 1.
  92695. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  92696. */
  92697. cleanMatrixWeights(): void;
  92698. private normalizeSkinFourWeights;
  92699. private normalizeSkinWeightsAndExtra;
  92700. /**
  92701. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  92702. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  92703. * the user know there was an issue with importing the mesh
  92704. * @returns a validation object with skinned, valid and report string
  92705. */
  92706. validateSkinning(): {
  92707. skinned: boolean;
  92708. valid: boolean;
  92709. report: string;
  92710. };
  92711. /** @hidden */
  92712. _checkDelayState(): Mesh;
  92713. private _queueLoad;
  92714. /**
  92715. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  92716. * A mesh is in the frustum if its bounding box intersects the frustum
  92717. * @param frustumPlanes defines the frustum to test
  92718. * @returns true if the mesh is in the frustum planes
  92719. */
  92720. isInFrustum(frustumPlanes: Plane[]): boolean;
  92721. /**
  92722. * Sets the mesh material by the material or multiMaterial `id` property
  92723. * @param id is a string identifying the material or the multiMaterial
  92724. * @returns the current mesh
  92725. */
  92726. setMaterialByID(id: string): Mesh;
  92727. /**
  92728. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  92729. * @returns an array of IAnimatable
  92730. */
  92731. getAnimatables(): IAnimatable[];
  92732. /**
  92733. * Modifies the mesh geometry according to the passed transformation matrix.
  92734. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  92735. * The mesh normals are modified using the same transformation.
  92736. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92737. * @param transform defines the transform matrix to use
  92738. * @see http://doc.babylonjs.com/resources/baking_transformations
  92739. * @returns the current mesh
  92740. */
  92741. bakeTransformIntoVertices(transform: Matrix): Mesh;
  92742. /**
  92743. * Modifies the mesh geometry according to its own current World Matrix.
  92744. * The mesh World Matrix is then reset.
  92745. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  92746. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92747. * @see http://doc.babylonjs.com/resources/baking_transformations
  92748. * @returns the current mesh
  92749. */
  92750. bakeCurrentTransformIntoVertices(): Mesh;
  92751. /** @hidden */
  92752. readonly _positions: Nullable<Vector3[]>;
  92753. /** @hidden */
  92754. _resetPointsArrayCache(): Mesh;
  92755. /** @hidden */
  92756. _generatePointsArray(): boolean;
  92757. /**
  92758. * Returns a new Mesh object generated from the current mesh properties.
  92759. * This method must not get confused with createInstance()
  92760. * @param name is a string, the name given to the new mesh
  92761. * @param newParent can be any Node object (default `null`)
  92762. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  92763. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  92764. * @returns a new mesh
  92765. */
  92766. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  92767. /**
  92768. * Releases resources associated with this mesh.
  92769. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92770. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92771. */
  92772. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92773. /** @hidden */
  92774. _disposeInstanceSpecificData(): void;
  92775. /**
  92776. * Modifies the mesh geometry according to a displacement map.
  92777. * 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.
  92778. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92779. * @param url is a string, the URL from the image file is to be downloaded.
  92780. * @param minHeight is the lower limit of the displacement.
  92781. * @param maxHeight is the upper limit of the displacement.
  92782. * @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.
  92783. * @param uvOffset is an optional vector2 used to offset UV.
  92784. * @param uvScale is an optional vector2 used to scale UV.
  92785. * @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.
  92786. * @returns the Mesh.
  92787. */
  92788. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92789. /**
  92790. * Modifies the mesh geometry according to a displacementMap buffer.
  92791. * 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.
  92792. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92793. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  92794. * @param heightMapWidth is the width of the buffer image.
  92795. * @param heightMapHeight is the height of the buffer image.
  92796. * @param minHeight is the lower limit of the displacement.
  92797. * @param maxHeight is the upper limit of the displacement.
  92798. * @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.
  92799. * @param uvOffset is an optional vector2 used to offset UV.
  92800. * @param uvScale is an optional vector2 used to scale UV.
  92801. * @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.
  92802. * @returns the Mesh.
  92803. */
  92804. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92805. /**
  92806. * Modify the mesh to get a flat shading rendering.
  92807. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  92808. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  92809. * @returns current mesh
  92810. */
  92811. convertToFlatShadedMesh(): Mesh;
  92812. /**
  92813. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  92814. * In other words, more vertices, no more indices and a single bigger VBO.
  92815. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  92816. * @returns current mesh
  92817. */
  92818. convertToUnIndexedMesh(): Mesh;
  92819. /**
  92820. * Inverses facet orientations.
  92821. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92822. * @param flipNormals will also inverts the normals
  92823. * @returns current mesh
  92824. */
  92825. flipFaces(flipNormals?: boolean): Mesh;
  92826. /**
  92827. * Increase the number of facets and hence vertices in a mesh
  92828. * Vertex normals are interpolated from existing vertex normals
  92829. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92830. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  92831. */
  92832. increaseVertices(numberPerEdge: number): void;
  92833. /**
  92834. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  92835. * This will undo any application of covertToFlatShadedMesh
  92836. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92837. */
  92838. forceSharedVertices(): void;
  92839. /** @hidden */
  92840. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  92841. /** @hidden */
  92842. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  92843. /**
  92844. * Creates a new InstancedMesh object from the mesh model.
  92845. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92846. * @param name defines the name of the new instance
  92847. * @returns a new InstancedMesh
  92848. */
  92849. createInstance(name: string): InstancedMesh;
  92850. /**
  92851. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  92852. * After this call, all the mesh instances have the same submeshes than the current mesh.
  92853. * @returns the current mesh
  92854. */
  92855. synchronizeInstances(): Mesh;
  92856. /**
  92857. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  92858. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  92859. * This should be used together with the simplification to avoid disappearing triangles.
  92860. * @param successCallback an optional success callback to be called after the optimization finished.
  92861. * @returns the current mesh
  92862. */
  92863. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  92864. /**
  92865. * Serialize current mesh
  92866. * @param serializationObject defines the object which will receive the serialization data
  92867. */
  92868. serialize(serializationObject: any): void;
  92869. /** @hidden */
  92870. _syncGeometryWithMorphTargetManager(): void;
  92871. /** @hidden */
  92872. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  92873. /**
  92874. * Returns a new Mesh object parsed from the source provided.
  92875. * @param parsedMesh is the source
  92876. * @param scene defines the hosting scene
  92877. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  92878. * @returns a new Mesh
  92879. */
  92880. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  92881. /**
  92882. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  92883. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92884. * @param name defines the name of the mesh to create
  92885. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  92886. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  92887. * @param closePath creates a seam between the first and the last points of each path of the path array
  92888. * @param offset is taken in account only if the `pathArray` is containing a single path
  92889. * @param scene defines the hosting scene
  92890. * @param updatable defines if the mesh must be flagged as updatable
  92891. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92892. * @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)
  92893. * @returns a new Mesh
  92894. */
  92895. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92896. /**
  92897. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  92898. * @param name defines the name of the mesh to create
  92899. * @param radius sets the radius size (float) of the polygon (default 0.5)
  92900. * @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
  92901. * @param scene defines the hosting scene
  92902. * @param updatable defines if the mesh must be flagged as updatable
  92903. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92904. * @returns a new Mesh
  92905. */
  92906. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92907. /**
  92908. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  92909. * @param name defines the name of the mesh to create
  92910. * @param size sets the size (float) of each box side (default 1)
  92911. * @param scene defines the hosting scene
  92912. * @param updatable defines if the mesh must be flagged as updatable
  92913. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92914. * @returns a new Mesh
  92915. */
  92916. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92917. /**
  92918. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  92919. * @param name defines the name of the mesh to create
  92920. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92921. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92922. * @param scene defines the hosting scene
  92923. * @param updatable defines if the mesh must be flagged as updatable
  92924. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92925. * @returns a new Mesh
  92926. */
  92927. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92928. /**
  92929. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  92930. * @param name defines the name of the mesh to create
  92931. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92932. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92933. * @param scene defines the hosting scene
  92934. * @returns a new Mesh
  92935. */
  92936. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  92937. /**
  92938. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  92939. * @param name defines the name of the mesh to create
  92940. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  92941. * @param diameterTop set the top cap diameter (floats, default 1)
  92942. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  92943. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  92944. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  92945. * @param scene defines the hosting scene
  92946. * @param updatable defines if the mesh must be flagged as updatable
  92947. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92948. * @returns a new Mesh
  92949. */
  92950. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  92951. /**
  92952. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  92953. * @param name defines the name of the mesh to create
  92954. * @param diameter sets the diameter size (float) of the torus (default 1)
  92955. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  92956. * @param tessellation sets the number of torus sides (postive integer, default 16)
  92957. * @param scene defines the hosting scene
  92958. * @param updatable defines if the mesh must be flagged as updatable
  92959. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92960. * @returns a new Mesh
  92961. */
  92962. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92963. /**
  92964. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  92965. * @param name defines the name of the mesh to create
  92966. * @param radius sets the global radius size (float) of the torus knot (default 2)
  92967. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  92968. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  92969. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  92970. * @param p the number of windings on X axis (positive integers, default 2)
  92971. * @param q the number of windings on Y axis (positive integers, default 3)
  92972. * @param scene defines the hosting scene
  92973. * @param updatable defines if the mesh must be flagged as updatable
  92974. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92975. * @returns a new Mesh
  92976. */
  92977. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92978. /**
  92979. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  92980. * @param name defines the name of the mesh to create
  92981. * @param points is an array successive Vector3
  92982. * @param scene defines the hosting scene
  92983. * @param updatable defines if the mesh must be flagged as updatable
  92984. * @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).
  92985. * @returns a new Mesh
  92986. */
  92987. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  92988. /**
  92989. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  92990. * @param name defines the name of the mesh to create
  92991. * @param points is an array successive Vector3
  92992. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  92993. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  92994. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  92995. * @param scene defines the hosting scene
  92996. * @param updatable defines if the mesh must be flagged as updatable
  92997. * @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)
  92998. * @returns a new Mesh
  92999. */
  93000. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  93001. /**
  93002. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  93003. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  93004. * 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.
  93005. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93006. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  93007. * Remember you can only change the shape positions, not their number when updating a polygon.
  93008. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  93009. * @param name defines the name of the mesh to create
  93010. * @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
  93011. * @param scene defines the hosting scene
  93012. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  93013. * @param updatable defines if the mesh must be flagged as updatable
  93014. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93015. * @param earcutInjection can be used to inject your own earcut reference
  93016. * @returns a new Mesh
  93017. */
  93018. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  93019. /**
  93020. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  93021. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  93022. * @param name defines the name of the mesh to create
  93023. * @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
  93024. * @param depth defines the height of extrusion
  93025. * @param scene defines the hosting scene
  93026. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  93027. * @param updatable defines if the mesh must be flagged as updatable
  93028. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93029. * @param earcutInjection can be used to inject your own earcut reference
  93030. * @returns a new Mesh
  93031. */
  93032. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  93033. /**
  93034. * Creates an extruded shape mesh.
  93035. * 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
  93036. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93037. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  93038. * @param name defines the name of the mesh to create
  93039. * @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
  93040. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  93041. * @param scale is the value to scale the shape
  93042. * @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
  93043. * @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
  93044. * @param scene defines the hosting scene
  93045. * @param updatable defines if the mesh must be flagged as updatable
  93046. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93047. * @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)
  93048. * @returns a new Mesh
  93049. */
  93050. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93051. /**
  93052. * Creates an custom extruded shape mesh.
  93053. * The custom extrusion is a parametric shape.
  93054. * It has no predefined shape. Its final shape will depend on the input parameters.
  93055. * Please consider using the same method from the MeshBuilder class instead
  93056. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  93057. * @param name defines the name of the mesh to create
  93058. * @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
  93059. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  93060. * @param scaleFunction is a custom Javascript function called on each path point
  93061. * @param rotationFunction is a custom Javascript function called on each path point
  93062. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  93063. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  93064. * @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
  93065. * @param scene defines the hosting scene
  93066. * @param updatable defines if the mesh must be flagged as updatable
  93067. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93068. * @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)
  93069. * @returns a new Mesh
  93070. */
  93071. 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;
  93072. /**
  93073. * Creates lathe mesh.
  93074. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  93075. * Please consider using the same method from the MeshBuilder class instead
  93076. * @param name defines the name of the mesh to create
  93077. * @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
  93078. * @param radius is the radius value of the lathe
  93079. * @param tessellation is the side number of the lathe.
  93080. * @param scene defines the hosting scene
  93081. * @param updatable defines if the mesh must be flagged as updatable
  93082. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93083. * @returns a new Mesh
  93084. */
  93085. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93086. /**
  93087. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  93088. * @param name defines the name of the mesh to create
  93089. * @param size sets the size (float) of both sides of the plane at once (default 1)
  93090. * @param scene defines the hosting scene
  93091. * @param updatable defines if the mesh must be flagged as updatable
  93092. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93093. * @returns a new Mesh
  93094. */
  93095. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93096. /**
  93097. * Creates a ground mesh.
  93098. * Please consider using the same method from the MeshBuilder class instead
  93099. * @param name defines the name of the mesh to create
  93100. * @param width set the width of the ground
  93101. * @param height set the height of the ground
  93102. * @param subdivisions sets the number of subdivisions per side
  93103. * @param scene defines the hosting scene
  93104. * @param updatable defines if the mesh must be flagged as updatable
  93105. * @returns a new Mesh
  93106. */
  93107. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  93108. /**
  93109. * Creates a tiled ground mesh.
  93110. * Please consider using the same method from the MeshBuilder class instead
  93111. * @param name defines the name of the mesh to create
  93112. * @param xmin set the ground minimum X coordinate
  93113. * @param zmin set the ground minimum Y coordinate
  93114. * @param xmax set the ground maximum X coordinate
  93115. * @param zmax set the ground maximum Z coordinate
  93116. * @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
  93117. * @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
  93118. * @param scene defines the hosting scene
  93119. * @param updatable defines if the mesh must be flagged as updatable
  93120. * @returns a new Mesh
  93121. */
  93122. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  93123. w: number;
  93124. h: number;
  93125. }, precision: {
  93126. w: number;
  93127. h: number;
  93128. }, scene: Scene, updatable?: boolean): Mesh;
  93129. /**
  93130. * Creates a ground mesh from a height map.
  93131. * Please consider using the same method from the MeshBuilder class instead
  93132. * @see http://doc.babylonjs.com/babylon101/height_map
  93133. * @param name defines the name of the mesh to create
  93134. * @param url sets the URL of the height map image resource
  93135. * @param width set the ground width size
  93136. * @param height set the ground height size
  93137. * @param subdivisions sets the number of subdivision per side
  93138. * @param minHeight is the minimum altitude on the ground
  93139. * @param maxHeight is the maximum altitude on the ground
  93140. * @param scene defines the hosting scene
  93141. * @param updatable defines if the mesh must be flagged as updatable
  93142. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  93143. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  93144. * @returns a new Mesh
  93145. */
  93146. 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;
  93147. /**
  93148. * Creates a tube mesh.
  93149. * The tube is a parametric shape.
  93150. * It has no predefined shape. Its final shape will depend on the input parameters.
  93151. * Please consider using the same method from the MeshBuilder class instead
  93152. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93153. * @param name defines the name of the mesh to create
  93154. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  93155. * @param radius sets the tube radius size
  93156. * @param tessellation is the number of sides on the tubular surface
  93157. * @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
  93158. * @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
  93159. * @param scene defines the hosting scene
  93160. * @param updatable defines if the mesh must be flagged as updatable
  93161. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93162. * @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)
  93163. * @returns a new Mesh
  93164. */
  93165. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  93166. (i: number, distance: number): number;
  93167. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93168. /**
  93169. * Creates a polyhedron mesh.
  93170. * Please consider using the same method from the MeshBuilder class instead.
  93171. * * 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
  93172. * * The parameter `size` (positive float, default 1) sets the polygon size
  93173. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  93174. * * 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`
  93175. * * 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
  93176. * * 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)`)
  93177. * * 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
  93178. * * 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
  93179. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93180. * * 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
  93181. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93182. * @param name defines the name of the mesh to create
  93183. * @param options defines the options used to create the mesh
  93184. * @param scene defines the hosting scene
  93185. * @returns a new Mesh
  93186. */
  93187. static CreatePolyhedron(name: string, options: {
  93188. type?: number;
  93189. size?: number;
  93190. sizeX?: number;
  93191. sizeY?: number;
  93192. sizeZ?: number;
  93193. custom?: any;
  93194. faceUV?: Vector4[];
  93195. faceColors?: Color4[];
  93196. updatable?: boolean;
  93197. sideOrientation?: number;
  93198. }, scene: Scene): Mesh;
  93199. /**
  93200. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  93201. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  93202. * * 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`)
  93203. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  93204. * * 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
  93205. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93206. * * 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
  93207. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93208. * @param name defines the name of the mesh
  93209. * @param options defines the options used to create the mesh
  93210. * @param scene defines the hosting scene
  93211. * @returns a new Mesh
  93212. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  93213. */
  93214. static CreateIcoSphere(name: string, options: {
  93215. radius?: number;
  93216. flat?: boolean;
  93217. subdivisions?: number;
  93218. sideOrientation?: number;
  93219. updatable?: boolean;
  93220. }, scene: Scene): Mesh;
  93221. /**
  93222. * Creates a decal mesh.
  93223. * Please consider using the same method from the MeshBuilder class instead.
  93224. * A decal is a mesh usually applied as a model onto the surface of another mesh
  93225. * @param name defines the name of the mesh
  93226. * @param sourceMesh defines the mesh receiving the decal
  93227. * @param position sets the position of the decal in world coordinates
  93228. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  93229. * @param size sets the decal scaling
  93230. * @param angle sets the angle to rotate the decal
  93231. * @returns a new Mesh
  93232. */
  93233. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  93234. /**
  93235. * Prepare internal position array for software CPU skinning
  93236. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  93237. */
  93238. setPositionsForCPUSkinning(): Float32Array;
  93239. /**
  93240. * Prepare internal normal array for software CPU skinning
  93241. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  93242. */
  93243. setNormalsForCPUSkinning(): Float32Array;
  93244. /**
  93245. * Updates the vertex buffer by applying transformation from the bones
  93246. * @param skeleton defines the skeleton to apply to current mesh
  93247. * @returns the current mesh
  93248. */
  93249. applySkeleton(skeleton: Skeleton): Mesh;
  93250. /**
  93251. * 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
  93252. * @param meshes defines the list of meshes to scan
  93253. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  93254. */
  93255. static MinMax(meshes: AbstractMesh[]): {
  93256. min: Vector3;
  93257. max: Vector3;
  93258. };
  93259. /**
  93260. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  93261. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  93262. * @returns a vector3
  93263. */
  93264. static Center(meshesOrMinMaxVector: {
  93265. min: Vector3;
  93266. max: Vector3;
  93267. } | AbstractMesh[]): Vector3;
  93268. /**
  93269. * Merge the array of meshes into a single mesh for performance reasons.
  93270. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  93271. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  93272. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  93273. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  93274. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  93275. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  93276. * @returns a new mesh
  93277. */
  93278. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  93279. /** @hidden */
  93280. addInstance(instance: InstancedMesh): void;
  93281. /** @hidden */
  93282. removeInstance(instance: InstancedMesh): void;
  93283. }
  93284. }
  93285. declare module BABYLON {
  93286. /**
  93287. * This is the base class of all the camera used in the application.
  93288. * @see http://doc.babylonjs.com/features/cameras
  93289. */
  93290. export class Camera extends Node {
  93291. /** @hidden */
  93292. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  93293. /**
  93294. * This is the default projection mode used by the cameras.
  93295. * It helps recreating a feeling of perspective and better appreciate depth.
  93296. * This is the best way to simulate real life cameras.
  93297. */
  93298. static readonly PERSPECTIVE_CAMERA: number;
  93299. /**
  93300. * This helps creating camera with an orthographic mode.
  93301. * 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.
  93302. */
  93303. static readonly ORTHOGRAPHIC_CAMERA: number;
  93304. /**
  93305. * This is the default FOV mode for perspective cameras.
  93306. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  93307. */
  93308. static readonly FOVMODE_VERTICAL_FIXED: number;
  93309. /**
  93310. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  93311. */
  93312. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  93313. /**
  93314. * This specifies ther is no need for a camera rig.
  93315. * Basically only one eye is rendered corresponding to the camera.
  93316. */
  93317. static readonly RIG_MODE_NONE: number;
  93318. /**
  93319. * Simulates a camera Rig with one blue eye and one red eye.
  93320. * This can be use with 3d blue and red glasses.
  93321. */
  93322. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  93323. /**
  93324. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  93325. */
  93326. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  93327. /**
  93328. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  93329. */
  93330. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  93331. /**
  93332. * Defines that both eyes of the camera will be rendered over under each other.
  93333. */
  93334. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  93335. /**
  93336. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  93337. */
  93338. static readonly RIG_MODE_VR: number;
  93339. /**
  93340. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  93341. */
  93342. static readonly RIG_MODE_WEBVR: number;
  93343. /**
  93344. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  93345. */
  93346. static readonly RIG_MODE_CUSTOM: number;
  93347. /**
  93348. * Defines if by default attaching controls should prevent the default javascript event to continue.
  93349. */
  93350. static ForceAttachControlToAlwaysPreventDefault: boolean;
  93351. /**
  93352. * Define the input manager associated with the camera.
  93353. */
  93354. inputs: CameraInputsManager<Camera>;
  93355. /** @hidden */
  93356. _position: Vector3;
  93357. /**
  93358. * Define the current local position of the camera in the scene
  93359. */
  93360. position: Vector3;
  93361. /**
  93362. * The vector the camera should consider as up.
  93363. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  93364. */
  93365. upVector: Vector3;
  93366. /**
  93367. * Define the current limit on the left side for an orthographic camera
  93368. * In scene unit
  93369. */
  93370. orthoLeft: Nullable<number>;
  93371. /**
  93372. * Define the current limit on the right side for an orthographic camera
  93373. * In scene unit
  93374. */
  93375. orthoRight: Nullable<number>;
  93376. /**
  93377. * Define the current limit on the bottom side for an orthographic camera
  93378. * In scene unit
  93379. */
  93380. orthoBottom: Nullable<number>;
  93381. /**
  93382. * Define the current limit on the top side for an orthographic camera
  93383. * In scene unit
  93384. */
  93385. orthoTop: Nullable<number>;
  93386. /**
  93387. * Field Of View is set in Radians. (default is 0.8)
  93388. */
  93389. fov: number;
  93390. /**
  93391. * Define the minimum distance the camera can see from.
  93392. * This is important to note that the depth buffer are not infinite and the closer it starts
  93393. * the more your scene might encounter depth fighting issue.
  93394. */
  93395. minZ: number;
  93396. /**
  93397. * Define the maximum distance the camera can see to.
  93398. * This is important to note that the depth buffer are not infinite and the further it end
  93399. * the more your scene might encounter depth fighting issue.
  93400. */
  93401. maxZ: number;
  93402. /**
  93403. * Define the default inertia of the camera.
  93404. * This helps giving a smooth feeling to the camera movement.
  93405. */
  93406. inertia: number;
  93407. /**
  93408. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  93409. */
  93410. mode: number;
  93411. /**
  93412. * Define wether the camera is intermediate.
  93413. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  93414. */
  93415. isIntermediate: boolean;
  93416. /**
  93417. * Define the viewport of the camera.
  93418. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  93419. */
  93420. viewport: Viewport;
  93421. /**
  93422. * Restricts the camera to viewing objects with the same layerMask.
  93423. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  93424. */
  93425. layerMask: number;
  93426. /**
  93427. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  93428. */
  93429. fovMode: number;
  93430. /**
  93431. * Rig mode of the camera.
  93432. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  93433. * This is normally controlled byt the camera themselves as internal use.
  93434. */
  93435. cameraRigMode: number;
  93436. /**
  93437. * Defines the distance between both "eyes" in case of a RIG
  93438. */
  93439. interaxialDistance: number;
  93440. /**
  93441. * Defines if stereoscopic rendering is done side by side or over under.
  93442. */
  93443. isStereoscopicSideBySide: boolean;
  93444. /**
  93445. * 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
  93446. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  93447. * else in the scene. (Eg. security camera)
  93448. *
  93449. * 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)
  93450. */
  93451. customRenderTargets: RenderTargetTexture[];
  93452. /**
  93453. * When set, the camera will render to this render target instead of the default canvas
  93454. *
  93455. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  93456. */
  93457. outputRenderTarget: Nullable<RenderTargetTexture>;
  93458. /**
  93459. * Observable triggered when the camera view matrix has changed.
  93460. */
  93461. onViewMatrixChangedObservable: Observable<Camera>;
  93462. /**
  93463. * Observable triggered when the camera Projection matrix has changed.
  93464. */
  93465. onProjectionMatrixChangedObservable: Observable<Camera>;
  93466. /**
  93467. * Observable triggered when the inputs have been processed.
  93468. */
  93469. onAfterCheckInputsObservable: Observable<Camera>;
  93470. /**
  93471. * Observable triggered when reset has been called and applied to the camera.
  93472. */
  93473. onRestoreStateObservable: Observable<Camera>;
  93474. /** @hidden */
  93475. _cameraRigParams: any;
  93476. /** @hidden */
  93477. _rigCameras: Camera[];
  93478. /** @hidden */
  93479. _rigPostProcess: Nullable<PostProcess>;
  93480. protected _webvrViewMatrix: Matrix;
  93481. /** @hidden */
  93482. _skipRendering: boolean;
  93483. /** @hidden */
  93484. _projectionMatrix: Matrix;
  93485. /** @hidden */
  93486. _postProcesses: Nullable<PostProcess>[];
  93487. /** @hidden */
  93488. _activeMeshes: SmartArray<AbstractMesh>;
  93489. protected _globalPosition: Vector3;
  93490. /** @hidden */
  93491. _computedViewMatrix: Matrix;
  93492. private _doNotComputeProjectionMatrix;
  93493. private _transformMatrix;
  93494. private _frustumPlanes;
  93495. private _refreshFrustumPlanes;
  93496. private _storedFov;
  93497. private _stateStored;
  93498. /**
  93499. * Instantiates a new camera object.
  93500. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  93501. * @see http://doc.babylonjs.com/features/cameras
  93502. * @param name Defines the name of the camera in the scene
  93503. * @param position Defines the position of the camera
  93504. * @param scene Defines the scene the camera belongs too
  93505. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  93506. */
  93507. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  93508. /**
  93509. * Store current camera state (fov, position, etc..)
  93510. * @returns the camera
  93511. */
  93512. storeState(): Camera;
  93513. /**
  93514. * Restores the camera state values if it has been stored. You must call storeState() first
  93515. */
  93516. protected _restoreStateValues(): boolean;
  93517. /**
  93518. * Restored camera state. You must call storeState() first.
  93519. * @returns true if restored and false otherwise
  93520. */
  93521. restoreState(): boolean;
  93522. /**
  93523. * Gets the class name of the camera.
  93524. * @returns the class name
  93525. */
  93526. getClassName(): string;
  93527. /** @hidden */
  93528. readonly _isCamera: boolean;
  93529. /**
  93530. * Gets a string representation of the camera useful for debug purpose.
  93531. * @param fullDetails Defines that a more verboe level of logging is required
  93532. * @returns the string representation
  93533. */
  93534. toString(fullDetails?: boolean): string;
  93535. /**
  93536. * Gets the current world space position of the camera.
  93537. */
  93538. readonly globalPosition: Vector3;
  93539. /**
  93540. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  93541. * @returns the active meshe list
  93542. */
  93543. getActiveMeshes(): SmartArray<AbstractMesh>;
  93544. /**
  93545. * Check wether a mesh is part of the current active mesh list of the camera
  93546. * @param mesh Defines the mesh to check
  93547. * @returns true if active, false otherwise
  93548. */
  93549. isActiveMesh(mesh: Mesh): boolean;
  93550. /**
  93551. * Is this camera ready to be used/rendered
  93552. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  93553. * @return true if the camera is ready
  93554. */
  93555. isReady(completeCheck?: boolean): boolean;
  93556. /** @hidden */
  93557. _initCache(): void;
  93558. /** @hidden */
  93559. _updateCache(ignoreParentClass?: boolean): void;
  93560. /** @hidden */
  93561. _isSynchronized(): boolean;
  93562. /** @hidden */
  93563. _isSynchronizedViewMatrix(): boolean;
  93564. /** @hidden */
  93565. _isSynchronizedProjectionMatrix(): boolean;
  93566. /**
  93567. * Attach the input controls to a specific dom element to get the input from.
  93568. * @param element Defines the element the controls should be listened from
  93569. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  93570. */
  93571. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  93572. /**
  93573. * Detach the current controls from the specified dom element.
  93574. * @param element Defines the element to stop listening the inputs from
  93575. */
  93576. detachControl(element: HTMLElement): void;
  93577. /**
  93578. * Update the camera state according to the different inputs gathered during the frame.
  93579. */
  93580. update(): void;
  93581. /** @hidden */
  93582. _checkInputs(): void;
  93583. /** @hidden */
  93584. readonly rigCameras: Camera[];
  93585. /**
  93586. * Gets the post process used by the rig cameras
  93587. */
  93588. readonly rigPostProcess: Nullable<PostProcess>;
  93589. /**
  93590. * Internal, gets the first post proces.
  93591. * @returns the first post process to be run on this camera.
  93592. */
  93593. _getFirstPostProcess(): Nullable<PostProcess>;
  93594. private _cascadePostProcessesToRigCams;
  93595. /**
  93596. * Attach a post process to the camera.
  93597. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93598. * @param postProcess The post process to attach to the camera
  93599. * @param insertAt The position of the post process in case several of them are in use in the scene
  93600. * @returns the position the post process has been inserted at
  93601. */
  93602. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  93603. /**
  93604. * Detach a post process to the camera.
  93605. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93606. * @param postProcess The post process to detach from the camera
  93607. */
  93608. detachPostProcess(postProcess: PostProcess): void;
  93609. /**
  93610. * Gets the current world matrix of the camera
  93611. */
  93612. getWorldMatrix(): Matrix;
  93613. /** @hidden */
  93614. _getViewMatrix(): Matrix;
  93615. /**
  93616. * Gets the current view matrix of the camera.
  93617. * @param force forces the camera to recompute the matrix without looking at the cached state
  93618. * @returns the view matrix
  93619. */
  93620. getViewMatrix(force?: boolean): Matrix;
  93621. /**
  93622. * Freeze the projection matrix.
  93623. * It will prevent the cache check of the camera projection compute and can speed up perf
  93624. * if no parameter of the camera are meant to change
  93625. * @param projection Defines manually a projection if necessary
  93626. */
  93627. freezeProjectionMatrix(projection?: Matrix): void;
  93628. /**
  93629. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  93630. */
  93631. unfreezeProjectionMatrix(): void;
  93632. /**
  93633. * Gets the current projection matrix of the camera.
  93634. * @param force forces the camera to recompute the matrix without looking at the cached state
  93635. * @returns the projection matrix
  93636. */
  93637. getProjectionMatrix(force?: boolean): Matrix;
  93638. /**
  93639. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  93640. * @returns a Matrix
  93641. */
  93642. getTransformationMatrix(): Matrix;
  93643. private _updateFrustumPlanes;
  93644. /**
  93645. * Checks if a cullable object (mesh...) is in the camera frustum
  93646. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  93647. * @param target The object to check
  93648. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  93649. * @returns true if the object is in frustum otherwise false
  93650. */
  93651. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  93652. /**
  93653. * Checks if a cullable object (mesh...) is in the camera frustum
  93654. * Unlike isInFrustum this cheks the full bounding box
  93655. * @param target The object to check
  93656. * @returns true if the object is in frustum otherwise false
  93657. */
  93658. isCompletelyInFrustum(target: ICullable): boolean;
  93659. /**
  93660. * Gets a ray in the forward direction from the camera.
  93661. * @param length Defines the length of the ray to create
  93662. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  93663. * @param origin Defines the start point of the ray which defaults to the camera position
  93664. * @returns the forward ray
  93665. */
  93666. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  93667. /**
  93668. * Releases resources associated with this node.
  93669. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  93670. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  93671. */
  93672. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  93673. /** @hidden */
  93674. _isLeftCamera: boolean;
  93675. /**
  93676. * Gets the left camera of a rig setup in case of Rigged Camera
  93677. */
  93678. readonly isLeftCamera: boolean;
  93679. /** @hidden */
  93680. _isRightCamera: boolean;
  93681. /**
  93682. * Gets the right camera of a rig setup in case of Rigged Camera
  93683. */
  93684. readonly isRightCamera: boolean;
  93685. /**
  93686. * Gets the left camera of a rig setup in case of Rigged Camera
  93687. */
  93688. readonly leftCamera: Nullable<FreeCamera>;
  93689. /**
  93690. * Gets the right camera of a rig setup in case of Rigged Camera
  93691. */
  93692. readonly rightCamera: Nullable<FreeCamera>;
  93693. /**
  93694. * Gets the left camera target of a rig setup in case of Rigged Camera
  93695. * @returns the target position
  93696. */
  93697. getLeftTarget(): Nullable<Vector3>;
  93698. /**
  93699. * Gets the right camera target of a rig setup in case of Rigged Camera
  93700. * @returns the target position
  93701. */
  93702. getRightTarget(): Nullable<Vector3>;
  93703. /**
  93704. * @hidden
  93705. */
  93706. setCameraRigMode(mode: number, rigParams: any): void;
  93707. /** @hidden */
  93708. static _setStereoscopicRigMode(camera: Camera): void;
  93709. /** @hidden */
  93710. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  93711. /** @hidden */
  93712. static _setVRRigMode(camera: Camera, rigParams: any): void;
  93713. /** @hidden */
  93714. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  93715. /** @hidden */
  93716. _getVRProjectionMatrix(): Matrix;
  93717. protected _updateCameraRotationMatrix(): void;
  93718. protected _updateWebVRCameraRotationMatrix(): void;
  93719. /**
  93720. * This function MUST be overwritten by the different WebVR cameras available.
  93721. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93722. * @hidden
  93723. */
  93724. _getWebVRProjectionMatrix(): Matrix;
  93725. /**
  93726. * This function MUST be overwritten by the different WebVR cameras available.
  93727. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93728. * @hidden
  93729. */
  93730. _getWebVRViewMatrix(): Matrix;
  93731. /** @hidden */
  93732. setCameraRigParameter(name: string, value: any): void;
  93733. /**
  93734. * needs to be overridden by children so sub has required properties to be copied
  93735. * @hidden
  93736. */
  93737. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  93738. /**
  93739. * May need to be overridden by children
  93740. * @hidden
  93741. */
  93742. _updateRigCameras(): void;
  93743. /** @hidden */
  93744. _setupInputs(): void;
  93745. /**
  93746. * Serialiaze the camera setup to a json represention
  93747. * @returns the JSON representation
  93748. */
  93749. serialize(): any;
  93750. /**
  93751. * Clones the current camera.
  93752. * @param name The cloned camera name
  93753. * @returns the cloned camera
  93754. */
  93755. clone(name: string): Camera;
  93756. /**
  93757. * Gets the direction of the camera relative to a given local axis.
  93758. * @param localAxis Defines the reference axis to provide a relative direction.
  93759. * @return the direction
  93760. */
  93761. getDirection(localAxis: Vector3): Vector3;
  93762. /**
  93763. * Returns the current camera absolute rotation
  93764. */
  93765. readonly absoluteRotation: Quaternion;
  93766. /**
  93767. * Gets the direction of the camera relative to a given local axis into a passed vector.
  93768. * @param localAxis Defines the reference axis to provide a relative direction.
  93769. * @param result Defines the vector to store the result in
  93770. */
  93771. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  93772. /**
  93773. * Gets a camera constructor for a given camera type
  93774. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  93775. * @param name The name of the camera the result will be able to instantiate
  93776. * @param scene The scene the result will construct the camera in
  93777. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  93778. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  93779. * @returns a factory method to construc the camera
  93780. */
  93781. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  93782. /**
  93783. * Compute the world matrix of the camera.
  93784. * @returns the camera world matrix
  93785. */
  93786. computeWorldMatrix(): Matrix;
  93787. /**
  93788. * Parse a JSON and creates the camera from the parsed information
  93789. * @param parsedCamera The JSON to parse
  93790. * @param scene The scene to instantiate the camera in
  93791. * @returns the newly constructed camera
  93792. */
  93793. static Parse(parsedCamera: any, scene: Scene): Camera;
  93794. }
  93795. }
  93796. declare module BABYLON {
  93797. /**
  93798. * Class containing static functions to help procedurally build meshes
  93799. */
  93800. export class DiscBuilder {
  93801. /**
  93802. * Creates a plane polygonal mesh. By default, this is a disc
  93803. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  93804. * * 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
  93805. * * 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
  93806. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  93807. * * 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
  93808. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93809. * @param name defines the name of the mesh
  93810. * @param options defines the options used to create the mesh
  93811. * @param scene defines the hosting scene
  93812. * @returns the plane polygonal mesh
  93813. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  93814. */
  93815. static CreateDisc(name: string, options: {
  93816. radius?: number;
  93817. tessellation?: number;
  93818. arc?: number;
  93819. updatable?: boolean;
  93820. sideOrientation?: number;
  93821. frontUVs?: Vector4;
  93822. backUVs?: Vector4;
  93823. }, scene?: Nullable<Scene>): Mesh;
  93824. }
  93825. }
  93826. declare module BABYLON {
  93827. /**
  93828. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  93829. *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.
  93830. * The SPS is also a particle system. It provides some methods to manage the particles.
  93831. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  93832. *
  93833. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  93834. */
  93835. export class SolidParticleSystem implements IDisposable {
  93836. /**
  93837. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  93838. * Example : var p = SPS.particles[i];
  93839. */
  93840. particles: SolidParticle[];
  93841. /**
  93842. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  93843. */
  93844. nbParticles: number;
  93845. /**
  93846. * If the particles must ever face the camera (default false). Useful for planar particles.
  93847. */
  93848. billboard: boolean;
  93849. /**
  93850. * Recompute normals when adding a shape
  93851. */
  93852. recomputeNormals: boolean;
  93853. /**
  93854. * This a counter ofr your own usage. It's not set by any SPS functions.
  93855. */
  93856. counter: number;
  93857. /**
  93858. * The SPS name. This name is also given to the underlying mesh.
  93859. */
  93860. name: string;
  93861. /**
  93862. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  93863. */
  93864. mesh: Mesh;
  93865. /**
  93866. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  93867. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  93868. */
  93869. vars: any;
  93870. /**
  93871. * This array is populated when the SPS is set as 'pickable'.
  93872. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  93873. * Each element of this array is an object `{idx: int, faceId: int}`.
  93874. * `idx` is the picked particle index in the `SPS.particles` array
  93875. * `faceId` is the picked face index counted within this particle.
  93876. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  93877. */
  93878. pickedParticles: {
  93879. idx: number;
  93880. faceId: number;
  93881. }[];
  93882. /**
  93883. * This array is populated when `enableDepthSort` is set to true.
  93884. * Each element of this array is an instance of the class DepthSortedParticle.
  93885. */
  93886. depthSortedParticles: DepthSortedParticle[];
  93887. /**
  93888. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  93889. * @hidden
  93890. */
  93891. _bSphereOnly: boolean;
  93892. /**
  93893. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  93894. * @hidden
  93895. */
  93896. _bSphereRadiusFactor: number;
  93897. private _scene;
  93898. private _positions;
  93899. private _indices;
  93900. private _normals;
  93901. private _colors;
  93902. private _uvs;
  93903. private _indices32;
  93904. private _positions32;
  93905. private _normals32;
  93906. private _fixedNormal32;
  93907. private _colors32;
  93908. private _uvs32;
  93909. private _index;
  93910. private _updatable;
  93911. private _pickable;
  93912. private _isVisibilityBoxLocked;
  93913. private _alwaysVisible;
  93914. private _depthSort;
  93915. private _expandable;
  93916. private _shapeCounter;
  93917. private _copy;
  93918. private _color;
  93919. private _computeParticleColor;
  93920. private _computeParticleTexture;
  93921. private _computeParticleRotation;
  93922. private _computeParticleVertex;
  93923. private _computeBoundingBox;
  93924. private _depthSortParticles;
  93925. private _camera;
  93926. private _mustUnrotateFixedNormals;
  93927. private _particlesIntersect;
  93928. private _needs32Bits;
  93929. private _isNotBuilt;
  93930. private _lastParticleId;
  93931. private _idxOfId;
  93932. /**
  93933. * Creates a SPS (Solid Particle System) object.
  93934. * @param name (String) is the SPS name, this will be the underlying mesh name.
  93935. * @param scene (Scene) is the scene in which the SPS is added.
  93936. * @param options defines the options of the sps e.g.
  93937. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  93938. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  93939. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  93940. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  93941. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  93942. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  93943. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  93944. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  93945. */
  93946. constructor(name: string, scene: Scene, options?: {
  93947. updatable?: boolean;
  93948. isPickable?: boolean;
  93949. enableDepthSort?: boolean;
  93950. particleIntersection?: boolean;
  93951. boundingSphereOnly?: boolean;
  93952. bSphereRadiusFactor?: number;
  93953. expandable?: boolean;
  93954. });
  93955. /**
  93956. * Builds the SPS underlying mesh. Returns a standard Mesh.
  93957. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  93958. * @returns the created mesh
  93959. */
  93960. buildMesh(): Mesh;
  93961. /**
  93962. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  93963. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  93964. * Thus the particles generated from `digest()` have their property `position` set yet.
  93965. * @param mesh ( Mesh ) is the mesh to be digested
  93966. * @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
  93967. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  93968. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  93969. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  93970. * @returns the current SPS
  93971. */
  93972. digest(mesh: Mesh, options?: {
  93973. facetNb?: number;
  93974. number?: number;
  93975. delta?: number;
  93976. storage?: [];
  93977. }): SolidParticleSystem;
  93978. /**
  93979. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  93980. * @hidden
  93981. */
  93982. private _unrotateFixedNormals;
  93983. /**
  93984. * Resets the temporary working copy particle
  93985. * @hidden
  93986. */
  93987. private _resetCopy;
  93988. /**
  93989. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  93990. * @param p the current index in the positions array to be updated
  93991. * @param shape a Vector3 array, the shape geometry
  93992. * @param positions the positions array to be updated
  93993. * @param meshInd the shape indices array
  93994. * @param indices the indices array to be updated
  93995. * @param meshUV the shape uv array
  93996. * @param uvs the uv array to be updated
  93997. * @param meshCol the shape color array
  93998. * @param colors the color array to be updated
  93999. * @param meshNor the shape normals array
  94000. * @param normals the normals array to be updated
  94001. * @param idx the particle index
  94002. * @param idxInShape the particle index in its shape
  94003. * @param options the addShape() method passed options
  94004. * @hidden
  94005. */
  94006. private _meshBuilder;
  94007. /**
  94008. * Returns a shape Vector3 array from positions float array
  94009. * @param positions float array
  94010. * @returns a vector3 array
  94011. * @hidden
  94012. */
  94013. private _posToShape;
  94014. /**
  94015. * Returns a shapeUV array from a float uvs (array deep copy)
  94016. * @param uvs as a float array
  94017. * @returns a shapeUV array
  94018. * @hidden
  94019. */
  94020. private _uvsToShapeUV;
  94021. /**
  94022. * Adds a new particle object in the particles array
  94023. * @param idx particle index in particles array
  94024. * @param id particle id
  94025. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  94026. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  94027. * @param model particle ModelShape object
  94028. * @param shapeId model shape identifier
  94029. * @param idxInShape index of the particle in the current model
  94030. * @param bInfo model bounding info object
  94031. * @param storage target storage array, if any
  94032. * @hidden
  94033. */
  94034. private _addParticle;
  94035. /**
  94036. * Adds some particles to the SPS from the model shape. Returns the shape id.
  94037. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  94038. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  94039. * @param nb (positive integer) the number of particles to be created from this model
  94040. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  94041. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  94042. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  94043. * @returns the number of shapes in the system
  94044. */
  94045. addShape(mesh: Mesh, nb: number, options?: {
  94046. positionFunction?: any;
  94047. vertexFunction?: any;
  94048. storage?: [];
  94049. }): number;
  94050. /**
  94051. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  94052. * @hidden
  94053. */
  94054. private _rebuildParticle;
  94055. /**
  94056. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  94057. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  94058. * @returns the SPS.
  94059. */
  94060. rebuildMesh(reset?: boolean): SolidParticleSystem;
  94061. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  94062. * Returns an array with the removed particles.
  94063. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  94064. * The SPS can't be empty so at least one particle needs to remain in place.
  94065. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  94066. * @param start index of the first particle to remove
  94067. * @param end index of the last particle to remove (included)
  94068. * @returns an array populated with the removed particles
  94069. */
  94070. removeParticles(start: number, end: number): SolidParticle[];
  94071. /**
  94072. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  94073. * @param solidParticleArray an array populated with Solid Particles objects
  94074. * @returns the SPS
  94075. */
  94076. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  94077. /**
  94078. * Creates a new particle and modifies the SPS mesh geometry :
  94079. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  94080. * - calls _addParticle() to populate the particle array
  94081. * factorized code from addShape() and insertParticlesFromArray()
  94082. * @param idx particle index in the particles array
  94083. * @param i particle index in its shape
  94084. * @param modelShape particle ModelShape object
  94085. * @param shape shape vertex array
  94086. * @param meshInd shape indices array
  94087. * @param meshUV shape uv array
  94088. * @param meshCol shape color array
  94089. * @param meshNor shape normals array
  94090. * @param bbInfo shape bounding info
  94091. * @param storage target particle storage
  94092. * @options addShape() passed options
  94093. * @hidden
  94094. */
  94095. private _insertNewParticle;
  94096. /**
  94097. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  94098. * This method calls `updateParticle()` for each particle of the SPS.
  94099. * For an animated SPS, it is usually called within the render loop.
  94100. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  94101. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  94102. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  94103. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  94104. * @returns the SPS.
  94105. */
  94106. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  94107. /**
  94108. * Disposes the SPS.
  94109. */
  94110. dispose(): void;
  94111. /**
  94112. * Returns a SolidParticle object from its identifier : particle.id
  94113. * @param id (integer) the particle Id
  94114. * @returns the searched particle or null if not found in the SPS.
  94115. */
  94116. getParticleById(id: number): Nullable<SolidParticle>;
  94117. /**
  94118. * Returns a new array populated with the particles having the passed shapeId.
  94119. * @param shapeId (integer) the shape identifier
  94120. * @returns a new solid particle array
  94121. */
  94122. getParticlesByShapeId(shapeId: number): SolidParticle[];
  94123. /**
  94124. * Populates the passed array "ref" with the particles having the passed shapeId.
  94125. * @param shapeId the shape identifier
  94126. * @returns the SPS
  94127. * @param ref
  94128. */
  94129. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  94130. /**
  94131. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  94132. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94133. * @returns the SPS.
  94134. */
  94135. refreshVisibleSize(): SolidParticleSystem;
  94136. /**
  94137. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  94138. * @param size the size (float) of the visibility box
  94139. * note : this doesn't lock the SPS mesh bounding box.
  94140. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94141. */
  94142. setVisibilityBox(size: number): void;
  94143. /**
  94144. * Gets whether the SPS as always visible or not
  94145. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94146. */
  94147. /**
  94148. * Sets the SPS as always visible or not
  94149. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94150. */
  94151. isAlwaysVisible: boolean;
  94152. /**
  94153. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  94154. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94155. */
  94156. /**
  94157. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  94158. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94159. */
  94160. isVisibilityBoxLocked: boolean;
  94161. /**
  94162. * Tells to `setParticles()` to compute the particle rotations or not.
  94163. * Default value : true. The SPS is faster when it's set to false.
  94164. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  94165. */
  94166. /**
  94167. * Gets if `setParticles()` computes the particle rotations or not.
  94168. * Default value : true. The SPS is faster when it's set to false.
  94169. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  94170. */
  94171. computeParticleRotation: boolean;
  94172. /**
  94173. * Tells to `setParticles()` to compute the particle colors or not.
  94174. * Default value : true. The SPS is faster when it's set to false.
  94175. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  94176. */
  94177. /**
  94178. * Gets if `setParticles()` computes the particle colors or not.
  94179. * Default value : true. The SPS is faster when it's set to false.
  94180. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  94181. */
  94182. computeParticleColor: boolean;
  94183. /**
  94184. * Gets if `setParticles()` computes the particle textures or not.
  94185. * Default value : true. The SPS is faster when it's set to false.
  94186. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  94187. */
  94188. computeParticleTexture: boolean;
  94189. /**
  94190. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  94191. * Default value : false. The SPS is faster when it's set to false.
  94192. * Note : the particle custom vertex positions aren't stored values.
  94193. */
  94194. /**
  94195. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  94196. * Default value : false. The SPS is faster when it's set to false.
  94197. * Note : the particle custom vertex positions aren't stored values.
  94198. */
  94199. computeParticleVertex: boolean;
  94200. /**
  94201. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  94202. */
  94203. /**
  94204. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  94205. */
  94206. computeBoundingBox: boolean;
  94207. /**
  94208. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  94209. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  94210. * Default : `true`
  94211. */
  94212. /**
  94213. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  94214. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  94215. * Default : `true`
  94216. */
  94217. depthSortParticles: boolean;
  94218. /**
  94219. * Gets if the SPS is created as expandable at construction time.
  94220. * Default : `false`
  94221. */
  94222. readonly expandable: boolean;
  94223. /**
  94224. * This function does nothing. It may be overwritten to set all the particle first values.
  94225. * The SPS doesn't call this function, you may have to call it by your own.
  94226. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94227. */
  94228. initParticles(): void;
  94229. /**
  94230. * This function does nothing. It may be overwritten to recycle a particle.
  94231. * The SPS doesn't call this function, you may have to call it by your own.
  94232. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94233. * @param particle The particle to recycle
  94234. * @returns the recycled particle
  94235. */
  94236. recycleParticle(particle: SolidParticle): SolidParticle;
  94237. /**
  94238. * Updates a particle : this function should be overwritten by the user.
  94239. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  94240. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94241. * @example : just set a particle position or velocity and recycle conditions
  94242. * @param particle The particle to update
  94243. * @returns the updated particle
  94244. */
  94245. updateParticle(particle: SolidParticle): SolidParticle;
  94246. /**
  94247. * Updates a vertex of a particle : it can be overwritten by the user.
  94248. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  94249. * @param particle the current particle
  94250. * @param vertex the current index of the current particle
  94251. * @param pt the index of the current vertex in the particle shape
  94252. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  94253. * @example : just set a vertex particle position
  94254. * @returns the updated vertex
  94255. */
  94256. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  94257. /**
  94258. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  94259. * This does nothing and may be overwritten by the user.
  94260. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94261. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94262. * @param update the boolean update value actually passed to setParticles()
  94263. */
  94264. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  94265. /**
  94266. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  94267. * This will be passed three parameters.
  94268. * This does nothing and may be overwritten by the user.
  94269. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94270. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94271. * @param update the boolean update value actually passed to setParticles()
  94272. */
  94273. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  94274. }
  94275. }
  94276. declare module BABYLON {
  94277. /**
  94278. * Represents one particle of a solid particle system.
  94279. */
  94280. export class SolidParticle {
  94281. /**
  94282. * particle global index
  94283. */
  94284. idx: number;
  94285. /**
  94286. * particle identifier
  94287. */
  94288. id: number;
  94289. /**
  94290. * The color of the particle
  94291. */
  94292. color: Nullable<Color4>;
  94293. /**
  94294. * The world space position of the particle.
  94295. */
  94296. position: Vector3;
  94297. /**
  94298. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  94299. */
  94300. rotation: Vector3;
  94301. /**
  94302. * The world space rotation quaternion of the particle.
  94303. */
  94304. rotationQuaternion: Nullable<Quaternion>;
  94305. /**
  94306. * The scaling of the particle.
  94307. */
  94308. scaling: Vector3;
  94309. /**
  94310. * The uvs of the particle.
  94311. */
  94312. uvs: Vector4;
  94313. /**
  94314. * The current speed of the particle.
  94315. */
  94316. velocity: Vector3;
  94317. /**
  94318. * The pivot point in the particle local space.
  94319. */
  94320. pivot: Vector3;
  94321. /**
  94322. * Must the particle be translated from its pivot point in its local space ?
  94323. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  94324. * Default : false
  94325. */
  94326. translateFromPivot: boolean;
  94327. /**
  94328. * Is the particle active or not ?
  94329. */
  94330. alive: boolean;
  94331. /**
  94332. * Is the particle visible or not ?
  94333. */
  94334. isVisible: boolean;
  94335. /**
  94336. * Index of this particle in the global "positions" array (Internal use)
  94337. * @hidden
  94338. */
  94339. _pos: number;
  94340. /**
  94341. * @hidden Index of this particle in the global "indices" array (Internal use)
  94342. */
  94343. _ind: number;
  94344. /**
  94345. * @hidden ModelShape of this particle (Internal use)
  94346. */
  94347. _model: ModelShape;
  94348. /**
  94349. * ModelShape id of this particle
  94350. */
  94351. shapeId: number;
  94352. /**
  94353. * Index of the particle in its shape id
  94354. */
  94355. idxInShape: number;
  94356. /**
  94357. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  94358. */
  94359. _modelBoundingInfo: BoundingInfo;
  94360. /**
  94361. * @hidden Particle BoundingInfo object (Internal use)
  94362. */
  94363. _boundingInfo: BoundingInfo;
  94364. /**
  94365. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  94366. */
  94367. _sps: SolidParticleSystem;
  94368. /**
  94369. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  94370. */
  94371. _stillInvisible: boolean;
  94372. /**
  94373. * @hidden Last computed particle rotation matrix
  94374. */
  94375. _rotationMatrix: number[];
  94376. /**
  94377. * Parent particle Id, if any.
  94378. * Default null.
  94379. */
  94380. parentId: Nullable<number>;
  94381. /**
  94382. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  94383. * The possible values are :
  94384. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94385. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94386. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94387. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94388. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94389. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  94390. * */
  94391. cullingStrategy: number;
  94392. /**
  94393. * @hidden Internal global position in the SPS.
  94394. */
  94395. _globalPosition: Vector3;
  94396. /**
  94397. * Creates a Solid Particle object.
  94398. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  94399. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  94400. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  94401. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  94402. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  94403. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  94404. * @param shapeId (integer) is the model shape identifier in the SPS.
  94405. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  94406. * @param sps defines the sps it is associated to
  94407. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  94408. */
  94409. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  94410. /**
  94411. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  94412. * @param target the particle target
  94413. * @returns the current particle
  94414. */
  94415. copyToRef(target: SolidParticle): SolidParticle;
  94416. /**
  94417. * Legacy support, changed scale to scaling
  94418. */
  94419. /**
  94420. * Legacy support, changed scale to scaling
  94421. */
  94422. scale: Vector3;
  94423. /**
  94424. * Legacy support, changed quaternion to rotationQuaternion
  94425. */
  94426. /**
  94427. * Legacy support, changed quaternion to rotationQuaternion
  94428. */
  94429. quaternion: Nullable<Quaternion>;
  94430. /**
  94431. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  94432. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  94433. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  94434. * @returns true if it intersects
  94435. */
  94436. intersectsMesh(target: Mesh | SolidParticle): boolean;
  94437. /**
  94438. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  94439. * A particle is in the frustum if its bounding box intersects the frustum
  94440. * @param frustumPlanes defines the frustum to test
  94441. * @returns true if the particle is in the frustum planes
  94442. */
  94443. isInFrustum(frustumPlanes: Plane[]): boolean;
  94444. /**
  94445. * get the rotation matrix of the particle
  94446. * @hidden
  94447. */
  94448. getRotationMatrix(m: Matrix): void;
  94449. }
  94450. /**
  94451. * Represents the shape of the model used by one particle of a solid particle system.
  94452. * SPS internal tool, don't use it manually.
  94453. */
  94454. export class ModelShape {
  94455. /**
  94456. * The shape id
  94457. * @hidden
  94458. */
  94459. shapeID: number;
  94460. /**
  94461. * flat array of model positions (internal use)
  94462. * @hidden
  94463. */
  94464. _shape: Vector3[];
  94465. /**
  94466. * flat array of model UVs (internal use)
  94467. * @hidden
  94468. */
  94469. _shapeUV: number[];
  94470. /**
  94471. * color array of the model
  94472. * @hidden
  94473. */
  94474. _shapeColors: number[];
  94475. /**
  94476. * indices array of the model
  94477. * @hidden
  94478. */
  94479. _indices: number[];
  94480. /**
  94481. * normals array of the model
  94482. * @hidden
  94483. */
  94484. _normals: number[];
  94485. /**
  94486. * length of the shape in the model indices array (internal use)
  94487. * @hidden
  94488. */
  94489. _indicesLength: number;
  94490. /**
  94491. * Custom position function (internal use)
  94492. * @hidden
  94493. */
  94494. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  94495. /**
  94496. * Custom vertex function (internal use)
  94497. * @hidden
  94498. */
  94499. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  94500. /**
  94501. * 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.
  94502. * SPS internal tool, don't use it manually.
  94503. * @hidden
  94504. */
  94505. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  94506. }
  94507. /**
  94508. * Represents a Depth Sorted Particle in the solid particle system.
  94509. */
  94510. export class DepthSortedParticle {
  94511. /**
  94512. * Index of the particle in the "indices" array
  94513. */
  94514. ind: number;
  94515. /**
  94516. * Length of the particle shape in the "indices" array
  94517. */
  94518. indicesLength: number;
  94519. /**
  94520. * Squared distance from the particle to the camera
  94521. */
  94522. sqDistance: number;
  94523. }
  94524. }
  94525. declare module BABYLON {
  94526. /**
  94527. * @hidden
  94528. */
  94529. export class _MeshCollisionData {
  94530. _checkCollisions: boolean;
  94531. _collisionMask: number;
  94532. _collisionGroup: number;
  94533. _collider: Nullable<Collider>;
  94534. _oldPositionForCollisions: Vector3;
  94535. _diffPositionForCollisions: Vector3;
  94536. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  94537. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  94538. }
  94539. }
  94540. declare module BABYLON {
  94541. /** @hidden */
  94542. class _FacetDataStorage {
  94543. facetPositions: Vector3[];
  94544. facetNormals: Vector3[];
  94545. facetPartitioning: number[][];
  94546. facetNb: number;
  94547. partitioningSubdivisions: number;
  94548. partitioningBBoxRatio: number;
  94549. facetDataEnabled: boolean;
  94550. facetParameters: any;
  94551. bbSize: Vector3;
  94552. subDiv: {
  94553. max: number;
  94554. X: number;
  94555. Y: number;
  94556. Z: number;
  94557. };
  94558. facetDepthSort: boolean;
  94559. facetDepthSortEnabled: boolean;
  94560. depthSortedIndices: IndicesArray;
  94561. depthSortedFacets: {
  94562. ind: number;
  94563. sqDistance: number;
  94564. }[];
  94565. facetDepthSortFunction: (f1: {
  94566. ind: number;
  94567. sqDistance: number;
  94568. }, f2: {
  94569. ind: number;
  94570. sqDistance: number;
  94571. }) => number;
  94572. facetDepthSortFrom: Vector3;
  94573. facetDepthSortOrigin: Vector3;
  94574. invertedMatrix: Matrix;
  94575. }
  94576. /**
  94577. * @hidden
  94578. **/
  94579. class _InternalAbstractMeshDataInfo {
  94580. _hasVertexAlpha: boolean;
  94581. _useVertexColors: boolean;
  94582. _numBoneInfluencers: number;
  94583. _applyFog: boolean;
  94584. _receiveShadows: boolean;
  94585. _facetData: _FacetDataStorage;
  94586. _visibility: number;
  94587. _skeleton: Nullable<Skeleton>;
  94588. _layerMask: number;
  94589. _computeBonesUsingShaders: boolean;
  94590. _isActive: boolean;
  94591. _onlyForInstances: boolean;
  94592. _isActiveIntermediate: boolean;
  94593. _onlyForInstancesIntermediate: boolean;
  94594. _actAsRegularMesh: boolean;
  94595. }
  94596. /**
  94597. * Class used to store all common mesh properties
  94598. */
  94599. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  94600. /** No occlusion */
  94601. static OCCLUSION_TYPE_NONE: number;
  94602. /** Occlusion set to optimisitic */
  94603. static OCCLUSION_TYPE_OPTIMISTIC: number;
  94604. /** Occlusion set to strict */
  94605. static OCCLUSION_TYPE_STRICT: number;
  94606. /** Use an accurante occlusion algorithm */
  94607. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  94608. /** Use a conservative occlusion algorithm */
  94609. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  94610. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  94611. * Test order :
  94612. * Is the bounding sphere outside the frustum ?
  94613. * If not, are the bounding box vertices outside the frustum ?
  94614. * It not, then the cullable object is in the frustum.
  94615. */
  94616. static readonly CULLINGSTRATEGY_STANDARD: number;
  94617. /** Culling strategy : Bounding Sphere Only.
  94618. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  94619. * It's also less accurate than the standard because some not visible objects can still be selected.
  94620. * Test : is the bounding sphere outside the frustum ?
  94621. * If not, then the cullable object is in the frustum.
  94622. */
  94623. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  94624. /** Culling strategy : Optimistic Inclusion.
  94625. * This in an inclusion test first, then the standard exclusion test.
  94626. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  94627. * 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.
  94628. * Anyway, it's as accurate as the standard strategy.
  94629. * Test :
  94630. * Is the cullable object bounding sphere center in the frustum ?
  94631. * If not, apply the default culling strategy.
  94632. */
  94633. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  94634. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  94635. * This in an inclusion test first, then the bounding sphere only exclusion test.
  94636. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  94637. * 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.
  94638. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  94639. * Test :
  94640. * Is the cullable object bounding sphere center in the frustum ?
  94641. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  94642. */
  94643. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  94644. /**
  94645. * No billboard
  94646. */
  94647. static readonly BILLBOARDMODE_NONE: number;
  94648. /** Billboard on X axis */
  94649. static readonly BILLBOARDMODE_X: number;
  94650. /** Billboard on Y axis */
  94651. static readonly BILLBOARDMODE_Y: number;
  94652. /** Billboard on Z axis */
  94653. static readonly BILLBOARDMODE_Z: number;
  94654. /** Billboard on all axes */
  94655. static readonly BILLBOARDMODE_ALL: number;
  94656. /** Billboard on using position instead of orientation */
  94657. static readonly BILLBOARDMODE_USE_POSITION: number;
  94658. /** @hidden */
  94659. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  94660. /**
  94661. * The culling strategy to use to check whether the mesh must be rendered or not.
  94662. * This value can be changed at any time and will be used on the next render mesh selection.
  94663. * The possible values are :
  94664. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94665. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94666. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94667. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94668. * Please read each static variable documentation to get details about the culling process.
  94669. * */
  94670. cullingStrategy: number;
  94671. /**
  94672. * Gets the number of facets in the mesh
  94673. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94674. */
  94675. readonly facetNb: number;
  94676. /**
  94677. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  94678. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94679. */
  94680. partitioningSubdivisions: number;
  94681. /**
  94682. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  94683. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  94684. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94685. */
  94686. partitioningBBoxRatio: number;
  94687. /**
  94688. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  94689. * Works only for updatable meshes.
  94690. * Doesn't work with multi-materials
  94691. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94692. */
  94693. mustDepthSortFacets: boolean;
  94694. /**
  94695. * The location (Vector3) where the facet depth sort must be computed from.
  94696. * By default, the active camera position.
  94697. * Used only when facet depth sort is enabled
  94698. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94699. */
  94700. facetDepthSortFrom: Vector3;
  94701. /**
  94702. * gets a boolean indicating if facetData is enabled
  94703. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94704. */
  94705. readonly isFacetDataEnabled: boolean;
  94706. /** @hidden */
  94707. _updateNonUniformScalingState(value: boolean): boolean;
  94708. /**
  94709. * An event triggered when this mesh collides with another one
  94710. */
  94711. onCollideObservable: Observable<AbstractMesh>;
  94712. /** Set a function to call when this mesh collides with another one */
  94713. onCollide: () => void;
  94714. /**
  94715. * An event triggered when the collision's position changes
  94716. */
  94717. onCollisionPositionChangeObservable: Observable<Vector3>;
  94718. /** Set a function to call when the collision's position changes */
  94719. onCollisionPositionChange: () => void;
  94720. /**
  94721. * An event triggered when material is changed
  94722. */
  94723. onMaterialChangedObservable: Observable<AbstractMesh>;
  94724. /**
  94725. * Gets or sets the orientation for POV movement & rotation
  94726. */
  94727. definedFacingForward: boolean;
  94728. /** @hidden */
  94729. _occlusionQuery: Nullable<WebGLQuery>;
  94730. /** @hidden */
  94731. _renderingGroup: Nullable<RenderingGroup>;
  94732. /**
  94733. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  94734. */
  94735. /**
  94736. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  94737. */
  94738. visibility: number;
  94739. /** Gets or sets the alpha index used to sort transparent meshes
  94740. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  94741. */
  94742. alphaIndex: number;
  94743. /**
  94744. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  94745. */
  94746. isVisible: boolean;
  94747. /**
  94748. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  94749. */
  94750. isPickable: boolean;
  94751. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  94752. showSubMeshesBoundingBox: boolean;
  94753. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  94754. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  94755. */
  94756. isBlocker: boolean;
  94757. /**
  94758. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  94759. */
  94760. enablePointerMoveEvents: boolean;
  94761. /**
  94762. * Specifies the rendering group id for this mesh (0 by default)
  94763. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  94764. */
  94765. renderingGroupId: number;
  94766. private _material;
  94767. /** Gets or sets current material */
  94768. material: Nullable<Material>;
  94769. /**
  94770. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  94771. * @see http://doc.babylonjs.com/babylon101/shadows
  94772. */
  94773. receiveShadows: boolean;
  94774. /** Defines color to use when rendering outline */
  94775. outlineColor: Color3;
  94776. /** Define width to use when rendering outline */
  94777. outlineWidth: number;
  94778. /** Defines color to use when rendering overlay */
  94779. overlayColor: Color3;
  94780. /** Defines alpha to use when rendering overlay */
  94781. overlayAlpha: number;
  94782. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  94783. hasVertexAlpha: boolean;
  94784. /** 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) */
  94785. useVertexColors: boolean;
  94786. /**
  94787. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  94788. */
  94789. computeBonesUsingShaders: boolean;
  94790. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  94791. numBoneInfluencers: number;
  94792. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  94793. applyFog: boolean;
  94794. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  94795. useOctreeForRenderingSelection: boolean;
  94796. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  94797. useOctreeForPicking: boolean;
  94798. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  94799. useOctreeForCollisions: boolean;
  94800. /**
  94801. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  94802. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  94803. */
  94804. layerMask: number;
  94805. /**
  94806. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  94807. */
  94808. alwaysSelectAsActiveMesh: boolean;
  94809. /**
  94810. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  94811. */
  94812. doNotSyncBoundingInfo: boolean;
  94813. /**
  94814. * Gets or sets the current action manager
  94815. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  94816. */
  94817. actionManager: Nullable<AbstractActionManager>;
  94818. private _meshCollisionData;
  94819. /**
  94820. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  94821. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94822. */
  94823. ellipsoid: Vector3;
  94824. /**
  94825. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  94826. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94827. */
  94828. ellipsoidOffset: Vector3;
  94829. /**
  94830. * Gets or sets a collision mask used to mask collisions (default is -1).
  94831. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  94832. */
  94833. collisionMask: number;
  94834. /**
  94835. * Gets or sets the current collision group mask (-1 by default).
  94836. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  94837. */
  94838. collisionGroup: number;
  94839. /**
  94840. * Defines edge width used when edgesRenderer is enabled
  94841. * @see https://www.babylonjs-playground.com/#10OJSG#13
  94842. */
  94843. edgesWidth: number;
  94844. /**
  94845. * Defines edge color used when edgesRenderer is enabled
  94846. * @see https://www.babylonjs-playground.com/#10OJSG#13
  94847. */
  94848. edgesColor: Color4;
  94849. /** @hidden */
  94850. _edgesRenderer: Nullable<IEdgesRenderer>;
  94851. /** @hidden */
  94852. _masterMesh: Nullable<AbstractMesh>;
  94853. /** @hidden */
  94854. _boundingInfo: Nullable<BoundingInfo>;
  94855. /** @hidden */
  94856. _renderId: number;
  94857. /**
  94858. * Gets or sets the list of subMeshes
  94859. * @see http://doc.babylonjs.com/how_to/multi_materials
  94860. */
  94861. subMeshes: SubMesh[];
  94862. /** @hidden */
  94863. _intersectionsInProgress: AbstractMesh[];
  94864. /** @hidden */
  94865. _unIndexed: boolean;
  94866. /** @hidden */
  94867. _lightSources: Light[];
  94868. /** Gets the list of lights affecting that mesh */
  94869. readonly lightSources: Light[];
  94870. /** @hidden */
  94871. readonly _positions: Nullable<Vector3[]>;
  94872. /** @hidden */
  94873. _waitingData: {
  94874. lods: Nullable<any>;
  94875. actions: Nullable<any>;
  94876. freezeWorldMatrix: Nullable<boolean>;
  94877. };
  94878. /** @hidden */
  94879. _bonesTransformMatrices: Nullable<Float32Array>;
  94880. /** @hidden */
  94881. _transformMatrixTexture: Nullable<RawTexture>;
  94882. /**
  94883. * Gets or sets a skeleton to apply skining transformations
  94884. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  94885. */
  94886. skeleton: Nullable<Skeleton>;
  94887. /**
  94888. * An event triggered when the mesh is rebuilt.
  94889. */
  94890. onRebuildObservable: Observable<AbstractMesh>;
  94891. /**
  94892. * Creates a new AbstractMesh
  94893. * @param name defines the name of the mesh
  94894. * @param scene defines the hosting scene
  94895. */
  94896. constructor(name: string, scene?: Nullable<Scene>);
  94897. /**
  94898. * Returns the string "AbstractMesh"
  94899. * @returns "AbstractMesh"
  94900. */
  94901. getClassName(): string;
  94902. /**
  94903. * Gets a string representation of the current mesh
  94904. * @param fullDetails defines a boolean indicating if full details must be included
  94905. * @returns a string representation of the current mesh
  94906. */
  94907. toString(fullDetails?: boolean): string;
  94908. /**
  94909. * @hidden
  94910. */
  94911. protected _getEffectiveParent(): Nullable<Node>;
  94912. /** @hidden */
  94913. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  94914. /** @hidden */
  94915. _rebuild(): void;
  94916. /** @hidden */
  94917. _resyncLightSources(): void;
  94918. /** @hidden */
  94919. _resyncLighSource(light: Light): void;
  94920. /** @hidden */
  94921. _unBindEffect(): void;
  94922. /** @hidden */
  94923. _removeLightSource(light: Light, dispose: boolean): void;
  94924. private _markSubMeshesAsDirty;
  94925. /** @hidden */
  94926. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  94927. /** @hidden */
  94928. _markSubMeshesAsAttributesDirty(): void;
  94929. /** @hidden */
  94930. _markSubMeshesAsMiscDirty(): void;
  94931. /**
  94932. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  94933. */
  94934. scaling: Vector3;
  94935. /**
  94936. * Returns true if the mesh is blocked. Implemented by child classes
  94937. */
  94938. readonly isBlocked: boolean;
  94939. /**
  94940. * Returns the mesh itself by default. Implemented by child classes
  94941. * @param camera defines the camera to use to pick the right LOD level
  94942. * @returns the currentAbstractMesh
  94943. */
  94944. getLOD(camera: Camera): Nullable<AbstractMesh>;
  94945. /**
  94946. * Returns 0 by default. Implemented by child classes
  94947. * @returns an integer
  94948. */
  94949. getTotalVertices(): number;
  94950. /**
  94951. * Returns a positive integer : the total number of indices in this mesh geometry.
  94952. * @returns the numner of indices or zero if the mesh has no geometry.
  94953. */
  94954. getTotalIndices(): number;
  94955. /**
  94956. * Returns null by default. Implemented by child classes
  94957. * @returns null
  94958. */
  94959. getIndices(): Nullable<IndicesArray>;
  94960. /**
  94961. * Returns the array of the requested vertex data kind. Implemented by child classes
  94962. * @param kind defines the vertex data kind to use
  94963. * @returns null
  94964. */
  94965. getVerticesData(kind: string): Nullable<FloatArray>;
  94966. /**
  94967. * Sets the vertex data of the mesh geometry for the requested `kind`.
  94968. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  94969. * Note that a new underlying VertexBuffer object is created each call.
  94970. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  94971. * @param kind defines vertex data kind:
  94972. * * VertexBuffer.PositionKind
  94973. * * VertexBuffer.UVKind
  94974. * * VertexBuffer.UV2Kind
  94975. * * VertexBuffer.UV3Kind
  94976. * * VertexBuffer.UV4Kind
  94977. * * VertexBuffer.UV5Kind
  94978. * * VertexBuffer.UV6Kind
  94979. * * VertexBuffer.ColorKind
  94980. * * VertexBuffer.MatricesIndicesKind
  94981. * * VertexBuffer.MatricesIndicesExtraKind
  94982. * * VertexBuffer.MatricesWeightsKind
  94983. * * VertexBuffer.MatricesWeightsExtraKind
  94984. * @param data defines the data source
  94985. * @param updatable defines if the data must be flagged as updatable (or static)
  94986. * @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
  94987. * @returns the current mesh
  94988. */
  94989. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  94990. /**
  94991. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  94992. * If the mesh has no geometry, it is simply returned as it is.
  94993. * @param kind defines vertex data kind:
  94994. * * VertexBuffer.PositionKind
  94995. * * VertexBuffer.UVKind
  94996. * * VertexBuffer.UV2Kind
  94997. * * VertexBuffer.UV3Kind
  94998. * * VertexBuffer.UV4Kind
  94999. * * VertexBuffer.UV5Kind
  95000. * * VertexBuffer.UV6Kind
  95001. * * VertexBuffer.ColorKind
  95002. * * VertexBuffer.MatricesIndicesKind
  95003. * * VertexBuffer.MatricesIndicesExtraKind
  95004. * * VertexBuffer.MatricesWeightsKind
  95005. * * VertexBuffer.MatricesWeightsExtraKind
  95006. * @param data defines the data source
  95007. * @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
  95008. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  95009. * @returns the current mesh
  95010. */
  95011. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  95012. /**
  95013. * Sets the mesh indices,
  95014. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  95015. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  95016. * @param totalVertices Defines the total number of vertices
  95017. * @returns the current mesh
  95018. */
  95019. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  95020. /**
  95021. * Gets a boolean indicating if specific vertex data is present
  95022. * @param kind defines the vertex data kind to use
  95023. * @returns true is data kind is present
  95024. */
  95025. isVerticesDataPresent(kind: string): boolean;
  95026. /**
  95027. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  95028. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  95029. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  95030. * @returns a BoundingInfo
  95031. */
  95032. getBoundingInfo(): BoundingInfo;
  95033. /**
  95034. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  95035. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  95036. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  95037. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  95038. * @returns the current mesh
  95039. */
  95040. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  95041. /**
  95042. * Overwrite the current bounding info
  95043. * @param boundingInfo defines the new bounding info
  95044. * @returns the current mesh
  95045. */
  95046. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  95047. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  95048. readonly useBones: boolean;
  95049. /** @hidden */
  95050. _preActivate(): void;
  95051. /** @hidden */
  95052. _preActivateForIntermediateRendering(renderId: number): void;
  95053. /** @hidden */
  95054. _activate(renderId: number, intermediateRendering: boolean): boolean;
  95055. /** @hidden */
  95056. _postActivate(): void;
  95057. /** @hidden */
  95058. _freeze(): void;
  95059. /** @hidden */
  95060. _unFreeze(): void;
  95061. /**
  95062. * Gets the current world matrix
  95063. * @returns a Matrix
  95064. */
  95065. getWorldMatrix(): Matrix;
  95066. /** @hidden */
  95067. _getWorldMatrixDeterminant(): number;
  95068. /**
  95069. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  95070. */
  95071. readonly isAnInstance: boolean;
  95072. /**
  95073. * Gets a boolean indicating if this mesh has instances
  95074. */
  95075. readonly hasInstances: boolean;
  95076. /**
  95077. * Perform relative position change from the point of view of behind the front of the mesh.
  95078. * This is performed taking into account the meshes current rotation, so you do not have to care.
  95079. * Supports definition of mesh facing forward or backward
  95080. * @param amountRight defines the distance on the right axis
  95081. * @param amountUp defines the distance on the up axis
  95082. * @param amountForward defines the distance on the forward axis
  95083. * @returns the current mesh
  95084. */
  95085. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  95086. /**
  95087. * Calculate relative position change from the point of view of behind the front of the mesh.
  95088. * This is performed taking into account the meshes current rotation, so you do not have to care.
  95089. * Supports definition of mesh facing forward or backward
  95090. * @param amountRight defines the distance on the right axis
  95091. * @param amountUp defines the distance on the up axis
  95092. * @param amountForward defines the distance on the forward axis
  95093. * @returns the new displacement vector
  95094. */
  95095. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  95096. /**
  95097. * Perform relative rotation change from the point of view of behind the front of the mesh.
  95098. * Supports definition of mesh facing forward or backward
  95099. * @param flipBack defines the flip
  95100. * @param twirlClockwise defines the twirl
  95101. * @param tiltRight defines the tilt
  95102. * @returns the current mesh
  95103. */
  95104. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  95105. /**
  95106. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  95107. * Supports definition of mesh facing forward or backward.
  95108. * @param flipBack defines the flip
  95109. * @param twirlClockwise defines the twirl
  95110. * @param tiltRight defines the tilt
  95111. * @returns the new rotation vector
  95112. */
  95113. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  95114. /**
  95115. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  95116. * This means the mesh underlying bounding box and sphere are recomputed.
  95117. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  95118. * @returns the current mesh
  95119. */
  95120. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  95121. /** @hidden */
  95122. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  95123. /** @hidden */
  95124. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  95125. /** @hidden */
  95126. _updateBoundingInfo(): AbstractMesh;
  95127. /** @hidden */
  95128. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  95129. /** @hidden */
  95130. protected _afterComputeWorldMatrix(): void;
  95131. /** @hidden */
  95132. readonly _effectiveMesh: AbstractMesh;
  95133. /**
  95134. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  95135. * A mesh is in the frustum if its bounding box intersects the frustum
  95136. * @param frustumPlanes defines the frustum to test
  95137. * @returns true if the mesh is in the frustum planes
  95138. */
  95139. isInFrustum(frustumPlanes: Plane[]): boolean;
  95140. /**
  95141. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  95142. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  95143. * @param frustumPlanes defines the frustum to test
  95144. * @returns true if the mesh is completely in the frustum planes
  95145. */
  95146. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  95147. /**
  95148. * True if the mesh intersects another mesh or a SolidParticle object
  95149. * @param mesh defines a target mesh or SolidParticle to test
  95150. * @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)
  95151. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  95152. * @returns true if there is an intersection
  95153. */
  95154. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  95155. /**
  95156. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  95157. * @param point defines the point to test
  95158. * @returns true if there is an intersection
  95159. */
  95160. intersectsPoint(point: Vector3): boolean;
  95161. /**
  95162. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  95163. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95164. */
  95165. checkCollisions: boolean;
  95166. /**
  95167. * Gets Collider object used to compute collisions (not physics)
  95168. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95169. */
  95170. readonly collider: Nullable<Collider>;
  95171. /**
  95172. * Move the mesh using collision engine
  95173. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95174. * @param displacement defines the requested displacement vector
  95175. * @returns the current mesh
  95176. */
  95177. moveWithCollisions(displacement: Vector3): AbstractMesh;
  95178. private _onCollisionPositionChange;
  95179. /** @hidden */
  95180. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  95181. /** @hidden */
  95182. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  95183. /** @hidden */
  95184. _checkCollision(collider: Collider): AbstractMesh;
  95185. /** @hidden */
  95186. _generatePointsArray(): boolean;
  95187. /**
  95188. * Checks if the passed Ray intersects with the mesh
  95189. * @param ray defines the ray to use
  95190. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  95191. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  95192. * @returns the picking info
  95193. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  95194. */
  95195. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  95196. /**
  95197. * Clones the current mesh
  95198. * @param name defines the mesh name
  95199. * @param newParent defines the new mesh parent
  95200. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  95201. * @returns the new mesh
  95202. */
  95203. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  95204. /**
  95205. * Disposes all the submeshes of the current meshnp
  95206. * @returns the current mesh
  95207. */
  95208. releaseSubMeshes(): AbstractMesh;
  95209. /**
  95210. * Releases resources associated with this abstract mesh.
  95211. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  95212. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  95213. */
  95214. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  95215. /**
  95216. * Adds the passed mesh as a child to the current mesh
  95217. * @param mesh defines the child mesh
  95218. * @returns the current mesh
  95219. */
  95220. addChild(mesh: AbstractMesh): AbstractMesh;
  95221. /**
  95222. * Removes the passed mesh from the current mesh children list
  95223. * @param mesh defines the child mesh
  95224. * @returns the current mesh
  95225. */
  95226. removeChild(mesh: AbstractMesh): AbstractMesh;
  95227. /** @hidden */
  95228. private _initFacetData;
  95229. /**
  95230. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  95231. * This method can be called within the render loop.
  95232. * 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
  95233. * @returns the current mesh
  95234. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95235. */
  95236. updateFacetData(): AbstractMesh;
  95237. /**
  95238. * Returns the facetLocalNormals array.
  95239. * The normals are expressed in the mesh local spac
  95240. * @returns an array of Vector3
  95241. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95242. */
  95243. getFacetLocalNormals(): Vector3[];
  95244. /**
  95245. * Returns the facetLocalPositions array.
  95246. * The facet positions are expressed in the mesh local space
  95247. * @returns an array of Vector3
  95248. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95249. */
  95250. getFacetLocalPositions(): Vector3[];
  95251. /**
  95252. * Returns the facetLocalPartioning array
  95253. * @returns an array of array of numbers
  95254. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95255. */
  95256. getFacetLocalPartitioning(): number[][];
  95257. /**
  95258. * Returns the i-th facet position in the world system.
  95259. * This method allocates a new Vector3 per call
  95260. * @param i defines the facet index
  95261. * @returns a new Vector3
  95262. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95263. */
  95264. getFacetPosition(i: number): Vector3;
  95265. /**
  95266. * Sets the reference Vector3 with the i-th facet position in the world system
  95267. * @param i defines the facet index
  95268. * @param ref defines the target vector
  95269. * @returns the current mesh
  95270. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95271. */
  95272. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  95273. /**
  95274. * Returns the i-th facet normal in the world system.
  95275. * This method allocates a new Vector3 per call
  95276. * @param i defines the facet index
  95277. * @returns a new Vector3
  95278. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95279. */
  95280. getFacetNormal(i: number): Vector3;
  95281. /**
  95282. * Sets the reference Vector3 with the i-th facet normal in the world system
  95283. * @param i defines the facet index
  95284. * @param ref defines the target vector
  95285. * @returns the current mesh
  95286. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95287. */
  95288. getFacetNormalToRef(i: number, ref: Vector3): this;
  95289. /**
  95290. * 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)
  95291. * @param x defines x coordinate
  95292. * @param y defines y coordinate
  95293. * @param z defines z coordinate
  95294. * @returns the array of facet indexes
  95295. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95296. */
  95297. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  95298. /**
  95299. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  95300. * @param projected sets as the (x,y,z) world projection on the facet
  95301. * @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
  95302. * @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
  95303. * @param x defines x coordinate
  95304. * @param y defines y coordinate
  95305. * @param z defines z coordinate
  95306. * @returns the face index if found (or null instead)
  95307. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95308. */
  95309. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  95310. /**
  95311. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  95312. * @param projected sets as the (x,y,z) local projection on the facet
  95313. * @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
  95314. * @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
  95315. * @param x defines x coordinate
  95316. * @param y defines y coordinate
  95317. * @param z defines z coordinate
  95318. * @returns the face index if found (or null instead)
  95319. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95320. */
  95321. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  95322. /**
  95323. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  95324. * @returns the parameters
  95325. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95326. */
  95327. getFacetDataParameters(): any;
  95328. /**
  95329. * Disables the feature FacetData and frees the related memory
  95330. * @returns the current mesh
  95331. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95332. */
  95333. disableFacetData(): AbstractMesh;
  95334. /**
  95335. * Updates the AbstractMesh indices array
  95336. * @param indices defines the data source
  95337. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  95338. * @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)
  95339. * @returns the current mesh
  95340. */
  95341. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  95342. /**
  95343. * Creates new normals data for the mesh
  95344. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  95345. * @returns the current mesh
  95346. */
  95347. createNormals(updatable: boolean): AbstractMesh;
  95348. /**
  95349. * Align the mesh with a normal
  95350. * @param normal defines the normal to use
  95351. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  95352. * @returns the current mesh
  95353. */
  95354. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  95355. /** @hidden */
  95356. _checkOcclusionQuery(): boolean;
  95357. /**
  95358. * Disables the mesh edge rendering mode
  95359. * @returns the currentAbstractMesh
  95360. */
  95361. disableEdgesRendering(): AbstractMesh;
  95362. /**
  95363. * Enables the edge rendering mode on the mesh.
  95364. * This mode makes the mesh edges visible
  95365. * @param epsilon defines the maximal distance between two angles to detect a face
  95366. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  95367. * @returns the currentAbstractMesh
  95368. * @see https://www.babylonjs-playground.com/#19O9TU#0
  95369. */
  95370. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  95371. }
  95372. }
  95373. declare module BABYLON {
  95374. /**
  95375. * Interface used to define ActionEvent
  95376. */
  95377. export interface IActionEvent {
  95378. /** The mesh or sprite that triggered the action */
  95379. source: any;
  95380. /** The X mouse cursor position at the time of the event */
  95381. pointerX: number;
  95382. /** The Y mouse cursor position at the time of the event */
  95383. pointerY: number;
  95384. /** The mesh that is currently pointed at (can be null) */
  95385. meshUnderPointer: Nullable<AbstractMesh>;
  95386. /** the original (browser) event that triggered the ActionEvent */
  95387. sourceEvent?: any;
  95388. /** additional data for the event */
  95389. additionalData?: any;
  95390. }
  95391. /**
  95392. * ActionEvent is the event being sent when an action is triggered.
  95393. */
  95394. export class ActionEvent implements IActionEvent {
  95395. /** The mesh or sprite that triggered the action */
  95396. source: any;
  95397. /** The X mouse cursor position at the time of the event */
  95398. pointerX: number;
  95399. /** The Y mouse cursor position at the time of the event */
  95400. pointerY: number;
  95401. /** The mesh that is currently pointed at (can be null) */
  95402. meshUnderPointer: Nullable<AbstractMesh>;
  95403. /** the original (browser) event that triggered the ActionEvent */
  95404. sourceEvent?: any;
  95405. /** additional data for the event */
  95406. additionalData?: any;
  95407. /**
  95408. * Creates a new ActionEvent
  95409. * @param source The mesh or sprite that triggered the action
  95410. * @param pointerX The X mouse cursor position at the time of the event
  95411. * @param pointerY The Y mouse cursor position at the time of the event
  95412. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  95413. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  95414. * @param additionalData additional data for the event
  95415. */
  95416. constructor(
  95417. /** The mesh or sprite that triggered the action */
  95418. source: any,
  95419. /** The X mouse cursor position at the time of the event */
  95420. pointerX: number,
  95421. /** The Y mouse cursor position at the time of the event */
  95422. pointerY: number,
  95423. /** The mesh that is currently pointed at (can be null) */
  95424. meshUnderPointer: Nullable<AbstractMesh>,
  95425. /** the original (browser) event that triggered the ActionEvent */
  95426. sourceEvent?: any,
  95427. /** additional data for the event */
  95428. additionalData?: any);
  95429. /**
  95430. * Helper function to auto-create an ActionEvent from a source mesh.
  95431. * @param source The source mesh that triggered the event
  95432. * @param evt The original (browser) event
  95433. * @param additionalData additional data for the event
  95434. * @returns the new ActionEvent
  95435. */
  95436. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  95437. /**
  95438. * Helper function to auto-create an ActionEvent from a source sprite
  95439. * @param source The source sprite that triggered the event
  95440. * @param scene Scene associated with the sprite
  95441. * @param evt The original (browser) event
  95442. * @param additionalData additional data for the event
  95443. * @returns the new ActionEvent
  95444. */
  95445. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  95446. /**
  95447. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  95448. * @param scene the scene where the event occurred
  95449. * @param evt The original (browser) event
  95450. * @returns the new ActionEvent
  95451. */
  95452. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  95453. /**
  95454. * Helper function to auto-create an ActionEvent from a primitive
  95455. * @param prim defines the target primitive
  95456. * @param pointerPos defines the pointer position
  95457. * @param evt The original (browser) event
  95458. * @param additionalData additional data for the event
  95459. * @returns the new ActionEvent
  95460. */
  95461. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  95462. }
  95463. }
  95464. declare module BABYLON {
  95465. /**
  95466. * Abstract class used to decouple action Manager from scene and meshes.
  95467. * Do not instantiate.
  95468. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  95469. */
  95470. export abstract class AbstractActionManager implements IDisposable {
  95471. /** Gets the list of active triggers */
  95472. static Triggers: {
  95473. [key: string]: number;
  95474. };
  95475. /** Gets the cursor to use when hovering items */
  95476. hoverCursor: string;
  95477. /** Gets the list of actions */
  95478. actions: IAction[];
  95479. /**
  95480. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  95481. */
  95482. isRecursive: boolean;
  95483. /**
  95484. * Releases all associated resources
  95485. */
  95486. abstract dispose(): void;
  95487. /**
  95488. * Does this action manager has pointer triggers
  95489. */
  95490. abstract readonly hasPointerTriggers: boolean;
  95491. /**
  95492. * Does this action manager has pick triggers
  95493. */
  95494. abstract readonly hasPickTriggers: boolean;
  95495. /**
  95496. * Process a specific trigger
  95497. * @param trigger defines the trigger to process
  95498. * @param evt defines the event details to be processed
  95499. */
  95500. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  95501. /**
  95502. * Does this action manager handles actions of any of the given triggers
  95503. * @param triggers defines the triggers to be tested
  95504. * @return a boolean indicating whether one (or more) of the triggers is handled
  95505. */
  95506. abstract hasSpecificTriggers(triggers: number[]): boolean;
  95507. /**
  95508. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  95509. * speed.
  95510. * @param triggerA defines the trigger to be tested
  95511. * @param triggerB defines the trigger to be tested
  95512. * @return a boolean indicating whether one (or more) of the triggers is handled
  95513. */
  95514. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  95515. /**
  95516. * Does this action manager handles actions of a given trigger
  95517. * @param trigger defines the trigger to be tested
  95518. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  95519. * @return whether the trigger is handled
  95520. */
  95521. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  95522. /**
  95523. * Serialize this manager to a JSON object
  95524. * @param name defines the property name to store this manager
  95525. * @returns a JSON representation of this manager
  95526. */
  95527. abstract serialize(name: string): any;
  95528. /**
  95529. * Registers an action to this action manager
  95530. * @param action defines the action to be registered
  95531. * @return the action amended (prepared) after registration
  95532. */
  95533. abstract registerAction(action: IAction): Nullable<IAction>;
  95534. /**
  95535. * Unregisters an action to this action manager
  95536. * @param action defines the action to be unregistered
  95537. * @return a boolean indicating whether the action has been unregistered
  95538. */
  95539. abstract unregisterAction(action: IAction): Boolean;
  95540. /**
  95541. * Does exist one action manager with at least one trigger
  95542. **/
  95543. static readonly HasTriggers: boolean;
  95544. /**
  95545. * Does exist one action manager with at least one pick trigger
  95546. **/
  95547. static readonly HasPickTriggers: boolean;
  95548. /**
  95549. * Does exist one action manager that handles actions of a given trigger
  95550. * @param trigger defines the trigger to be tested
  95551. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  95552. **/
  95553. static HasSpecificTrigger(trigger: number): boolean;
  95554. }
  95555. }
  95556. declare module BABYLON {
  95557. /**
  95558. * Defines how a node can be built from a string name.
  95559. */
  95560. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  95561. /**
  95562. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  95563. */
  95564. export class Node implements IBehaviorAware<Node> {
  95565. /** @hidden */
  95566. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  95567. private static _NodeConstructors;
  95568. /**
  95569. * Add a new node constructor
  95570. * @param type defines the type name of the node to construct
  95571. * @param constructorFunc defines the constructor function
  95572. */
  95573. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  95574. /**
  95575. * Returns a node constructor based on type name
  95576. * @param type defines the type name
  95577. * @param name defines the new node name
  95578. * @param scene defines the hosting scene
  95579. * @param options defines optional options to transmit to constructors
  95580. * @returns the new constructor or null
  95581. */
  95582. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  95583. /**
  95584. * Gets or sets the name of the node
  95585. */
  95586. name: string;
  95587. /**
  95588. * Gets or sets the id of the node
  95589. */
  95590. id: string;
  95591. /**
  95592. * Gets or sets the unique id of the node
  95593. */
  95594. uniqueId: number;
  95595. /**
  95596. * Gets or sets a string used to store user defined state for the node
  95597. */
  95598. state: string;
  95599. /**
  95600. * Gets or sets an object used to store user defined information for the node
  95601. */
  95602. metadata: any;
  95603. /**
  95604. * For internal use only. Please do not use.
  95605. */
  95606. reservedDataStore: any;
  95607. /**
  95608. * List of inspectable custom properties (used by the Inspector)
  95609. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  95610. */
  95611. inspectableCustomProperties: IInspectable[];
  95612. private _doNotSerialize;
  95613. /**
  95614. * Gets or sets a boolean used to define if the node must be serialized
  95615. */
  95616. doNotSerialize: boolean;
  95617. /** @hidden */
  95618. _isDisposed: boolean;
  95619. /**
  95620. * Gets a list of Animations associated with the node
  95621. */
  95622. animations: Animation[];
  95623. protected _ranges: {
  95624. [name: string]: Nullable<AnimationRange>;
  95625. };
  95626. /**
  95627. * Callback raised when the node is ready to be used
  95628. */
  95629. onReady: Nullable<(node: Node) => void>;
  95630. private _isEnabled;
  95631. private _isParentEnabled;
  95632. private _isReady;
  95633. /** @hidden */
  95634. _currentRenderId: number;
  95635. private _parentUpdateId;
  95636. /** @hidden */
  95637. _childUpdateId: number;
  95638. /** @hidden */
  95639. _waitingParentId: Nullable<string>;
  95640. /** @hidden */
  95641. _scene: Scene;
  95642. /** @hidden */
  95643. _cache: any;
  95644. private _parentNode;
  95645. private _children;
  95646. /** @hidden */
  95647. _worldMatrix: Matrix;
  95648. /** @hidden */
  95649. _worldMatrixDeterminant: number;
  95650. /** @hidden */
  95651. _worldMatrixDeterminantIsDirty: boolean;
  95652. /** @hidden */
  95653. private _sceneRootNodesIndex;
  95654. /**
  95655. * Gets a boolean indicating if the node has been disposed
  95656. * @returns true if the node was disposed
  95657. */
  95658. isDisposed(): boolean;
  95659. /**
  95660. * Gets or sets the parent of the node (without keeping the current position in the scene)
  95661. * @see https://doc.babylonjs.com/how_to/parenting
  95662. */
  95663. parent: Nullable<Node>;
  95664. /** @hidden */
  95665. _addToSceneRootNodes(): void;
  95666. /** @hidden */
  95667. _removeFromSceneRootNodes(): void;
  95668. private _animationPropertiesOverride;
  95669. /**
  95670. * Gets or sets the animation properties override
  95671. */
  95672. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  95673. /**
  95674. * Gets a string idenfifying the name of the class
  95675. * @returns "Node" string
  95676. */
  95677. getClassName(): string;
  95678. /** @hidden */
  95679. readonly _isNode: boolean;
  95680. /**
  95681. * An event triggered when the mesh is disposed
  95682. */
  95683. onDisposeObservable: Observable<Node>;
  95684. private _onDisposeObserver;
  95685. /**
  95686. * Sets a callback that will be raised when the node will be disposed
  95687. */
  95688. onDispose: () => void;
  95689. /**
  95690. * Creates a new Node
  95691. * @param name the name and id to be given to this node
  95692. * @param scene the scene this node will be added to
  95693. */
  95694. constructor(name: string, scene?: Nullable<Scene>);
  95695. /**
  95696. * Gets the scene of the node
  95697. * @returns a scene
  95698. */
  95699. getScene(): Scene;
  95700. /**
  95701. * Gets the engine of the node
  95702. * @returns a Engine
  95703. */
  95704. getEngine(): Engine;
  95705. private _behaviors;
  95706. /**
  95707. * Attach a behavior to the node
  95708. * @see http://doc.babylonjs.com/features/behaviour
  95709. * @param behavior defines the behavior to attach
  95710. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  95711. * @returns the current Node
  95712. */
  95713. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  95714. /**
  95715. * Remove an attached behavior
  95716. * @see http://doc.babylonjs.com/features/behaviour
  95717. * @param behavior defines the behavior to attach
  95718. * @returns the current Node
  95719. */
  95720. removeBehavior(behavior: Behavior<Node>): Node;
  95721. /**
  95722. * Gets the list of attached behaviors
  95723. * @see http://doc.babylonjs.com/features/behaviour
  95724. */
  95725. readonly behaviors: Behavior<Node>[];
  95726. /**
  95727. * Gets an attached behavior by name
  95728. * @param name defines the name of the behavior to look for
  95729. * @see http://doc.babylonjs.com/features/behaviour
  95730. * @returns null if behavior was not found else the requested behavior
  95731. */
  95732. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  95733. /**
  95734. * Returns the latest update of the World matrix
  95735. * @returns a Matrix
  95736. */
  95737. getWorldMatrix(): Matrix;
  95738. /** @hidden */
  95739. _getWorldMatrixDeterminant(): number;
  95740. /**
  95741. * Returns directly the latest state of the mesh World matrix.
  95742. * A Matrix is returned.
  95743. */
  95744. readonly worldMatrixFromCache: Matrix;
  95745. /** @hidden */
  95746. _initCache(): void;
  95747. /** @hidden */
  95748. updateCache(force?: boolean): void;
  95749. /** @hidden */
  95750. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  95751. /** @hidden */
  95752. _updateCache(ignoreParentClass?: boolean): void;
  95753. /** @hidden */
  95754. _isSynchronized(): boolean;
  95755. /** @hidden */
  95756. _markSyncedWithParent(): void;
  95757. /** @hidden */
  95758. isSynchronizedWithParent(): boolean;
  95759. /** @hidden */
  95760. isSynchronized(): boolean;
  95761. /**
  95762. * Is this node ready to be used/rendered
  95763. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  95764. * @return true if the node is ready
  95765. */
  95766. isReady(completeCheck?: boolean): boolean;
  95767. /**
  95768. * Is this node enabled?
  95769. * 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
  95770. * @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
  95771. * @return whether this node (and its parent) is enabled
  95772. */
  95773. isEnabled(checkAncestors?: boolean): boolean;
  95774. /** @hidden */
  95775. protected _syncParentEnabledState(): void;
  95776. /**
  95777. * Set the enabled state of this node
  95778. * @param value defines the new enabled state
  95779. */
  95780. setEnabled(value: boolean): void;
  95781. /**
  95782. * Is this node a descendant of the given node?
  95783. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  95784. * @param ancestor defines the parent node to inspect
  95785. * @returns a boolean indicating if this node is a descendant of the given node
  95786. */
  95787. isDescendantOf(ancestor: Node): boolean;
  95788. /** @hidden */
  95789. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  95790. /**
  95791. * Will return all nodes that have this node as ascendant
  95792. * @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
  95793. * @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
  95794. * @return all children nodes of all types
  95795. */
  95796. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  95797. /**
  95798. * Get all child-meshes of this node
  95799. * @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)
  95800. * @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
  95801. * @returns an array of AbstractMesh
  95802. */
  95803. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  95804. /**
  95805. * Get all direct children of this node
  95806. * @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
  95807. * @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)
  95808. * @returns an array of Node
  95809. */
  95810. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  95811. /** @hidden */
  95812. _setReady(state: boolean): void;
  95813. /**
  95814. * Get an animation by name
  95815. * @param name defines the name of the animation to look for
  95816. * @returns null if not found else the requested animation
  95817. */
  95818. getAnimationByName(name: string): Nullable<Animation>;
  95819. /**
  95820. * Creates an animation range for this node
  95821. * @param name defines the name of the range
  95822. * @param from defines the starting key
  95823. * @param to defines the end key
  95824. */
  95825. createAnimationRange(name: string, from: number, to: number): void;
  95826. /**
  95827. * Delete a specific animation range
  95828. * @param name defines the name of the range to delete
  95829. * @param deleteFrames defines if animation frames from the range must be deleted as well
  95830. */
  95831. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  95832. /**
  95833. * Get an animation range by name
  95834. * @param name defines the name of the animation range to look for
  95835. * @returns null if not found else the requested animation range
  95836. */
  95837. getAnimationRange(name: string): Nullable<AnimationRange>;
  95838. /**
  95839. * Gets the list of all animation ranges defined on this node
  95840. * @returns an array
  95841. */
  95842. getAnimationRanges(): Nullable<AnimationRange>[];
  95843. /**
  95844. * Will start the animation sequence
  95845. * @param name defines the range frames for animation sequence
  95846. * @param loop defines if the animation should loop (false by default)
  95847. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  95848. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  95849. * @returns the object created for this animation. If range does not exist, it will return null
  95850. */
  95851. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  95852. /**
  95853. * Serialize animation ranges into a JSON compatible object
  95854. * @returns serialization object
  95855. */
  95856. serializeAnimationRanges(): any;
  95857. /**
  95858. * Computes the world matrix of the node
  95859. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  95860. * @returns the world matrix
  95861. */
  95862. computeWorldMatrix(force?: boolean): Matrix;
  95863. /**
  95864. * Releases resources associated with this node.
  95865. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  95866. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  95867. */
  95868. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  95869. /**
  95870. * Parse animation range data from a serialization object and store them into a given node
  95871. * @param node defines where to store the animation ranges
  95872. * @param parsedNode defines the serialization object to read data from
  95873. * @param scene defines the hosting scene
  95874. */
  95875. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  95876. /**
  95877. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  95878. * @param includeDescendants Include bounding info from descendants as well (true by default)
  95879. * @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
  95880. * @returns the new bounding vectors
  95881. */
  95882. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  95883. min: Vector3;
  95884. max: Vector3;
  95885. };
  95886. }
  95887. }
  95888. declare module BABYLON {
  95889. /**
  95890. * @hidden
  95891. */
  95892. export class _IAnimationState {
  95893. key: number;
  95894. repeatCount: number;
  95895. workValue?: any;
  95896. loopMode?: number;
  95897. offsetValue?: any;
  95898. highLimitValue?: any;
  95899. }
  95900. /**
  95901. * Class used to store any kind of animation
  95902. */
  95903. export class Animation {
  95904. /**Name of the animation */
  95905. name: string;
  95906. /**Property to animate */
  95907. targetProperty: string;
  95908. /**The frames per second of the animation */
  95909. framePerSecond: number;
  95910. /**The data type of the animation */
  95911. dataType: number;
  95912. /**The loop mode of the animation */
  95913. loopMode?: number | undefined;
  95914. /**Specifies if blending should be enabled */
  95915. enableBlending?: boolean | undefined;
  95916. /**
  95917. * Use matrix interpolation instead of using direct key value when animating matrices
  95918. */
  95919. static AllowMatricesInterpolation: boolean;
  95920. /**
  95921. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  95922. */
  95923. static AllowMatrixDecomposeForInterpolation: boolean;
  95924. /**
  95925. * Stores the key frames of the animation
  95926. */
  95927. private _keys;
  95928. /**
  95929. * Stores the easing function of the animation
  95930. */
  95931. private _easingFunction;
  95932. /**
  95933. * @hidden Internal use only
  95934. */
  95935. _runtimeAnimations: RuntimeAnimation[];
  95936. /**
  95937. * The set of event that will be linked to this animation
  95938. */
  95939. private _events;
  95940. /**
  95941. * Stores an array of target property paths
  95942. */
  95943. targetPropertyPath: string[];
  95944. /**
  95945. * Stores the blending speed of the animation
  95946. */
  95947. blendingSpeed: number;
  95948. /**
  95949. * Stores the animation ranges for the animation
  95950. */
  95951. private _ranges;
  95952. /**
  95953. * @hidden Internal use
  95954. */
  95955. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  95956. /**
  95957. * Sets up an animation
  95958. * @param property The property to animate
  95959. * @param animationType The animation type to apply
  95960. * @param framePerSecond The frames per second of the animation
  95961. * @param easingFunction The easing function used in the animation
  95962. * @returns The created animation
  95963. */
  95964. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  95965. /**
  95966. * Create and start an animation on a node
  95967. * @param name defines the name of the global animation that will be run on all nodes
  95968. * @param node defines the root node where the animation will take place
  95969. * @param targetProperty defines property to animate
  95970. * @param framePerSecond defines the number of frame per second yo use
  95971. * @param totalFrame defines the number of frames in total
  95972. * @param from defines the initial value
  95973. * @param to defines the final value
  95974. * @param loopMode defines which loop mode you want to use (off by default)
  95975. * @param easingFunction defines the easing function to use (linear by default)
  95976. * @param onAnimationEnd defines the callback to call when animation end
  95977. * @returns the animatable created for this animation
  95978. */
  95979. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95980. /**
  95981. * Create and start an animation on a node and its descendants
  95982. * @param name defines the name of the global animation that will be run on all nodes
  95983. * @param node defines the root node where the animation will take place
  95984. * @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
  95985. * @param targetProperty defines property to animate
  95986. * @param framePerSecond defines the number of frame per second to use
  95987. * @param totalFrame defines the number of frames in total
  95988. * @param from defines the initial value
  95989. * @param to defines the final value
  95990. * @param loopMode defines which loop mode you want to use (off by default)
  95991. * @param easingFunction defines the easing function to use (linear by default)
  95992. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  95993. * @returns the list of animatables created for all nodes
  95994. * @example https://www.babylonjs-playground.com/#MH0VLI
  95995. */
  95996. 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[]>;
  95997. /**
  95998. * Creates a new animation, merges it with the existing animations and starts it
  95999. * @param name Name of the animation
  96000. * @param node Node which contains the scene that begins the animations
  96001. * @param targetProperty Specifies which property to animate
  96002. * @param framePerSecond The frames per second of the animation
  96003. * @param totalFrame The total number of frames
  96004. * @param from The frame at the beginning of the animation
  96005. * @param to The frame at the end of the animation
  96006. * @param loopMode Specifies the loop mode of the animation
  96007. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  96008. * @param onAnimationEnd Callback to run once the animation is complete
  96009. * @returns Nullable animation
  96010. */
  96011. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  96012. /**
  96013. * Transition property of an host to the target Value
  96014. * @param property The property to transition
  96015. * @param targetValue The target Value of the property
  96016. * @param host The object where the property to animate belongs
  96017. * @param scene Scene used to run the animation
  96018. * @param frameRate Framerate (in frame/s) to use
  96019. * @param transition The transition type we want to use
  96020. * @param duration The duration of the animation, in milliseconds
  96021. * @param onAnimationEnd Callback trigger at the end of the animation
  96022. * @returns Nullable animation
  96023. */
  96024. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  96025. /**
  96026. * Return the array of runtime animations currently using this animation
  96027. */
  96028. readonly runtimeAnimations: RuntimeAnimation[];
  96029. /**
  96030. * Specifies if any of the runtime animations are currently running
  96031. */
  96032. readonly hasRunningRuntimeAnimations: boolean;
  96033. /**
  96034. * Initializes the animation
  96035. * @param name Name of the animation
  96036. * @param targetProperty Property to animate
  96037. * @param framePerSecond The frames per second of the animation
  96038. * @param dataType The data type of the animation
  96039. * @param loopMode The loop mode of the animation
  96040. * @param enableBlending Specifies if blending should be enabled
  96041. */
  96042. constructor(
  96043. /**Name of the animation */
  96044. name: string,
  96045. /**Property to animate */
  96046. targetProperty: string,
  96047. /**The frames per second of the animation */
  96048. framePerSecond: number,
  96049. /**The data type of the animation */
  96050. dataType: number,
  96051. /**The loop mode of the animation */
  96052. loopMode?: number | undefined,
  96053. /**Specifies if blending should be enabled */
  96054. enableBlending?: boolean | undefined);
  96055. /**
  96056. * Converts the animation to a string
  96057. * @param fullDetails support for multiple levels of logging within scene loading
  96058. * @returns String form of the animation
  96059. */
  96060. toString(fullDetails?: boolean): string;
  96061. /**
  96062. * Add an event to this animation
  96063. * @param event Event to add
  96064. */
  96065. addEvent(event: AnimationEvent): void;
  96066. /**
  96067. * Remove all events found at the given frame
  96068. * @param frame The frame to remove events from
  96069. */
  96070. removeEvents(frame: number): void;
  96071. /**
  96072. * Retrieves all the events from the animation
  96073. * @returns Events from the animation
  96074. */
  96075. getEvents(): AnimationEvent[];
  96076. /**
  96077. * Creates an animation range
  96078. * @param name Name of the animation range
  96079. * @param from Starting frame of the animation range
  96080. * @param to Ending frame of the animation
  96081. */
  96082. createRange(name: string, from: number, to: number): void;
  96083. /**
  96084. * Deletes an animation range by name
  96085. * @param name Name of the animation range to delete
  96086. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  96087. */
  96088. deleteRange(name: string, deleteFrames?: boolean): void;
  96089. /**
  96090. * Gets the animation range by name, or null if not defined
  96091. * @param name Name of the animation range
  96092. * @returns Nullable animation range
  96093. */
  96094. getRange(name: string): Nullable<AnimationRange>;
  96095. /**
  96096. * Gets the key frames from the animation
  96097. * @returns The key frames of the animation
  96098. */
  96099. getKeys(): Array<IAnimationKey>;
  96100. /**
  96101. * Gets the highest frame rate of the animation
  96102. * @returns Highest frame rate of the animation
  96103. */
  96104. getHighestFrame(): number;
  96105. /**
  96106. * Gets the easing function of the animation
  96107. * @returns Easing function of the animation
  96108. */
  96109. getEasingFunction(): IEasingFunction;
  96110. /**
  96111. * Sets the easing function of the animation
  96112. * @param easingFunction A custom mathematical formula for animation
  96113. */
  96114. setEasingFunction(easingFunction: EasingFunction): void;
  96115. /**
  96116. * Interpolates a scalar linearly
  96117. * @param startValue Start value of the animation curve
  96118. * @param endValue End value of the animation curve
  96119. * @param gradient Scalar amount to interpolate
  96120. * @returns Interpolated scalar value
  96121. */
  96122. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  96123. /**
  96124. * Interpolates a scalar cubically
  96125. * @param startValue Start value of the animation curve
  96126. * @param outTangent End tangent of the animation
  96127. * @param endValue End value of the animation curve
  96128. * @param inTangent Start tangent of the animation curve
  96129. * @param gradient Scalar amount to interpolate
  96130. * @returns Interpolated scalar value
  96131. */
  96132. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  96133. /**
  96134. * Interpolates a quaternion using a spherical linear interpolation
  96135. * @param startValue Start value of the animation curve
  96136. * @param endValue End value of the animation curve
  96137. * @param gradient Scalar amount to interpolate
  96138. * @returns Interpolated quaternion value
  96139. */
  96140. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  96141. /**
  96142. * Interpolates a quaternion cubically
  96143. * @param startValue Start value of the animation curve
  96144. * @param outTangent End tangent of the animation curve
  96145. * @param endValue End value of the animation curve
  96146. * @param inTangent Start tangent of the animation curve
  96147. * @param gradient Scalar amount to interpolate
  96148. * @returns Interpolated quaternion value
  96149. */
  96150. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  96151. /**
  96152. * Interpolates a Vector3 linearl
  96153. * @param startValue Start value of the animation curve
  96154. * @param endValue End value of the animation curve
  96155. * @param gradient Scalar amount to interpolate
  96156. * @returns Interpolated scalar value
  96157. */
  96158. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  96159. /**
  96160. * Interpolates a Vector3 cubically
  96161. * @param startValue Start value of the animation curve
  96162. * @param outTangent End tangent of the animation
  96163. * @param endValue End value of the animation curve
  96164. * @param inTangent Start tangent of the animation curve
  96165. * @param gradient Scalar amount to interpolate
  96166. * @returns InterpolatedVector3 value
  96167. */
  96168. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  96169. /**
  96170. * Interpolates a Vector2 linearly
  96171. * @param startValue Start value of the animation curve
  96172. * @param endValue End value of the animation curve
  96173. * @param gradient Scalar amount to interpolate
  96174. * @returns Interpolated Vector2 value
  96175. */
  96176. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  96177. /**
  96178. * Interpolates a Vector2 cubically
  96179. * @param startValue Start value of the animation curve
  96180. * @param outTangent End tangent of the animation
  96181. * @param endValue End value of the animation curve
  96182. * @param inTangent Start tangent of the animation curve
  96183. * @param gradient Scalar amount to interpolate
  96184. * @returns Interpolated Vector2 value
  96185. */
  96186. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  96187. /**
  96188. * Interpolates a size linearly
  96189. * @param startValue Start value of the animation curve
  96190. * @param endValue End value of the animation curve
  96191. * @param gradient Scalar amount to interpolate
  96192. * @returns Interpolated Size value
  96193. */
  96194. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  96195. /**
  96196. * Interpolates a Color3 linearly
  96197. * @param startValue Start value of the animation curve
  96198. * @param endValue End value of the animation curve
  96199. * @param gradient Scalar amount to interpolate
  96200. * @returns Interpolated Color3 value
  96201. */
  96202. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  96203. /**
  96204. * Interpolates a Color4 linearly
  96205. * @param startValue Start value of the animation curve
  96206. * @param endValue End value of the animation curve
  96207. * @param gradient Scalar amount to interpolate
  96208. * @returns Interpolated Color3 value
  96209. */
  96210. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  96211. /**
  96212. * @hidden Internal use only
  96213. */
  96214. _getKeyValue(value: any): any;
  96215. /**
  96216. * @hidden Internal use only
  96217. */
  96218. _interpolate(currentFrame: number, state: _IAnimationState): any;
  96219. /**
  96220. * Defines the function to use to interpolate matrices
  96221. * @param startValue defines the start matrix
  96222. * @param endValue defines the end matrix
  96223. * @param gradient defines the gradient between both matrices
  96224. * @param result defines an optional target matrix where to store the interpolation
  96225. * @returns the interpolated matrix
  96226. */
  96227. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  96228. /**
  96229. * Makes a copy of the animation
  96230. * @returns Cloned animation
  96231. */
  96232. clone(): Animation;
  96233. /**
  96234. * Sets the key frames of the animation
  96235. * @param values The animation key frames to set
  96236. */
  96237. setKeys(values: Array<IAnimationKey>): void;
  96238. /**
  96239. * Serializes the animation to an object
  96240. * @returns Serialized object
  96241. */
  96242. serialize(): any;
  96243. /**
  96244. * Float animation type
  96245. */
  96246. static readonly ANIMATIONTYPE_FLOAT: number;
  96247. /**
  96248. * Vector3 animation type
  96249. */
  96250. static readonly ANIMATIONTYPE_VECTOR3: number;
  96251. /**
  96252. * Quaternion animation type
  96253. */
  96254. static readonly ANIMATIONTYPE_QUATERNION: number;
  96255. /**
  96256. * Matrix animation type
  96257. */
  96258. static readonly ANIMATIONTYPE_MATRIX: number;
  96259. /**
  96260. * Color3 animation type
  96261. */
  96262. static readonly ANIMATIONTYPE_COLOR3: number;
  96263. /**
  96264. * Color3 animation type
  96265. */
  96266. static readonly ANIMATIONTYPE_COLOR4: number;
  96267. /**
  96268. * Vector2 animation type
  96269. */
  96270. static readonly ANIMATIONTYPE_VECTOR2: number;
  96271. /**
  96272. * Size animation type
  96273. */
  96274. static readonly ANIMATIONTYPE_SIZE: number;
  96275. /**
  96276. * Relative Loop Mode
  96277. */
  96278. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  96279. /**
  96280. * Cycle Loop Mode
  96281. */
  96282. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  96283. /**
  96284. * Constant Loop Mode
  96285. */
  96286. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  96287. /** @hidden */
  96288. static _UniversalLerp(left: any, right: any, amount: number): any;
  96289. /**
  96290. * Parses an animation object and creates an animation
  96291. * @param parsedAnimation Parsed animation object
  96292. * @returns Animation object
  96293. */
  96294. static Parse(parsedAnimation: any): Animation;
  96295. /**
  96296. * Appends the serialized animations from the source animations
  96297. * @param source Source containing the animations
  96298. * @param destination Target to store the animations
  96299. */
  96300. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  96301. }
  96302. }
  96303. declare module BABYLON {
  96304. /**
  96305. * Interface containing an array of animations
  96306. */
  96307. export interface IAnimatable {
  96308. /**
  96309. * Array of animations
  96310. */
  96311. animations: Nullable<Array<Animation>>;
  96312. }
  96313. }
  96314. declare module BABYLON {
  96315. /**
  96316. * This represents all the required information to add a fresnel effect on a material:
  96317. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  96318. */
  96319. export class FresnelParameters {
  96320. private _isEnabled;
  96321. /**
  96322. * Define if the fresnel effect is enable or not.
  96323. */
  96324. isEnabled: boolean;
  96325. /**
  96326. * Define the color used on edges (grazing angle)
  96327. */
  96328. leftColor: Color3;
  96329. /**
  96330. * Define the color used on center
  96331. */
  96332. rightColor: Color3;
  96333. /**
  96334. * Define bias applied to computed fresnel term
  96335. */
  96336. bias: number;
  96337. /**
  96338. * Defined the power exponent applied to fresnel term
  96339. */
  96340. power: number;
  96341. /**
  96342. * Clones the current fresnel and its valuues
  96343. * @returns a clone fresnel configuration
  96344. */
  96345. clone(): FresnelParameters;
  96346. /**
  96347. * Serializes the current fresnel parameters to a JSON representation.
  96348. * @return the JSON serialization
  96349. */
  96350. serialize(): any;
  96351. /**
  96352. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  96353. * @param parsedFresnelParameters Define the JSON representation
  96354. * @returns the parsed parameters
  96355. */
  96356. static Parse(parsedFresnelParameters: any): FresnelParameters;
  96357. }
  96358. }
  96359. declare module BABYLON {
  96360. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  96361. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96362. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96363. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96364. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96365. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96366. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96367. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96368. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96369. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96370. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96371. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96372. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96373. /**
  96374. * Decorator used to define property that can be serialized as reference to a camera
  96375. * @param sourceName defines the name of the property to decorate
  96376. */
  96377. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96378. /**
  96379. * Class used to help serialization objects
  96380. */
  96381. export class SerializationHelper {
  96382. /** @hidden */
  96383. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  96384. /** @hidden */
  96385. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  96386. /** @hidden */
  96387. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  96388. /** @hidden */
  96389. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  96390. /**
  96391. * Appends the serialized animations from the source animations
  96392. * @param source Source containing the animations
  96393. * @param destination Target to store the animations
  96394. */
  96395. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  96396. /**
  96397. * Static function used to serialized a specific entity
  96398. * @param entity defines the entity to serialize
  96399. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  96400. * @returns a JSON compatible object representing the serialization of the entity
  96401. */
  96402. static Serialize<T>(entity: T, serializationObject?: any): any;
  96403. /**
  96404. * Creates a new entity from a serialization data object
  96405. * @param creationFunction defines a function used to instanciated the new entity
  96406. * @param source defines the source serialization data
  96407. * @param scene defines the hosting scene
  96408. * @param rootUrl defines the root url for resources
  96409. * @returns a new entity
  96410. */
  96411. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  96412. /**
  96413. * Clones an object
  96414. * @param creationFunction defines the function used to instanciate the new object
  96415. * @param source defines the source object
  96416. * @returns the cloned object
  96417. */
  96418. static Clone<T>(creationFunction: () => T, source: T): T;
  96419. /**
  96420. * Instanciates a new object based on a source one (some data will be shared between both object)
  96421. * @param creationFunction defines the function used to instanciate the new object
  96422. * @param source defines the source object
  96423. * @returns the new object
  96424. */
  96425. static Instanciate<T>(creationFunction: () => T, source: T): T;
  96426. }
  96427. }
  96428. declare module BABYLON {
  96429. /**
  96430. * Class used to manipulate GUIDs
  96431. */
  96432. export class GUID {
  96433. /**
  96434. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96435. * Be aware Math.random() could cause collisions, but:
  96436. * "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"
  96437. * @returns a pseudo random id
  96438. */
  96439. static RandomId(): string;
  96440. }
  96441. }
  96442. declare module BABYLON {
  96443. /**
  96444. * Base class of all the textures in babylon.
  96445. * It groups all the common properties the materials, post process, lights... might need
  96446. * in order to make a correct use of the texture.
  96447. */
  96448. export class BaseTexture implements IAnimatable {
  96449. /**
  96450. * Default anisotropic filtering level for the application.
  96451. * It is set to 4 as a good tradeoff between perf and quality.
  96452. */
  96453. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  96454. /**
  96455. * Gets or sets the unique id of the texture
  96456. */
  96457. uniqueId: number;
  96458. /**
  96459. * Define the name of the texture.
  96460. */
  96461. name: string;
  96462. /**
  96463. * Gets or sets an object used to store user defined information.
  96464. */
  96465. metadata: any;
  96466. /**
  96467. * For internal use only. Please do not use.
  96468. */
  96469. reservedDataStore: any;
  96470. private _hasAlpha;
  96471. /**
  96472. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  96473. */
  96474. hasAlpha: boolean;
  96475. /**
  96476. * Defines if the alpha value should be determined via the rgb values.
  96477. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  96478. */
  96479. getAlphaFromRGB: boolean;
  96480. /**
  96481. * Intensity or strength of the texture.
  96482. * It is commonly used by materials to fine tune the intensity of the texture
  96483. */
  96484. level: number;
  96485. /**
  96486. * Define the UV chanel to use starting from 0 and defaulting to 0.
  96487. * This is part of the texture as textures usually maps to one uv set.
  96488. */
  96489. coordinatesIndex: number;
  96490. private _coordinatesMode;
  96491. /**
  96492. * How a texture is mapped.
  96493. *
  96494. * | Value | Type | Description |
  96495. * | ----- | ----------------------------------- | ----------- |
  96496. * | 0 | EXPLICIT_MODE | |
  96497. * | 1 | SPHERICAL_MODE | |
  96498. * | 2 | PLANAR_MODE | |
  96499. * | 3 | CUBIC_MODE | |
  96500. * | 4 | PROJECTION_MODE | |
  96501. * | 5 | SKYBOX_MODE | |
  96502. * | 6 | INVCUBIC_MODE | |
  96503. * | 7 | EQUIRECTANGULAR_MODE | |
  96504. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  96505. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  96506. */
  96507. coordinatesMode: number;
  96508. /**
  96509. * | Value | Type | Description |
  96510. * | ----- | ------------------ | ----------- |
  96511. * | 0 | CLAMP_ADDRESSMODE | |
  96512. * | 1 | WRAP_ADDRESSMODE | |
  96513. * | 2 | MIRROR_ADDRESSMODE | |
  96514. */
  96515. wrapU: number;
  96516. /**
  96517. * | Value | Type | Description |
  96518. * | ----- | ------------------ | ----------- |
  96519. * | 0 | CLAMP_ADDRESSMODE | |
  96520. * | 1 | WRAP_ADDRESSMODE | |
  96521. * | 2 | MIRROR_ADDRESSMODE | |
  96522. */
  96523. wrapV: number;
  96524. /**
  96525. * | Value | Type | Description |
  96526. * | ----- | ------------------ | ----------- |
  96527. * | 0 | CLAMP_ADDRESSMODE | |
  96528. * | 1 | WRAP_ADDRESSMODE | |
  96529. * | 2 | MIRROR_ADDRESSMODE | |
  96530. */
  96531. wrapR: number;
  96532. /**
  96533. * With compliant hardware and browser (supporting anisotropic filtering)
  96534. * this defines the level of anisotropic filtering in the texture.
  96535. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  96536. */
  96537. anisotropicFilteringLevel: number;
  96538. /**
  96539. * Define if the texture is a cube texture or if false a 2d texture.
  96540. */
  96541. isCube: boolean;
  96542. /**
  96543. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  96544. */
  96545. is3D: boolean;
  96546. /**
  96547. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  96548. */
  96549. is2DArray: boolean;
  96550. /**
  96551. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  96552. * HDR texture are usually stored in linear space.
  96553. * This only impacts the PBR and Background materials
  96554. */
  96555. gammaSpace: boolean;
  96556. /**
  96557. * Gets or sets whether or not the texture contains RGBD data.
  96558. */
  96559. isRGBD: boolean;
  96560. /**
  96561. * Is Z inverted in the texture (useful in a cube texture).
  96562. */
  96563. invertZ: boolean;
  96564. /**
  96565. * Are mip maps generated for this texture or not.
  96566. */
  96567. readonly noMipmap: boolean;
  96568. /**
  96569. * @hidden
  96570. */
  96571. lodLevelInAlpha: boolean;
  96572. /**
  96573. * With prefiltered texture, defined the offset used during the prefiltering steps.
  96574. */
  96575. lodGenerationOffset: number;
  96576. /**
  96577. * With prefiltered texture, defined the scale used during the prefiltering steps.
  96578. */
  96579. lodGenerationScale: number;
  96580. /**
  96581. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  96582. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  96583. * average roughness values.
  96584. */
  96585. linearSpecularLOD: boolean;
  96586. /**
  96587. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  96588. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  96589. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  96590. */
  96591. irradianceTexture: Nullable<BaseTexture>;
  96592. /**
  96593. * Define if the texture is a render target.
  96594. */
  96595. isRenderTarget: boolean;
  96596. /**
  96597. * Define the unique id of the texture in the scene.
  96598. */
  96599. readonly uid: string;
  96600. /**
  96601. * Return a string representation of the texture.
  96602. * @returns the texture as a string
  96603. */
  96604. toString(): string;
  96605. /**
  96606. * Get the class name of the texture.
  96607. * @returns "BaseTexture"
  96608. */
  96609. getClassName(): string;
  96610. /**
  96611. * Define the list of animation attached to the texture.
  96612. */
  96613. animations: Animation[];
  96614. /**
  96615. * An event triggered when the texture is disposed.
  96616. */
  96617. onDisposeObservable: Observable<BaseTexture>;
  96618. private _onDisposeObserver;
  96619. /**
  96620. * Callback triggered when the texture has been disposed.
  96621. * Kept for back compatibility, you can use the onDisposeObservable instead.
  96622. */
  96623. onDispose: () => void;
  96624. /**
  96625. * Define the current state of the loading sequence when in delayed load mode.
  96626. */
  96627. delayLoadState: number;
  96628. private _scene;
  96629. /** @hidden */
  96630. _texture: Nullable<InternalTexture>;
  96631. private _uid;
  96632. /**
  96633. * Define if the texture is preventinga material to render or not.
  96634. * If not and the texture is not ready, the engine will use a default black texture instead.
  96635. */
  96636. readonly isBlocking: boolean;
  96637. /**
  96638. * Instantiates a new BaseTexture.
  96639. * Base class of all the textures in babylon.
  96640. * It groups all the common properties the materials, post process, lights... might need
  96641. * in order to make a correct use of the texture.
  96642. * @param scene Define the scene the texture blongs to
  96643. */
  96644. constructor(scene: Nullable<Scene>);
  96645. /**
  96646. * Get the scene the texture belongs to.
  96647. * @returns the scene or null if undefined
  96648. */
  96649. getScene(): Nullable<Scene>;
  96650. /**
  96651. * Get the texture transform matrix used to offset tile the texture for istance.
  96652. * @returns the transformation matrix
  96653. */
  96654. getTextureMatrix(): Matrix;
  96655. /**
  96656. * Get the texture reflection matrix used to rotate/transform the reflection.
  96657. * @returns the reflection matrix
  96658. */
  96659. getReflectionTextureMatrix(): Matrix;
  96660. /**
  96661. * Get the underlying lower level texture from Babylon.
  96662. * @returns the insternal texture
  96663. */
  96664. getInternalTexture(): Nullable<InternalTexture>;
  96665. /**
  96666. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  96667. * @returns true if ready or not blocking
  96668. */
  96669. isReadyOrNotBlocking(): boolean;
  96670. /**
  96671. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  96672. * @returns true if fully ready
  96673. */
  96674. isReady(): boolean;
  96675. private _cachedSize;
  96676. /**
  96677. * Get the size of the texture.
  96678. * @returns the texture size.
  96679. */
  96680. getSize(): ISize;
  96681. /**
  96682. * Get the base size of the texture.
  96683. * It can be different from the size if the texture has been resized for POT for instance
  96684. * @returns the base size
  96685. */
  96686. getBaseSize(): ISize;
  96687. /**
  96688. * Update the sampling mode of the texture.
  96689. * Default is Trilinear mode.
  96690. *
  96691. * | Value | Type | Description |
  96692. * | ----- | ------------------ | ----------- |
  96693. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  96694. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  96695. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  96696. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  96697. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  96698. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  96699. * | 7 | NEAREST_LINEAR | |
  96700. * | 8 | NEAREST_NEAREST | |
  96701. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  96702. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  96703. * | 11 | LINEAR_LINEAR | |
  96704. * | 12 | LINEAR_NEAREST | |
  96705. *
  96706. * > _mag_: magnification filter (close to the viewer)
  96707. * > _min_: minification filter (far from the viewer)
  96708. * > _mip_: filter used between mip map levels
  96709. *@param samplingMode Define the new sampling mode of the texture
  96710. */
  96711. updateSamplingMode(samplingMode: number): void;
  96712. /**
  96713. * Scales the texture if is `canRescale()`
  96714. * @param ratio the resize factor we want to use to rescale
  96715. */
  96716. scale(ratio: number): void;
  96717. /**
  96718. * Get if the texture can rescale.
  96719. */
  96720. readonly canRescale: boolean;
  96721. /** @hidden */
  96722. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  96723. /** @hidden */
  96724. _rebuild(): void;
  96725. /**
  96726. * Triggers the load sequence in delayed load mode.
  96727. */
  96728. delayLoad(): void;
  96729. /**
  96730. * Clones the texture.
  96731. * @returns the cloned texture
  96732. */
  96733. clone(): Nullable<BaseTexture>;
  96734. /**
  96735. * Get the texture underlying type (INT, FLOAT...)
  96736. */
  96737. readonly textureType: number;
  96738. /**
  96739. * Get the texture underlying format (RGB, RGBA...)
  96740. */
  96741. readonly textureFormat: number;
  96742. /**
  96743. * Indicates that textures need to be re-calculated for all materials
  96744. */
  96745. protected _markAllSubMeshesAsTexturesDirty(): void;
  96746. /**
  96747. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  96748. * This will returns an RGBA array buffer containing either in values (0-255) or
  96749. * float values (0-1) depending of the underlying buffer type.
  96750. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  96751. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  96752. * @param buffer defines a user defined buffer to fill with data (can be null)
  96753. * @returns The Array buffer containing the pixels data.
  96754. */
  96755. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  96756. /**
  96757. * Release and destroy the underlying lower level texture aka internalTexture.
  96758. */
  96759. releaseInternalTexture(): void;
  96760. /** @hidden */
  96761. readonly _lodTextureHigh: Nullable<BaseTexture>;
  96762. /** @hidden */
  96763. readonly _lodTextureMid: Nullable<BaseTexture>;
  96764. /** @hidden */
  96765. readonly _lodTextureLow: Nullable<BaseTexture>;
  96766. /**
  96767. * Dispose the texture and release its associated resources.
  96768. */
  96769. dispose(): void;
  96770. /**
  96771. * Serialize the texture into a JSON representation that can be parsed later on.
  96772. * @returns the JSON representation of the texture
  96773. */
  96774. serialize(): any;
  96775. /**
  96776. * Helper function to be called back once a list of texture contains only ready textures.
  96777. * @param textures Define the list of textures to wait for
  96778. * @param callback Define the callback triggered once the entire list will be ready
  96779. */
  96780. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  96781. }
  96782. }
  96783. declare module BABYLON {
  96784. /**
  96785. * Options to be used when creating an effect.
  96786. */
  96787. export interface IEffectCreationOptions {
  96788. /**
  96789. * Atrributes that will be used in the shader.
  96790. */
  96791. attributes: string[];
  96792. /**
  96793. * Uniform varible names that will be set in the shader.
  96794. */
  96795. uniformsNames: string[];
  96796. /**
  96797. * Uniform buffer variable names that will be set in the shader.
  96798. */
  96799. uniformBuffersNames: string[];
  96800. /**
  96801. * Sampler texture variable names that will be set in the shader.
  96802. */
  96803. samplers: string[];
  96804. /**
  96805. * Define statements that will be set in the shader.
  96806. */
  96807. defines: any;
  96808. /**
  96809. * Possible fallbacks for this effect to improve performance when needed.
  96810. */
  96811. fallbacks: Nullable<IEffectFallbacks>;
  96812. /**
  96813. * Callback that will be called when the shader is compiled.
  96814. */
  96815. onCompiled: Nullable<(effect: Effect) => void>;
  96816. /**
  96817. * Callback that will be called if an error occurs during shader compilation.
  96818. */
  96819. onError: Nullable<(effect: Effect, errors: string) => void>;
  96820. /**
  96821. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  96822. */
  96823. indexParameters?: any;
  96824. /**
  96825. * Max number of lights that can be used in the shader.
  96826. */
  96827. maxSimultaneousLights?: number;
  96828. /**
  96829. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  96830. */
  96831. transformFeedbackVaryings?: Nullable<string[]>;
  96832. }
  96833. /**
  96834. * Effect containing vertex and fragment shader that can be executed on an object.
  96835. */
  96836. export class Effect implements IDisposable {
  96837. /**
  96838. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  96839. */
  96840. static ShadersRepository: string;
  96841. /**
  96842. * Name of the effect.
  96843. */
  96844. name: any;
  96845. /**
  96846. * String container all the define statements that should be set on the shader.
  96847. */
  96848. defines: string;
  96849. /**
  96850. * Callback that will be called when the shader is compiled.
  96851. */
  96852. onCompiled: Nullable<(effect: Effect) => void>;
  96853. /**
  96854. * Callback that will be called if an error occurs during shader compilation.
  96855. */
  96856. onError: Nullable<(effect: Effect, errors: string) => void>;
  96857. /**
  96858. * Callback that will be called when effect is bound.
  96859. */
  96860. onBind: Nullable<(effect: Effect) => void>;
  96861. /**
  96862. * Unique ID of the effect.
  96863. */
  96864. uniqueId: number;
  96865. /**
  96866. * Observable that will be called when the shader is compiled.
  96867. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  96868. */
  96869. onCompileObservable: Observable<Effect>;
  96870. /**
  96871. * Observable that will be called if an error occurs during shader compilation.
  96872. */
  96873. onErrorObservable: Observable<Effect>;
  96874. /** @hidden */
  96875. _onBindObservable: Nullable<Observable<Effect>>;
  96876. /**
  96877. * Observable that will be called when effect is bound.
  96878. */
  96879. readonly onBindObservable: Observable<Effect>;
  96880. /** @hidden */
  96881. _bonesComputationForcedToCPU: boolean;
  96882. private static _uniqueIdSeed;
  96883. private _engine;
  96884. private _uniformBuffersNames;
  96885. private _uniformsNames;
  96886. private _samplerList;
  96887. private _samplers;
  96888. private _isReady;
  96889. private _compilationError;
  96890. private _allFallbacksProcessed;
  96891. private _attributesNames;
  96892. private _attributes;
  96893. private _uniforms;
  96894. /**
  96895. * Key for the effect.
  96896. * @hidden
  96897. */
  96898. _key: string;
  96899. private _indexParameters;
  96900. private _fallbacks;
  96901. private _vertexSourceCode;
  96902. private _fragmentSourceCode;
  96903. private _vertexSourceCodeOverride;
  96904. private _fragmentSourceCodeOverride;
  96905. private _transformFeedbackVaryings;
  96906. /**
  96907. * Compiled shader to webGL program.
  96908. * @hidden
  96909. */
  96910. _pipelineContext: Nullable<IPipelineContext>;
  96911. private _valueCache;
  96912. private static _baseCache;
  96913. /**
  96914. * Instantiates an effect.
  96915. * An effect can be used to create/manage/execute vertex and fragment shaders.
  96916. * @param baseName Name of the effect.
  96917. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  96918. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  96919. * @param samplers List of sampler variables that will be passed to the shader.
  96920. * @param engine Engine to be used to render the effect
  96921. * @param defines Define statements to be added to the shader.
  96922. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  96923. * @param onCompiled Callback that will be called when the shader is compiled.
  96924. * @param onError Callback that will be called if an error occurs during shader compilation.
  96925. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  96926. */
  96927. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  96928. private _useFinalCode;
  96929. /**
  96930. * Unique key for this effect
  96931. */
  96932. readonly key: string;
  96933. /**
  96934. * If the effect has been compiled and prepared.
  96935. * @returns if the effect is compiled and prepared.
  96936. */
  96937. isReady(): boolean;
  96938. private _isReadyInternal;
  96939. /**
  96940. * The engine the effect was initialized with.
  96941. * @returns the engine.
  96942. */
  96943. getEngine(): Engine;
  96944. /**
  96945. * The pipeline context for this effect
  96946. * @returns the associated pipeline context
  96947. */
  96948. getPipelineContext(): Nullable<IPipelineContext>;
  96949. /**
  96950. * The set of names of attribute variables for the shader.
  96951. * @returns An array of attribute names.
  96952. */
  96953. getAttributesNames(): string[];
  96954. /**
  96955. * Returns the attribute at the given index.
  96956. * @param index The index of the attribute.
  96957. * @returns The location of the attribute.
  96958. */
  96959. getAttributeLocation(index: number): number;
  96960. /**
  96961. * Returns the attribute based on the name of the variable.
  96962. * @param name of the attribute to look up.
  96963. * @returns the attribute location.
  96964. */
  96965. getAttributeLocationByName(name: string): number;
  96966. /**
  96967. * The number of attributes.
  96968. * @returns the numnber of attributes.
  96969. */
  96970. getAttributesCount(): number;
  96971. /**
  96972. * Gets the index of a uniform variable.
  96973. * @param uniformName of the uniform to look up.
  96974. * @returns the index.
  96975. */
  96976. getUniformIndex(uniformName: string): number;
  96977. /**
  96978. * Returns the attribute based on the name of the variable.
  96979. * @param uniformName of the uniform to look up.
  96980. * @returns the location of the uniform.
  96981. */
  96982. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  96983. /**
  96984. * Returns an array of sampler variable names
  96985. * @returns The array of sampler variable neames.
  96986. */
  96987. getSamplers(): string[];
  96988. /**
  96989. * The error from the last compilation.
  96990. * @returns the error string.
  96991. */
  96992. getCompilationError(): string;
  96993. /**
  96994. * Gets a boolean indicating that all fallbacks were used during compilation
  96995. * @returns true if all fallbacks were used
  96996. */
  96997. allFallbacksProcessed(): boolean;
  96998. /**
  96999. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  97000. * @param func The callback to be used.
  97001. */
  97002. executeWhenCompiled(func: (effect: Effect) => void): void;
  97003. private _checkIsReady;
  97004. private _loadShader;
  97005. /**
  97006. * Recompiles the webGL program
  97007. * @param vertexSourceCode The source code for the vertex shader.
  97008. * @param fragmentSourceCode The source code for the fragment shader.
  97009. * @param onCompiled Callback called when completed.
  97010. * @param onError Callback called on error.
  97011. * @hidden
  97012. */
  97013. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  97014. /**
  97015. * Prepares the effect
  97016. * @hidden
  97017. */
  97018. _prepareEffect(): void;
  97019. private _processCompilationErrors;
  97020. /**
  97021. * Checks if the effect is supported. (Must be called after compilation)
  97022. */
  97023. readonly isSupported: boolean;
  97024. /**
  97025. * Binds a texture to the engine to be used as output of the shader.
  97026. * @param channel Name of the output variable.
  97027. * @param texture Texture to bind.
  97028. * @hidden
  97029. */
  97030. _bindTexture(channel: string, texture: InternalTexture): void;
  97031. /**
  97032. * Sets a texture on the engine to be used in the shader.
  97033. * @param channel Name of the sampler variable.
  97034. * @param texture Texture to set.
  97035. */
  97036. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  97037. /**
  97038. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  97039. * @param channel Name of the sampler variable.
  97040. * @param texture Texture to set.
  97041. */
  97042. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  97043. /**
  97044. * Sets an array of textures on the engine to be used in the shader.
  97045. * @param channel Name of the variable.
  97046. * @param textures Textures to set.
  97047. */
  97048. setTextureArray(channel: string, textures: BaseTexture[]): void;
  97049. /**
  97050. * 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)
  97051. * @param channel Name of the sampler variable.
  97052. * @param postProcess Post process to get the input texture from.
  97053. */
  97054. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  97055. /**
  97056. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  97057. * 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)
  97058. * @param channel Name of the sampler variable.
  97059. * @param postProcess Post process to get the output texture from.
  97060. */
  97061. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  97062. /** @hidden */
  97063. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  97064. /** @hidden */
  97065. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  97066. /** @hidden */
  97067. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  97068. /** @hidden */
  97069. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  97070. /**
  97071. * Binds a buffer to a uniform.
  97072. * @param buffer Buffer to bind.
  97073. * @param name Name of the uniform variable to bind to.
  97074. */
  97075. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  97076. /**
  97077. * Binds block to a uniform.
  97078. * @param blockName Name of the block to bind.
  97079. * @param index Index to bind.
  97080. */
  97081. bindUniformBlock(blockName: string, index: number): void;
  97082. /**
  97083. * Sets an interger value on a uniform variable.
  97084. * @param uniformName Name of the variable.
  97085. * @param value Value to be set.
  97086. * @returns this effect.
  97087. */
  97088. setInt(uniformName: string, value: number): Effect;
  97089. /**
  97090. * Sets an int array on a uniform variable.
  97091. * @param uniformName Name of the variable.
  97092. * @param array array to be set.
  97093. * @returns this effect.
  97094. */
  97095. setIntArray(uniformName: string, array: Int32Array): Effect;
  97096. /**
  97097. * 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)
  97098. * @param uniformName Name of the variable.
  97099. * @param array array to be set.
  97100. * @returns this effect.
  97101. */
  97102. setIntArray2(uniformName: string, array: Int32Array): Effect;
  97103. /**
  97104. * 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)
  97105. * @param uniformName Name of the variable.
  97106. * @param array array to be set.
  97107. * @returns this effect.
  97108. */
  97109. setIntArray3(uniformName: string, array: Int32Array): Effect;
  97110. /**
  97111. * 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)
  97112. * @param uniformName Name of the variable.
  97113. * @param array array to be set.
  97114. * @returns this effect.
  97115. */
  97116. setIntArray4(uniformName: string, array: Int32Array): Effect;
  97117. /**
  97118. * Sets an float array on a uniform variable.
  97119. * @param uniformName Name of the variable.
  97120. * @param array array to be set.
  97121. * @returns this effect.
  97122. */
  97123. setFloatArray(uniformName: string, array: Float32Array): Effect;
  97124. /**
  97125. * 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)
  97126. * @param uniformName Name of the variable.
  97127. * @param array array to be set.
  97128. * @returns this effect.
  97129. */
  97130. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  97131. /**
  97132. * 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)
  97133. * @param uniformName Name of the variable.
  97134. * @param array array to be set.
  97135. * @returns this effect.
  97136. */
  97137. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  97138. /**
  97139. * 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)
  97140. * @param uniformName Name of the variable.
  97141. * @param array array to be set.
  97142. * @returns this effect.
  97143. */
  97144. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  97145. /**
  97146. * Sets an array on a uniform variable.
  97147. * @param uniformName Name of the variable.
  97148. * @param array array to be set.
  97149. * @returns this effect.
  97150. */
  97151. setArray(uniformName: string, array: number[]): Effect;
  97152. /**
  97153. * 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)
  97154. * @param uniformName Name of the variable.
  97155. * @param array array to be set.
  97156. * @returns this effect.
  97157. */
  97158. setArray2(uniformName: string, array: number[]): Effect;
  97159. /**
  97160. * 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)
  97161. * @param uniformName Name of the variable.
  97162. * @param array array to be set.
  97163. * @returns this effect.
  97164. */
  97165. setArray3(uniformName: string, array: number[]): Effect;
  97166. /**
  97167. * 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)
  97168. * @param uniformName Name of the variable.
  97169. * @param array array to be set.
  97170. * @returns this effect.
  97171. */
  97172. setArray4(uniformName: string, array: number[]): Effect;
  97173. /**
  97174. * Sets matrices on a uniform variable.
  97175. * @param uniformName Name of the variable.
  97176. * @param matrices matrices to be set.
  97177. * @returns this effect.
  97178. */
  97179. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  97180. /**
  97181. * Sets matrix on a uniform variable.
  97182. * @param uniformName Name of the variable.
  97183. * @param matrix matrix to be set.
  97184. * @returns this effect.
  97185. */
  97186. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  97187. /**
  97188. * 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)
  97189. * @param uniformName Name of the variable.
  97190. * @param matrix matrix to be set.
  97191. * @returns this effect.
  97192. */
  97193. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  97194. /**
  97195. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  97196. * @param uniformName Name of the variable.
  97197. * @param matrix matrix to be set.
  97198. * @returns this effect.
  97199. */
  97200. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  97201. /**
  97202. * Sets a float on a uniform variable.
  97203. * @param uniformName Name of the variable.
  97204. * @param value value to be set.
  97205. * @returns this effect.
  97206. */
  97207. setFloat(uniformName: string, value: number): Effect;
  97208. /**
  97209. * Sets a boolean on a uniform variable.
  97210. * @param uniformName Name of the variable.
  97211. * @param bool value to be set.
  97212. * @returns this effect.
  97213. */
  97214. setBool(uniformName: string, bool: boolean): Effect;
  97215. /**
  97216. * Sets a Vector2 on a uniform variable.
  97217. * @param uniformName Name of the variable.
  97218. * @param vector2 vector2 to be set.
  97219. * @returns this effect.
  97220. */
  97221. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  97222. /**
  97223. * Sets a float2 on a uniform variable.
  97224. * @param uniformName Name of the variable.
  97225. * @param x First float in float2.
  97226. * @param y Second float in float2.
  97227. * @returns this effect.
  97228. */
  97229. setFloat2(uniformName: string, x: number, y: number): Effect;
  97230. /**
  97231. * Sets a Vector3 on a uniform variable.
  97232. * @param uniformName Name of the variable.
  97233. * @param vector3 Value to be set.
  97234. * @returns this effect.
  97235. */
  97236. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  97237. /**
  97238. * Sets a float3 on a uniform variable.
  97239. * @param uniformName Name of the variable.
  97240. * @param x First float in float3.
  97241. * @param y Second float in float3.
  97242. * @param z Third float in float3.
  97243. * @returns this effect.
  97244. */
  97245. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  97246. /**
  97247. * Sets a Vector4 on a uniform variable.
  97248. * @param uniformName Name of the variable.
  97249. * @param vector4 Value to be set.
  97250. * @returns this effect.
  97251. */
  97252. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  97253. /**
  97254. * Sets a float4 on a uniform variable.
  97255. * @param uniformName Name of the variable.
  97256. * @param x First float in float4.
  97257. * @param y Second float in float4.
  97258. * @param z Third float in float4.
  97259. * @param w Fourth float in float4.
  97260. * @returns this effect.
  97261. */
  97262. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  97263. /**
  97264. * Sets a Color3 on a uniform variable.
  97265. * @param uniformName Name of the variable.
  97266. * @param color3 Value to be set.
  97267. * @returns this effect.
  97268. */
  97269. setColor3(uniformName: string, color3: IColor3Like): Effect;
  97270. /**
  97271. * Sets a Color4 on a uniform variable.
  97272. * @param uniformName Name of the variable.
  97273. * @param color3 Value to be set.
  97274. * @param alpha Alpha value to be set.
  97275. * @returns this effect.
  97276. */
  97277. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  97278. /**
  97279. * Sets a Color4 on a uniform variable
  97280. * @param uniformName defines the name of the variable
  97281. * @param color4 defines the value to be set
  97282. * @returns this effect.
  97283. */
  97284. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  97285. /** Release all associated resources */
  97286. dispose(): void;
  97287. /**
  97288. * This function will add a new shader to the shader store
  97289. * @param name the name of the shader
  97290. * @param pixelShader optional pixel shader content
  97291. * @param vertexShader optional vertex shader content
  97292. */
  97293. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  97294. /**
  97295. * Store of each shader (The can be looked up using effect.key)
  97296. */
  97297. static ShadersStore: {
  97298. [key: string]: string;
  97299. };
  97300. /**
  97301. * Store of each included file for a shader (The can be looked up using effect.key)
  97302. */
  97303. static IncludesShadersStore: {
  97304. [key: string]: string;
  97305. };
  97306. /**
  97307. * Resets the cache of effects.
  97308. */
  97309. static ResetCache(): void;
  97310. }
  97311. }
  97312. declare module BABYLON {
  97313. /**
  97314. * Interface used to describe the capabilities of the engine relatively to the current browser
  97315. */
  97316. export interface EngineCapabilities {
  97317. /** Maximum textures units per fragment shader */
  97318. maxTexturesImageUnits: number;
  97319. /** Maximum texture units per vertex shader */
  97320. maxVertexTextureImageUnits: number;
  97321. /** Maximum textures units in the entire pipeline */
  97322. maxCombinedTexturesImageUnits: number;
  97323. /** Maximum texture size */
  97324. maxTextureSize: number;
  97325. /** Maximum texture samples */
  97326. maxSamples?: number;
  97327. /** Maximum cube texture size */
  97328. maxCubemapTextureSize: number;
  97329. /** Maximum render texture size */
  97330. maxRenderTextureSize: number;
  97331. /** Maximum number of vertex attributes */
  97332. maxVertexAttribs: number;
  97333. /** Maximum number of varyings */
  97334. maxVaryingVectors: number;
  97335. /** Maximum number of uniforms per vertex shader */
  97336. maxVertexUniformVectors: number;
  97337. /** Maximum number of uniforms per fragment shader */
  97338. maxFragmentUniformVectors: number;
  97339. /** Defines if standard derivates (dx/dy) are supported */
  97340. standardDerivatives: boolean;
  97341. /** Defines if s3tc texture compression is supported */
  97342. s3tc?: WEBGL_compressed_texture_s3tc;
  97343. /** Defines if pvrtc texture compression is supported */
  97344. pvrtc: any;
  97345. /** Defines if etc1 texture compression is supported */
  97346. etc1: any;
  97347. /** Defines if etc2 texture compression is supported */
  97348. etc2: any;
  97349. /** Defines if astc texture compression is supported */
  97350. astc: any;
  97351. /** Defines if float textures are supported */
  97352. textureFloat: boolean;
  97353. /** Defines if vertex array objects are supported */
  97354. vertexArrayObject: boolean;
  97355. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  97356. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  97357. /** Gets the maximum level of anisotropy supported */
  97358. maxAnisotropy: number;
  97359. /** Defines if instancing is supported */
  97360. instancedArrays: boolean;
  97361. /** Defines if 32 bits indices are supported */
  97362. uintIndices: boolean;
  97363. /** Defines if high precision shaders are supported */
  97364. highPrecisionShaderSupported: boolean;
  97365. /** Defines if depth reading in the fragment shader is supported */
  97366. fragmentDepthSupported: boolean;
  97367. /** Defines if float texture linear filtering is supported*/
  97368. textureFloatLinearFiltering: boolean;
  97369. /** Defines if rendering to float textures is supported */
  97370. textureFloatRender: boolean;
  97371. /** Defines if half float textures are supported*/
  97372. textureHalfFloat: boolean;
  97373. /** Defines if half float texture linear filtering is supported*/
  97374. textureHalfFloatLinearFiltering: boolean;
  97375. /** Defines if rendering to half float textures is supported */
  97376. textureHalfFloatRender: boolean;
  97377. /** Defines if textureLOD shader command is supported */
  97378. textureLOD: boolean;
  97379. /** Defines if draw buffers extension is supported */
  97380. drawBuffersExtension: boolean;
  97381. /** Defines if depth textures are supported */
  97382. depthTextureExtension: boolean;
  97383. /** Defines if float color buffer are supported */
  97384. colorBufferFloat: boolean;
  97385. /** Gets disjoint timer query extension (null if not supported) */
  97386. timerQuery?: EXT_disjoint_timer_query;
  97387. /** Defines if timestamp can be used with timer query */
  97388. canUseTimestampForTimerQuery: boolean;
  97389. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  97390. multiview?: any;
  97391. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  97392. oculusMultiview?: any;
  97393. /** Function used to let the system compiles shaders in background */
  97394. parallelShaderCompile?: {
  97395. COMPLETION_STATUS_KHR: number;
  97396. };
  97397. /** Max number of texture samples for MSAA */
  97398. maxMSAASamples: number;
  97399. /** Defines if the blend min max extension is supported */
  97400. blendMinMax: boolean;
  97401. }
  97402. }
  97403. declare module BABYLON {
  97404. /**
  97405. * @hidden
  97406. **/
  97407. export class DepthCullingState {
  97408. private _isDepthTestDirty;
  97409. private _isDepthMaskDirty;
  97410. private _isDepthFuncDirty;
  97411. private _isCullFaceDirty;
  97412. private _isCullDirty;
  97413. private _isZOffsetDirty;
  97414. private _isFrontFaceDirty;
  97415. private _depthTest;
  97416. private _depthMask;
  97417. private _depthFunc;
  97418. private _cull;
  97419. private _cullFace;
  97420. private _zOffset;
  97421. private _frontFace;
  97422. /**
  97423. * Initializes the state.
  97424. */
  97425. constructor();
  97426. readonly isDirty: boolean;
  97427. zOffset: number;
  97428. cullFace: Nullable<number>;
  97429. cull: Nullable<boolean>;
  97430. depthFunc: Nullable<number>;
  97431. depthMask: boolean;
  97432. depthTest: boolean;
  97433. frontFace: Nullable<number>;
  97434. reset(): void;
  97435. apply(gl: WebGLRenderingContext): void;
  97436. }
  97437. }
  97438. declare module BABYLON {
  97439. /**
  97440. * @hidden
  97441. **/
  97442. export class StencilState {
  97443. /** 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 */
  97444. static readonly ALWAYS: number;
  97445. /** Passed to stencilOperation to specify that stencil value must be kept */
  97446. static readonly KEEP: number;
  97447. /** Passed to stencilOperation to specify that stencil value must be replaced */
  97448. static readonly REPLACE: number;
  97449. private _isStencilTestDirty;
  97450. private _isStencilMaskDirty;
  97451. private _isStencilFuncDirty;
  97452. private _isStencilOpDirty;
  97453. private _stencilTest;
  97454. private _stencilMask;
  97455. private _stencilFunc;
  97456. private _stencilFuncRef;
  97457. private _stencilFuncMask;
  97458. private _stencilOpStencilFail;
  97459. private _stencilOpDepthFail;
  97460. private _stencilOpStencilDepthPass;
  97461. readonly isDirty: boolean;
  97462. stencilFunc: number;
  97463. stencilFuncRef: number;
  97464. stencilFuncMask: number;
  97465. stencilOpStencilFail: number;
  97466. stencilOpDepthFail: number;
  97467. stencilOpStencilDepthPass: number;
  97468. stencilMask: number;
  97469. stencilTest: boolean;
  97470. constructor();
  97471. reset(): void;
  97472. apply(gl: WebGLRenderingContext): void;
  97473. }
  97474. }
  97475. declare module BABYLON {
  97476. /**
  97477. * @hidden
  97478. **/
  97479. export class AlphaState {
  97480. private _isAlphaBlendDirty;
  97481. private _isBlendFunctionParametersDirty;
  97482. private _isBlendEquationParametersDirty;
  97483. private _isBlendConstantsDirty;
  97484. private _alphaBlend;
  97485. private _blendFunctionParameters;
  97486. private _blendEquationParameters;
  97487. private _blendConstants;
  97488. /**
  97489. * Initializes the state.
  97490. */
  97491. constructor();
  97492. readonly isDirty: boolean;
  97493. alphaBlend: boolean;
  97494. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  97495. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  97496. setAlphaEquationParameters(rgb: number, alpha: number): void;
  97497. reset(): void;
  97498. apply(gl: WebGLRenderingContext): void;
  97499. }
  97500. }
  97501. declare module BABYLON {
  97502. /** @hidden */
  97503. export class WebGL2ShaderProcessor implements IShaderProcessor {
  97504. attributeProcessor(attribute: string): string;
  97505. varyingProcessor(varying: string, isFragment: boolean): string;
  97506. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  97507. }
  97508. }
  97509. declare module BABYLON {
  97510. /**
  97511. * Interface for attribute information associated with buffer instanciation
  97512. */
  97513. export interface InstancingAttributeInfo {
  97514. /**
  97515. * Index/offset of the attribute in the vertex shader
  97516. */
  97517. index: number;
  97518. /**
  97519. * size of the attribute, 1, 2, 3 or 4
  97520. */
  97521. attributeSize: number;
  97522. /**
  97523. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  97524. * default is FLOAT
  97525. */
  97526. attributeType: number;
  97527. /**
  97528. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  97529. */
  97530. normalized: boolean;
  97531. /**
  97532. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  97533. */
  97534. offset: number;
  97535. /**
  97536. * Name of the GLSL attribute, for debugging purpose only
  97537. */
  97538. attributeName: string;
  97539. }
  97540. }
  97541. declare module BABYLON {
  97542. interface ThinEngine {
  97543. /**
  97544. * Update a video texture
  97545. * @param texture defines the texture to update
  97546. * @param video defines the video element to use
  97547. * @param invertY defines if data must be stored with Y axis inverted
  97548. */
  97549. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  97550. }
  97551. }
  97552. declare module BABYLON {
  97553. /**
  97554. * Settings for finer control over video usage
  97555. */
  97556. export interface VideoTextureSettings {
  97557. /**
  97558. * Applies `autoplay` to video, if specified
  97559. */
  97560. autoPlay?: boolean;
  97561. /**
  97562. * Applies `loop` to video, if specified
  97563. */
  97564. loop?: boolean;
  97565. /**
  97566. * Automatically updates internal texture from video at every frame in the render loop
  97567. */
  97568. autoUpdateTexture: boolean;
  97569. /**
  97570. * Image src displayed during the video loading or until the user interacts with the video.
  97571. */
  97572. poster?: string;
  97573. }
  97574. /**
  97575. * If you want to display a video in your scene, this is the special texture for that.
  97576. * This special texture works similar to other textures, with the exception of a few parameters.
  97577. * @see https://doc.babylonjs.com/how_to/video_texture
  97578. */
  97579. export class VideoTexture extends Texture {
  97580. /**
  97581. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  97582. */
  97583. readonly autoUpdateTexture: boolean;
  97584. /**
  97585. * The video instance used by the texture internally
  97586. */
  97587. readonly video: HTMLVideoElement;
  97588. private _onUserActionRequestedObservable;
  97589. /**
  97590. * Event triggerd when a dom action is required by the user to play the video.
  97591. * This happens due to recent changes in browser policies preventing video to auto start.
  97592. */
  97593. readonly onUserActionRequestedObservable: Observable<Texture>;
  97594. private _generateMipMaps;
  97595. private _engine;
  97596. private _stillImageCaptured;
  97597. private _displayingPosterTexture;
  97598. private _settings;
  97599. private _createInternalTextureOnEvent;
  97600. private _frameId;
  97601. /**
  97602. * Creates a video texture.
  97603. * If you want to display a video in your scene, this is the special texture for that.
  97604. * This special texture works similar to other textures, with the exception of a few parameters.
  97605. * @see https://doc.babylonjs.com/how_to/video_texture
  97606. * @param name optional name, will detect from video source, if not defined
  97607. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  97608. * @param scene is obviously the current scene.
  97609. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  97610. * @param invertY is false by default but can be used to invert video on Y axis
  97611. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  97612. * @param settings allows finer control over video usage
  97613. */
  97614. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  97615. private _getName;
  97616. private _getVideo;
  97617. private _createInternalTexture;
  97618. private reset;
  97619. /**
  97620. * @hidden Internal method to initiate `update`.
  97621. */
  97622. _rebuild(): void;
  97623. /**
  97624. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  97625. */
  97626. update(): void;
  97627. /**
  97628. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  97629. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  97630. */
  97631. updateTexture(isVisible: boolean): void;
  97632. protected _updateInternalTexture: () => void;
  97633. /**
  97634. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  97635. * @param url New url.
  97636. */
  97637. updateURL(url: string): void;
  97638. /**
  97639. * Dispose the texture and release its associated resources.
  97640. */
  97641. dispose(): void;
  97642. /**
  97643. * Creates a video texture straight from a stream.
  97644. * @param scene Define the scene the texture should be created in
  97645. * @param stream Define the stream the texture should be created from
  97646. * @returns The created video texture as a promise
  97647. */
  97648. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  97649. /**
  97650. * Creates a video texture straight from your WebCam video feed.
  97651. * @param scene Define the scene the texture should be created in
  97652. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97653. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97654. * @returns The created video texture as a promise
  97655. */
  97656. static CreateFromWebCamAsync(scene: Scene, constraints: {
  97657. minWidth: number;
  97658. maxWidth: number;
  97659. minHeight: number;
  97660. maxHeight: number;
  97661. deviceId: string;
  97662. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  97663. /**
  97664. * Creates a video texture straight from your WebCam video feed.
  97665. * @param scene Define the scene the texture should be created in
  97666. * @param onReady Define a callback to triggered once the texture will be ready
  97667. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97668. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97669. */
  97670. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  97671. minWidth: number;
  97672. maxWidth: number;
  97673. minHeight: number;
  97674. maxHeight: number;
  97675. deviceId: string;
  97676. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  97677. }
  97678. }
  97679. declare module BABYLON {
  97680. /**
  97681. * Defines the interface used by objects working like Scene
  97682. * @hidden
  97683. */
  97684. interface ISceneLike {
  97685. _addPendingData(data: any): void;
  97686. _removePendingData(data: any): void;
  97687. offlineProvider: IOfflineProvider;
  97688. }
  97689. /** Interface defining initialization parameters for Engine class */
  97690. export interface EngineOptions extends WebGLContextAttributes {
  97691. /**
  97692. * Defines if the engine should no exceed a specified device ratio
  97693. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  97694. */
  97695. limitDeviceRatio?: number;
  97696. /**
  97697. * Defines if webvr should be enabled automatically
  97698. * @see http://doc.babylonjs.com/how_to/webvr_camera
  97699. */
  97700. autoEnableWebVR?: boolean;
  97701. /**
  97702. * Defines if webgl2 should be turned off even if supported
  97703. * @see http://doc.babylonjs.com/features/webgl2
  97704. */
  97705. disableWebGL2Support?: boolean;
  97706. /**
  97707. * Defines if webaudio should be initialized as well
  97708. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  97709. */
  97710. audioEngine?: boolean;
  97711. /**
  97712. * Defines if animations should run using a deterministic lock step
  97713. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97714. */
  97715. deterministicLockstep?: boolean;
  97716. /** Defines the maximum steps to use with deterministic lock step mode */
  97717. lockstepMaxSteps?: number;
  97718. /**
  97719. * Defines that engine should ignore context lost events
  97720. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  97721. */
  97722. doNotHandleContextLost?: boolean;
  97723. /**
  97724. * Defines that engine should ignore modifying touch action attribute and style
  97725. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  97726. */
  97727. doNotHandleTouchAction?: boolean;
  97728. /**
  97729. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  97730. */
  97731. useHighPrecisionFloats?: boolean;
  97732. }
  97733. /**
  97734. * The base engine class (root of all engines)
  97735. */
  97736. export class ThinEngine {
  97737. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  97738. static ExceptionList: ({
  97739. key: string;
  97740. capture: string;
  97741. captureConstraint: number;
  97742. targets: string[];
  97743. } | {
  97744. key: string;
  97745. capture: null;
  97746. captureConstraint: null;
  97747. targets: string[];
  97748. })[];
  97749. /** @hidden */
  97750. static _TextureLoaders: IInternalTextureLoader[];
  97751. /**
  97752. * Returns the current npm package of the sdk
  97753. */
  97754. static readonly NpmPackage: string;
  97755. /**
  97756. * Returns the current version of the framework
  97757. */
  97758. static readonly Version: string;
  97759. /**
  97760. * Returns a string describing the current engine
  97761. */
  97762. readonly description: string;
  97763. /**
  97764. * Gets or sets the epsilon value used by collision engine
  97765. */
  97766. static CollisionsEpsilon: number;
  97767. /**
  97768. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  97769. */
  97770. static ShadersRepository: string;
  97771. /** @hidden */
  97772. _shaderProcessor: IShaderProcessor;
  97773. /**
  97774. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  97775. */
  97776. forcePOTTextures: boolean;
  97777. /**
  97778. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  97779. */
  97780. isFullscreen: boolean;
  97781. /**
  97782. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  97783. */
  97784. cullBackFaces: boolean;
  97785. /**
  97786. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  97787. */
  97788. renderEvenInBackground: boolean;
  97789. /**
  97790. * Gets or sets a boolean indicating that cache can be kept between frames
  97791. */
  97792. preventCacheWipeBetweenFrames: boolean;
  97793. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  97794. validateShaderPrograms: boolean;
  97795. /**
  97796. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  97797. */
  97798. disableUniformBuffers: boolean;
  97799. /** @hidden */
  97800. _uniformBuffers: UniformBuffer[];
  97801. /**
  97802. * Gets a boolean indicating that the engine supports uniform buffers
  97803. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  97804. */
  97805. readonly supportsUniformBuffers: boolean;
  97806. /** @hidden */
  97807. _gl: WebGLRenderingContext;
  97808. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  97809. protected _windowIsBackground: boolean;
  97810. protected _webGLVersion: number;
  97811. protected _creationOptions: EngineOptions;
  97812. protected _highPrecisionShadersAllowed: boolean;
  97813. /** @hidden */
  97814. readonly _shouldUseHighPrecisionShader: boolean;
  97815. /**
  97816. * Gets a boolean indicating that only power of 2 textures are supported
  97817. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  97818. */
  97819. readonly needPOTTextures: boolean;
  97820. /** @hidden */
  97821. _badOS: boolean;
  97822. /** @hidden */
  97823. _badDesktopOS: boolean;
  97824. private _hardwareScalingLevel;
  97825. /** @hidden */
  97826. _caps: EngineCapabilities;
  97827. private _isStencilEnable;
  97828. protected _colorWrite: boolean;
  97829. private _glVersion;
  97830. private _glRenderer;
  97831. private _glVendor;
  97832. /** @hidden */
  97833. _videoTextureSupported: boolean;
  97834. protected _renderingQueueLaunched: boolean;
  97835. protected _activeRenderLoops: (() => void)[];
  97836. /**
  97837. * Observable signaled when a context lost event is raised
  97838. */
  97839. onContextLostObservable: Observable<ThinEngine>;
  97840. /**
  97841. * Observable signaled when a context restored event is raised
  97842. */
  97843. onContextRestoredObservable: Observable<ThinEngine>;
  97844. private _onContextLost;
  97845. private _onContextRestored;
  97846. protected _contextWasLost: boolean;
  97847. /** @hidden */
  97848. _doNotHandleContextLost: boolean;
  97849. /**
  97850. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  97851. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  97852. */
  97853. doNotHandleContextLost: boolean;
  97854. /**
  97855. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  97856. */
  97857. disableVertexArrayObjects: boolean;
  97858. /** @hidden */
  97859. protected _depthCullingState: DepthCullingState;
  97860. /** @hidden */
  97861. protected _stencilState: StencilState;
  97862. /** @hidden */
  97863. protected _alphaState: AlphaState;
  97864. /** @hidden */
  97865. _internalTexturesCache: InternalTexture[];
  97866. /** @hidden */
  97867. protected _activeChannel: number;
  97868. private _currentTextureChannel;
  97869. /** @hidden */
  97870. protected _boundTexturesCache: {
  97871. [key: string]: Nullable<InternalTexture>;
  97872. };
  97873. /** @hidden */
  97874. protected _currentEffect: Nullable<Effect>;
  97875. /** @hidden */
  97876. protected _currentProgram: Nullable<WebGLProgram>;
  97877. private _compiledEffects;
  97878. private _vertexAttribArraysEnabled;
  97879. /** @hidden */
  97880. protected _cachedViewport: Nullable<IViewportLike>;
  97881. private _cachedVertexArrayObject;
  97882. /** @hidden */
  97883. protected _cachedVertexBuffers: any;
  97884. /** @hidden */
  97885. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  97886. /** @hidden */
  97887. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  97888. /** @hidden */
  97889. _currentRenderTarget: Nullable<InternalTexture>;
  97890. private _uintIndicesCurrentlySet;
  97891. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  97892. /** @hidden */
  97893. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  97894. private _currentBufferPointers;
  97895. private _currentInstanceLocations;
  97896. private _currentInstanceBuffers;
  97897. private _textureUnits;
  97898. /** @hidden */
  97899. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  97900. /** @hidden */
  97901. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  97902. /** @hidden */
  97903. _boundRenderFunction: any;
  97904. private _vaoRecordInProgress;
  97905. private _mustWipeVertexAttributes;
  97906. private _emptyTexture;
  97907. private _emptyCubeTexture;
  97908. private _emptyTexture3D;
  97909. private _emptyTexture2DArray;
  97910. /** @hidden */
  97911. _frameHandler: number;
  97912. private _nextFreeTextureSlots;
  97913. private _maxSimultaneousTextures;
  97914. private _activeRequests;
  97915. protected _texturesSupported: string[];
  97916. /** @hidden */
  97917. _textureFormatInUse: Nullable<string>;
  97918. protected readonly _supportsHardwareTextureRescaling: boolean;
  97919. /**
  97920. * Gets the list of texture formats supported
  97921. */
  97922. readonly texturesSupported: Array<string>;
  97923. /**
  97924. * Gets the list of texture formats in use
  97925. */
  97926. readonly textureFormatInUse: Nullable<string>;
  97927. /**
  97928. * Gets the current viewport
  97929. */
  97930. readonly currentViewport: Nullable<IViewportLike>;
  97931. /**
  97932. * Gets the default empty texture
  97933. */
  97934. readonly emptyTexture: InternalTexture;
  97935. /**
  97936. * Gets the default empty 3D texture
  97937. */
  97938. readonly emptyTexture3D: InternalTexture;
  97939. /**
  97940. * Gets the default empty 2D array texture
  97941. */
  97942. readonly emptyTexture2DArray: InternalTexture;
  97943. /**
  97944. * Gets the default empty cube texture
  97945. */
  97946. readonly emptyCubeTexture: InternalTexture;
  97947. /**
  97948. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  97949. */
  97950. readonly premultipliedAlpha: boolean;
  97951. /**
  97952. * Observable event triggered before each texture is initialized
  97953. */
  97954. onBeforeTextureInitObservable: Observable<Texture>;
  97955. /**
  97956. * Creates a new engine
  97957. * @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
  97958. * @param antialias defines enable antialiasing (default: false)
  97959. * @param options defines further options to be sent to the getContext() function
  97960. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  97961. */
  97962. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  97963. private _rebuildInternalTextures;
  97964. private _rebuildEffects;
  97965. /**
  97966. * Gets a boolean indicating if all created effects are ready
  97967. * @returns true if all effects are ready
  97968. */
  97969. areAllEffectsReady(): boolean;
  97970. protected _rebuildBuffers(): void;
  97971. private _initGLContext;
  97972. /**
  97973. * Gets version of the current webGL context
  97974. */
  97975. readonly webGLVersion: number;
  97976. /**
  97977. * Gets a string idenfifying the name of the class
  97978. * @returns "Engine" string
  97979. */
  97980. getClassName(): string;
  97981. /**
  97982. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  97983. */
  97984. readonly isStencilEnable: boolean;
  97985. /** @hidden */
  97986. _prepareWorkingCanvas(): void;
  97987. /**
  97988. * Reset the texture cache to empty state
  97989. */
  97990. resetTextureCache(): void;
  97991. /**
  97992. * Gets an object containing information about the current webGL context
  97993. * @returns an object containing the vender, the renderer and the version of the current webGL context
  97994. */
  97995. getGlInfo(): {
  97996. vendor: string;
  97997. renderer: string;
  97998. version: string;
  97999. };
  98000. /**
  98001. * Defines the hardware scaling level.
  98002. * By default the hardware scaling level is computed from the window device ratio.
  98003. * 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.
  98004. * @param level defines the level to use
  98005. */
  98006. setHardwareScalingLevel(level: number): void;
  98007. /**
  98008. * Gets the current hardware scaling level.
  98009. * By default the hardware scaling level is computed from the window device ratio.
  98010. * 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.
  98011. * @returns a number indicating the current hardware scaling level
  98012. */
  98013. getHardwareScalingLevel(): number;
  98014. /**
  98015. * Gets the list of loaded textures
  98016. * @returns an array containing all loaded textures
  98017. */
  98018. getLoadedTexturesCache(): InternalTexture[];
  98019. /**
  98020. * Gets the object containing all engine capabilities
  98021. * @returns the EngineCapabilities object
  98022. */
  98023. getCaps(): EngineCapabilities;
  98024. /**
  98025. * stop executing a render loop function and remove it from the execution array
  98026. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  98027. */
  98028. stopRenderLoop(renderFunction?: () => void): void;
  98029. /** @hidden */
  98030. _renderLoop(): void;
  98031. /**
  98032. * Gets the HTML canvas attached with the current webGL context
  98033. * @returns a HTML canvas
  98034. */
  98035. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  98036. /**
  98037. * Gets host window
  98038. * @returns the host window object
  98039. */
  98040. getHostWindow(): Nullable<Window>;
  98041. /**
  98042. * Gets the current render width
  98043. * @param useScreen defines if screen size must be used (or the current render target if any)
  98044. * @returns a number defining the current render width
  98045. */
  98046. getRenderWidth(useScreen?: boolean): number;
  98047. /**
  98048. * Gets the current render height
  98049. * @param useScreen defines if screen size must be used (or the current render target if any)
  98050. * @returns a number defining the current render height
  98051. */
  98052. getRenderHeight(useScreen?: boolean): number;
  98053. /**
  98054. * Can be used to override the current requestAnimationFrame requester.
  98055. * @hidden
  98056. */
  98057. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  98058. /**
  98059. * Register and execute a render loop. The engine can have more than one render function
  98060. * @param renderFunction defines the function to continuously execute
  98061. */
  98062. runRenderLoop(renderFunction: () => void): void;
  98063. /**
  98064. * Clear the current render buffer or the current render target (if any is set up)
  98065. * @param color defines the color to use
  98066. * @param backBuffer defines if the back buffer must be cleared
  98067. * @param depth defines if the depth buffer must be cleared
  98068. * @param stencil defines if the stencil buffer must be cleared
  98069. */
  98070. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  98071. private _viewportCached;
  98072. /** @hidden */
  98073. _viewport(x: number, y: number, width: number, height: number): void;
  98074. /**
  98075. * Set the WebGL's viewport
  98076. * @param viewport defines the viewport element to be used
  98077. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  98078. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  98079. */
  98080. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  98081. /**
  98082. * Begin a new frame
  98083. */
  98084. beginFrame(): void;
  98085. /**
  98086. * Enf the current frame
  98087. */
  98088. endFrame(): void;
  98089. /**
  98090. * Resize the view according to the canvas' size
  98091. */
  98092. resize(): void;
  98093. /**
  98094. * Force a specific size of the canvas
  98095. * @param width defines the new canvas' width
  98096. * @param height defines the new canvas' height
  98097. */
  98098. setSize(width: number, height: number): void;
  98099. /**
  98100. * Binds the frame buffer to the specified texture.
  98101. * @param texture The texture to render to or null for the default canvas
  98102. * @param faceIndex The face of the texture to render to in case of cube texture
  98103. * @param requiredWidth The width of the target to render to
  98104. * @param requiredHeight The height of the target to render to
  98105. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  98106. * @param depthStencilTexture The depth stencil texture to use to render
  98107. * @param lodLevel defines le lod level to bind to the frame buffer
  98108. */
  98109. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  98110. /** @hidden */
  98111. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  98112. /**
  98113. * Unbind the current render target texture from the webGL context
  98114. * @param texture defines the render target texture to unbind
  98115. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  98116. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  98117. */
  98118. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  98119. /**
  98120. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  98121. */
  98122. flushFramebuffer(): void;
  98123. /**
  98124. * Unbind the current render target and bind the default framebuffer
  98125. */
  98126. restoreDefaultFramebuffer(): void;
  98127. /** @hidden */
  98128. protected _resetVertexBufferBinding(): void;
  98129. /**
  98130. * Creates a vertex buffer
  98131. * @param data the data for the vertex buffer
  98132. * @returns the new WebGL static buffer
  98133. */
  98134. createVertexBuffer(data: DataArray): DataBuffer;
  98135. private _createVertexBuffer;
  98136. /**
  98137. * Creates a dynamic vertex buffer
  98138. * @param data the data for the dynamic vertex buffer
  98139. * @returns the new WebGL dynamic buffer
  98140. */
  98141. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  98142. protected _resetIndexBufferBinding(): void;
  98143. /**
  98144. * Creates a new index buffer
  98145. * @param indices defines the content of the index buffer
  98146. * @param updatable defines if the index buffer must be updatable
  98147. * @returns a new webGL buffer
  98148. */
  98149. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  98150. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  98151. /**
  98152. * Bind a webGL buffer to the webGL context
  98153. * @param buffer defines the buffer to bind
  98154. */
  98155. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  98156. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  98157. private bindBuffer;
  98158. /**
  98159. * update the bound buffer with the given data
  98160. * @param data defines the data to update
  98161. */
  98162. updateArrayBuffer(data: Float32Array): void;
  98163. private _vertexAttribPointer;
  98164. private _bindIndexBufferWithCache;
  98165. private _bindVertexBuffersAttributes;
  98166. /**
  98167. * Records a vertex array object
  98168. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  98169. * @param vertexBuffers defines the list of vertex buffers to store
  98170. * @param indexBuffer defines the index buffer to store
  98171. * @param effect defines the effect to store
  98172. * @returns the new vertex array object
  98173. */
  98174. recordVertexArrayObject(vertexBuffers: {
  98175. [key: string]: VertexBuffer;
  98176. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  98177. /**
  98178. * Bind a specific vertex array object
  98179. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  98180. * @param vertexArrayObject defines the vertex array object to bind
  98181. * @param indexBuffer defines the index buffer to bind
  98182. */
  98183. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  98184. /**
  98185. * Bind webGl buffers directly to the webGL context
  98186. * @param vertexBuffer defines the vertex buffer to bind
  98187. * @param indexBuffer defines the index buffer to bind
  98188. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  98189. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  98190. * @param effect defines the effect associated with the vertex buffer
  98191. */
  98192. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  98193. private _unbindVertexArrayObject;
  98194. /**
  98195. * Bind a list of vertex buffers to the webGL context
  98196. * @param vertexBuffers defines the list of vertex buffers to bind
  98197. * @param indexBuffer defines the index buffer to bind
  98198. * @param effect defines the effect associated with the vertex buffers
  98199. */
  98200. bindBuffers(vertexBuffers: {
  98201. [key: string]: Nullable<VertexBuffer>;
  98202. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  98203. /**
  98204. * Unbind all instance attributes
  98205. */
  98206. unbindInstanceAttributes(): void;
  98207. /**
  98208. * Release and free the memory of a vertex array object
  98209. * @param vao defines the vertex array object to delete
  98210. */
  98211. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  98212. /** @hidden */
  98213. _releaseBuffer(buffer: DataBuffer): boolean;
  98214. protected _deleteBuffer(buffer: DataBuffer): void;
  98215. /**
  98216. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  98217. * @param instancesBuffer defines the webGL buffer to update and bind
  98218. * @param data defines the data to store in the buffer
  98219. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  98220. */
  98221. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  98222. /**
  98223. * Apply all cached states (depth, culling, stencil and alpha)
  98224. */
  98225. applyStates(): void;
  98226. /**
  98227. * Send a draw order
  98228. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  98229. * @param indexStart defines the starting index
  98230. * @param indexCount defines the number of index to draw
  98231. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98232. */
  98233. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  98234. /**
  98235. * Draw a list of points
  98236. * @param verticesStart defines the index of first vertex to draw
  98237. * @param verticesCount defines the count of vertices to draw
  98238. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98239. */
  98240. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98241. /**
  98242. * Draw a list of unindexed primitives
  98243. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  98244. * @param verticesStart defines the index of first vertex to draw
  98245. * @param verticesCount defines the count of vertices to draw
  98246. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98247. */
  98248. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98249. /**
  98250. * Draw a list of indexed primitives
  98251. * @param fillMode defines the primitive to use
  98252. * @param indexStart defines the starting index
  98253. * @param indexCount defines the number of index to draw
  98254. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98255. */
  98256. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  98257. /**
  98258. * Draw a list of unindexed primitives
  98259. * @param fillMode defines the primitive to use
  98260. * @param verticesStart defines the index of first vertex to draw
  98261. * @param verticesCount defines the count of vertices to draw
  98262. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98263. */
  98264. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98265. private _drawMode;
  98266. /** @hidden */
  98267. protected _reportDrawCall(): void;
  98268. /** @hidden */
  98269. _releaseEffect(effect: Effect): void;
  98270. /** @hidden */
  98271. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  98272. /**
  98273. * Create a new effect (used to store vertex/fragment shaders)
  98274. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  98275. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  98276. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  98277. * @param samplers defines an array of string used to represent textures
  98278. * @param defines defines the string containing the defines to use to compile the shaders
  98279. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  98280. * @param onCompiled defines a function to call when the effect creation is successful
  98281. * @param onError defines a function to call when the effect creation has failed
  98282. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  98283. * @returns the new Effect
  98284. */
  98285. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  98286. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  98287. private _compileShader;
  98288. private _compileRawShader;
  98289. /**
  98290. * Directly creates a webGL program
  98291. * @param pipelineContext defines the pipeline context to attach to
  98292. * @param vertexCode defines the vertex shader code to use
  98293. * @param fragmentCode defines the fragment shader code to use
  98294. * @param context defines the webGL context to use (if not set, the current one will be used)
  98295. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  98296. * @returns the new webGL program
  98297. */
  98298. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98299. /**
  98300. * Creates a webGL program
  98301. * @param pipelineContext defines the pipeline context to attach to
  98302. * @param vertexCode defines the vertex shader code to use
  98303. * @param fragmentCode defines the fragment shader code to use
  98304. * @param defines defines the string containing the defines to use to compile the shaders
  98305. * @param context defines the webGL context to use (if not set, the current one will be used)
  98306. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  98307. * @returns the new webGL program
  98308. */
  98309. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98310. /**
  98311. * Creates a new pipeline context
  98312. * @returns the new pipeline
  98313. */
  98314. createPipelineContext(): IPipelineContext;
  98315. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98316. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  98317. /** @hidden */
  98318. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  98319. /** @hidden */
  98320. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  98321. /** @hidden */
  98322. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  98323. /**
  98324. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  98325. * @param pipelineContext defines the pipeline context to use
  98326. * @param uniformsNames defines the list of uniform names
  98327. * @returns an array of webGL uniform locations
  98328. */
  98329. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  98330. /**
  98331. * Gets the lsit of active attributes for a given webGL program
  98332. * @param pipelineContext defines the pipeline context to use
  98333. * @param attributesNames defines the list of attribute names to get
  98334. * @returns an array of indices indicating the offset of each attribute
  98335. */
  98336. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  98337. /**
  98338. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  98339. * @param effect defines the effect to activate
  98340. */
  98341. enableEffect(effect: Nullable<Effect>): void;
  98342. /**
  98343. * Set the value of an uniform to a number (int)
  98344. * @param uniform defines the webGL uniform location where to store the value
  98345. * @param value defines the int number to store
  98346. */
  98347. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  98348. /**
  98349. * Set the value of an uniform to an array of int32
  98350. * @param uniform defines the webGL uniform location where to store the value
  98351. * @param array defines the array of int32 to store
  98352. */
  98353. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98354. /**
  98355. * Set the value of an uniform to an array of int32 (stored as vec2)
  98356. * @param uniform defines the webGL uniform location where to store the value
  98357. * @param array defines the array of int32 to store
  98358. */
  98359. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98360. /**
  98361. * Set the value of an uniform to an array of int32 (stored as vec3)
  98362. * @param uniform defines the webGL uniform location where to store the value
  98363. * @param array defines the array of int32 to store
  98364. */
  98365. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98366. /**
  98367. * Set the value of an uniform to an array of int32 (stored as vec4)
  98368. * @param uniform defines the webGL uniform location where to store the value
  98369. * @param array defines the array of int32 to store
  98370. */
  98371. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98372. /**
  98373. * Set the value of an uniform to an array of number
  98374. * @param uniform defines the webGL uniform location where to store the value
  98375. * @param array defines the array of number to store
  98376. */
  98377. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98378. /**
  98379. * Set the value of an uniform to an array of number (stored as vec2)
  98380. * @param uniform defines the webGL uniform location where to store the value
  98381. * @param array defines the array of number to store
  98382. */
  98383. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98384. /**
  98385. * Set the value of an uniform to an array of number (stored as vec3)
  98386. * @param uniform defines the webGL uniform location where to store the value
  98387. * @param array defines the array of number to store
  98388. */
  98389. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98390. /**
  98391. * Set the value of an uniform to an array of number (stored as vec4)
  98392. * @param uniform defines the webGL uniform location where to store the value
  98393. * @param array defines the array of number to store
  98394. */
  98395. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98396. /**
  98397. * Set the value of an uniform to an array of float32 (stored as matrices)
  98398. * @param uniform defines the webGL uniform location where to store the value
  98399. * @param matrices defines the array of float32 to store
  98400. */
  98401. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  98402. /**
  98403. * Set the value of an uniform to a matrix (3x3)
  98404. * @param uniform defines the webGL uniform location where to store the value
  98405. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  98406. */
  98407. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  98408. /**
  98409. * Set the value of an uniform to a matrix (2x2)
  98410. * @param uniform defines the webGL uniform location where to store the value
  98411. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  98412. */
  98413. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  98414. /**
  98415. * Set the value of an uniform to a number (float)
  98416. * @param uniform defines the webGL uniform location where to store the value
  98417. * @param value defines the float number to store
  98418. */
  98419. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  98420. /**
  98421. * Set the value of an uniform to a vec2
  98422. * @param uniform defines the webGL uniform location where to store the value
  98423. * @param x defines the 1st component of the value
  98424. * @param y defines the 2nd component of the value
  98425. */
  98426. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  98427. /**
  98428. * Set the value of an uniform to a vec3
  98429. * @param uniform defines the webGL uniform location where to store the value
  98430. * @param x defines the 1st component of the value
  98431. * @param y defines the 2nd component of the value
  98432. * @param z defines the 3rd component of the value
  98433. */
  98434. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  98435. /**
  98436. * Set the value of an uniform to a vec4
  98437. * @param uniform defines the webGL uniform location where to store the value
  98438. * @param x defines the 1st component of the value
  98439. * @param y defines the 2nd component of the value
  98440. * @param z defines the 3rd component of the value
  98441. * @param w defines the 4th component of the value
  98442. */
  98443. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  98444. /**
  98445. * Gets the depth culling state manager
  98446. */
  98447. readonly depthCullingState: DepthCullingState;
  98448. /**
  98449. * Gets the alpha state manager
  98450. */
  98451. readonly alphaState: AlphaState;
  98452. /**
  98453. * Gets the stencil state manager
  98454. */
  98455. readonly stencilState: StencilState;
  98456. /**
  98457. * Clears the list of texture accessible through engine.
  98458. * This can help preventing texture load conflict due to name collision.
  98459. */
  98460. clearInternalTexturesCache(): void;
  98461. /**
  98462. * Force the entire cache to be cleared
  98463. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  98464. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  98465. */
  98466. wipeCaches(bruteForce?: boolean): void;
  98467. /** @hidden */
  98468. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  98469. min: number;
  98470. mag: number;
  98471. };
  98472. /** @hidden */
  98473. _createTexture(): WebGLTexture;
  98474. /**
  98475. * Usually called from Texture.ts.
  98476. * Passed information to create a WebGLTexture
  98477. * @param urlArg defines a value which contains one of the following:
  98478. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  98479. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  98480. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  98481. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  98482. * @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)
  98483. * @param scene needed for loading to the correct scene
  98484. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  98485. * @param onLoad optional callback to be called upon successful completion
  98486. * @param onError optional callback to be called upon failure
  98487. * @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
  98488. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  98489. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  98490. * @param forcedExtension defines the extension to use to pick the right loader
  98491. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  98492. * @param mimeType defines an optional mime type
  98493. * @returns a InternalTexture for assignment back into BABYLON.Texture
  98494. */
  98495. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  98496. /**
  98497. * @hidden
  98498. */
  98499. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  98500. /**
  98501. * Creates a raw texture
  98502. * @param data defines the data to store in the texture
  98503. * @param width defines the width of the texture
  98504. * @param height defines the height of the texture
  98505. * @param format defines the format of the data
  98506. * @param generateMipMaps defines if the engine should generate the mip levels
  98507. * @param invertY defines if data must be stored with Y axis inverted
  98508. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  98509. * @param compression defines the compression used (null by default)
  98510. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  98511. * @returns the raw texture inside an InternalTexture
  98512. */
  98513. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  98514. /**
  98515. * Creates a new raw cube texture
  98516. * @param data defines the array of data to use to create each face
  98517. * @param size defines the size of the textures
  98518. * @param format defines the format of the data
  98519. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  98520. * @param generateMipMaps defines if the engine should generate the mip levels
  98521. * @param invertY defines if data must be stored with Y axis inverted
  98522. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98523. * @param compression defines the compression used (null by default)
  98524. * @returns the cube texture as an InternalTexture
  98525. */
  98526. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  98527. /**
  98528. * Creates a new raw 3D texture
  98529. * @param data defines the data used to create the texture
  98530. * @param width defines the width of the texture
  98531. * @param height defines the height of the texture
  98532. * @param depth defines the depth of the texture
  98533. * @param format defines the format of the texture
  98534. * @param generateMipMaps defines if the engine must generate mip levels
  98535. * @param invertY defines if data must be stored with Y axis inverted
  98536. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98537. * @param compression defines the compressed used (can be null)
  98538. * @param textureType defines the compressed used (can be null)
  98539. * @returns a new raw 3D texture (stored in an InternalTexture)
  98540. */
  98541. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98542. /**
  98543. * Creates a new raw 2D array texture
  98544. * @param data defines the data used to create the texture
  98545. * @param width defines the width of the texture
  98546. * @param height defines the height of the texture
  98547. * @param depth defines the number of layers of the texture
  98548. * @param format defines the format of the texture
  98549. * @param generateMipMaps defines if the engine must generate mip levels
  98550. * @param invertY defines if data must be stored with Y axis inverted
  98551. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98552. * @param compression defines the compressed used (can be null)
  98553. * @param textureType defines the compressed used (can be null)
  98554. * @returns a new raw 2D array texture (stored in an InternalTexture)
  98555. */
  98556. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98557. private _unpackFlipYCached;
  98558. /**
  98559. * In case you are sharing the context with other applications, it might
  98560. * be interested to not cache the unpack flip y state to ensure a consistent
  98561. * value would be set.
  98562. */
  98563. enableUnpackFlipYCached: boolean;
  98564. /** @hidden */
  98565. _unpackFlipY(value: boolean): void;
  98566. /** @hidden */
  98567. _getUnpackAlignement(): number;
  98568. /**
  98569. * Update the sampling mode of a given texture
  98570. * @param samplingMode defines the required sampling mode
  98571. * @param texture defines the texture to update
  98572. */
  98573. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  98574. /** @hidden */
  98575. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  98576. width: number;
  98577. height: number;
  98578. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  98579. /** @hidden */
  98580. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98581. /** @hidden */
  98582. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  98583. /** @hidden */
  98584. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98585. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  98586. private _prepareWebGLTexture;
  98587. /** @hidden */
  98588. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  98589. /** @hidden */
  98590. _releaseFramebufferObjects(texture: InternalTexture): void;
  98591. /** @hidden */
  98592. _releaseTexture(texture: InternalTexture): void;
  98593. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  98594. protected _setProgram(program: WebGLProgram): void;
  98595. protected _boundUniforms: {
  98596. [key: number]: WebGLUniformLocation;
  98597. };
  98598. /**
  98599. * Binds an effect to the webGL context
  98600. * @param effect defines the effect to bind
  98601. */
  98602. bindSamplers(effect: Effect): void;
  98603. private _activateCurrentTexture;
  98604. /** @hidden */
  98605. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  98606. /** @hidden */
  98607. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  98608. /**
  98609. * Unbind all textures from the webGL context
  98610. */
  98611. unbindAllTextures(): void;
  98612. /**
  98613. * Sets a texture to the according uniform.
  98614. * @param channel The texture channel
  98615. * @param uniform The uniform to set
  98616. * @param texture The texture to apply
  98617. */
  98618. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  98619. private _bindSamplerUniformToChannel;
  98620. private _getTextureWrapMode;
  98621. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  98622. /**
  98623. * Sets an array of texture to the webGL context
  98624. * @param channel defines the channel where the texture array must be set
  98625. * @param uniform defines the associated uniform location
  98626. * @param textures defines the array of textures to bind
  98627. */
  98628. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  98629. /** @hidden */
  98630. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  98631. private _setTextureParameterFloat;
  98632. private _setTextureParameterInteger;
  98633. /**
  98634. * Unbind all vertex attributes from the webGL context
  98635. */
  98636. unbindAllAttributes(): void;
  98637. /**
  98638. * 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
  98639. */
  98640. releaseEffects(): void;
  98641. /**
  98642. * Dispose and release all associated resources
  98643. */
  98644. dispose(): void;
  98645. /**
  98646. * Attach a new callback raised when context lost event is fired
  98647. * @param callback defines the callback to call
  98648. */
  98649. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98650. /**
  98651. * Attach a new callback raised when context restored event is fired
  98652. * @param callback defines the callback to call
  98653. */
  98654. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98655. /**
  98656. * Get the current error code of the webGL context
  98657. * @returns the error code
  98658. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  98659. */
  98660. getError(): number;
  98661. private _canRenderToFloatFramebuffer;
  98662. private _canRenderToHalfFloatFramebuffer;
  98663. private _canRenderToFramebuffer;
  98664. /** @hidden */
  98665. _getWebGLTextureType(type: number): number;
  98666. /** @hidden */
  98667. _getInternalFormat(format: number): number;
  98668. /** @hidden */
  98669. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  98670. /** @hidden */
  98671. _getRGBAMultiSampleBufferFormat(type: number): number;
  98672. /** @hidden */
  98673. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  98674. /**
  98675. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  98676. * @returns true if the engine can be created
  98677. * @ignorenaming
  98678. */
  98679. static isSupported(): boolean;
  98680. /**
  98681. * Find the next highest power of two.
  98682. * @param x Number to start search from.
  98683. * @return Next highest power of two.
  98684. */
  98685. static CeilingPOT(x: number): number;
  98686. /**
  98687. * Find the next lowest power of two.
  98688. * @param x Number to start search from.
  98689. * @return Next lowest power of two.
  98690. */
  98691. static FloorPOT(x: number): number;
  98692. /**
  98693. * Find the nearest power of two.
  98694. * @param x Number to start search from.
  98695. * @return Next nearest power of two.
  98696. */
  98697. static NearestPOT(x: number): number;
  98698. /**
  98699. * Get the closest exponent of two
  98700. * @param value defines the value to approximate
  98701. * @param max defines the maximum value to return
  98702. * @param mode defines how to define the closest value
  98703. * @returns closest exponent of two of the given value
  98704. */
  98705. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  98706. /**
  98707. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  98708. * @param func - the function to be called
  98709. * @param requester - the object that will request the next frame. Falls back to window.
  98710. * @returns frame number
  98711. */
  98712. static QueueNewFrame(func: () => void, requester?: any): number;
  98713. }
  98714. }
  98715. declare module BABYLON {
  98716. /**
  98717. * Class representing spherical harmonics coefficients to the 3rd degree
  98718. */
  98719. export class SphericalHarmonics {
  98720. /**
  98721. * Defines whether or not the harmonics have been prescaled for rendering.
  98722. */
  98723. preScaled: boolean;
  98724. /**
  98725. * The l0,0 coefficients of the spherical harmonics
  98726. */
  98727. l00: Vector3;
  98728. /**
  98729. * The l1,-1 coefficients of the spherical harmonics
  98730. */
  98731. l1_1: Vector3;
  98732. /**
  98733. * The l1,0 coefficients of the spherical harmonics
  98734. */
  98735. l10: Vector3;
  98736. /**
  98737. * The l1,1 coefficients of the spherical harmonics
  98738. */
  98739. l11: Vector3;
  98740. /**
  98741. * The l2,-2 coefficients of the spherical harmonics
  98742. */
  98743. l2_2: Vector3;
  98744. /**
  98745. * The l2,-1 coefficients of the spherical harmonics
  98746. */
  98747. l2_1: Vector3;
  98748. /**
  98749. * The l2,0 coefficients of the spherical harmonics
  98750. */
  98751. l20: Vector3;
  98752. /**
  98753. * The l2,1 coefficients of the spherical harmonics
  98754. */
  98755. l21: Vector3;
  98756. /**
  98757. * The l2,2 coefficients of the spherical harmonics
  98758. */
  98759. l22: Vector3;
  98760. /**
  98761. * Adds a light to the spherical harmonics
  98762. * @param direction the direction of the light
  98763. * @param color the color of the light
  98764. * @param deltaSolidAngle the delta solid angle of the light
  98765. */
  98766. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  98767. /**
  98768. * Scales the spherical harmonics by the given amount
  98769. * @param scale the amount to scale
  98770. */
  98771. scaleInPlace(scale: number): void;
  98772. /**
  98773. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  98774. *
  98775. * ```
  98776. * E_lm = A_l * L_lm
  98777. * ```
  98778. *
  98779. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  98780. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  98781. * the scaling factors are given in equation 9.
  98782. */
  98783. convertIncidentRadianceToIrradiance(): void;
  98784. /**
  98785. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  98786. *
  98787. * ```
  98788. * L = (1/pi) * E * rho
  98789. * ```
  98790. *
  98791. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  98792. */
  98793. convertIrradianceToLambertianRadiance(): void;
  98794. /**
  98795. * Integrates the reconstruction coefficients directly in to the SH preventing further
  98796. * required operations at run time.
  98797. *
  98798. * This is simply done by scaling back the SH with Ylm constants parameter.
  98799. * The trigonometric part being applied by the shader at run time.
  98800. */
  98801. preScaleForRendering(): void;
  98802. /**
  98803. * Constructs a spherical harmonics from an array.
  98804. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  98805. * @returns the spherical harmonics
  98806. */
  98807. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  98808. /**
  98809. * Gets the spherical harmonics from polynomial
  98810. * @param polynomial the spherical polynomial
  98811. * @returns the spherical harmonics
  98812. */
  98813. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  98814. }
  98815. /**
  98816. * Class representing spherical polynomial coefficients to the 3rd degree
  98817. */
  98818. export class SphericalPolynomial {
  98819. private _harmonics;
  98820. /**
  98821. * The spherical harmonics used to create the polynomials.
  98822. */
  98823. readonly preScaledHarmonics: SphericalHarmonics;
  98824. /**
  98825. * The x coefficients of the spherical polynomial
  98826. */
  98827. x: Vector3;
  98828. /**
  98829. * The y coefficients of the spherical polynomial
  98830. */
  98831. y: Vector3;
  98832. /**
  98833. * The z coefficients of the spherical polynomial
  98834. */
  98835. z: Vector3;
  98836. /**
  98837. * The xx coefficients of the spherical polynomial
  98838. */
  98839. xx: Vector3;
  98840. /**
  98841. * The yy coefficients of the spherical polynomial
  98842. */
  98843. yy: Vector3;
  98844. /**
  98845. * The zz coefficients of the spherical polynomial
  98846. */
  98847. zz: Vector3;
  98848. /**
  98849. * The xy coefficients of the spherical polynomial
  98850. */
  98851. xy: Vector3;
  98852. /**
  98853. * The yz coefficients of the spherical polynomial
  98854. */
  98855. yz: Vector3;
  98856. /**
  98857. * The zx coefficients of the spherical polynomial
  98858. */
  98859. zx: Vector3;
  98860. /**
  98861. * Adds an ambient color to the spherical polynomial
  98862. * @param color the color to add
  98863. */
  98864. addAmbient(color: Color3): void;
  98865. /**
  98866. * Scales the spherical polynomial by the given amount
  98867. * @param scale the amount to scale
  98868. */
  98869. scaleInPlace(scale: number): void;
  98870. /**
  98871. * Gets the spherical polynomial from harmonics
  98872. * @param harmonics the spherical harmonics
  98873. * @returns the spherical polynomial
  98874. */
  98875. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  98876. /**
  98877. * Constructs a spherical polynomial from an array.
  98878. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  98879. * @returns the spherical polynomial
  98880. */
  98881. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  98882. }
  98883. }
  98884. declare module BABYLON {
  98885. /**
  98886. * Defines the source of the internal texture
  98887. */
  98888. export enum InternalTextureSource {
  98889. /**
  98890. * The source of the texture data is unknown
  98891. */
  98892. Unknown = 0,
  98893. /**
  98894. * Texture data comes from an URL
  98895. */
  98896. Url = 1,
  98897. /**
  98898. * Texture data is only used for temporary storage
  98899. */
  98900. Temp = 2,
  98901. /**
  98902. * Texture data comes from raw data (ArrayBuffer)
  98903. */
  98904. Raw = 3,
  98905. /**
  98906. * Texture content is dynamic (video or dynamic texture)
  98907. */
  98908. Dynamic = 4,
  98909. /**
  98910. * Texture content is generated by rendering to it
  98911. */
  98912. RenderTarget = 5,
  98913. /**
  98914. * Texture content is part of a multi render target process
  98915. */
  98916. MultiRenderTarget = 6,
  98917. /**
  98918. * Texture data comes from a cube data file
  98919. */
  98920. Cube = 7,
  98921. /**
  98922. * Texture data comes from a raw cube data
  98923. */
  98924. CubeRaw = 8,
  98925. /**
  98926. * Texture data come from a prefiltered cube data file
  98927. */
  98928. CubePrefiltered = 9,
  98929. /**
  98930. * Texture content is raw 3D data
  98931. */
  98932. Raw3D = 10,
  98933. /**
  98934. * Texture content is raw 2D array data
  98935. */
  98936. Raw2DArray = 11,
  98937. /**
  98938. * Texture content is a depth texture
  98939. */
  98940. Depth = 12,
  98941. /**
  98942. * Texture data comes from a raw cube data encoded with RGBD
  98943. */
  98944. CubeRawRGBD = 13
  98945. }
  98946. /**
  98947. * Class used to store data associated with WebGL texture data for the engine
  98948. * This class should not be used directly
  98949. */
  98950. export class InternalTexture {
  98951. /** @hidden */
  98952. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  98953. /**
  98954. * Defines if the texture is ready
  98955. */
  98956. isReady: boolean;
  98957. /**
  98958. * Defines if the texture is a cube texture
  98959. */
  98960. isCube: boolean;
  98961. /**
  98962. * Defines if the texture contains 3D data
  98963. */
  98964. is3D: boolean;
  98965. /**
  98966. * Defines if the texture contains 2D array data
  98967. */
  98968. is2DArray: boolean;
  98969. /**
  98970. * Defines if the texture contains multiview data
  98971. */
  98972. isMultiview: boolean;
  98973. /**
  98974. * Gets the URL used to load this texture
  98975. */
  98976. url: string;
  98977. /**
  98978. * Gets the sampling mode of the texture
  98979. */
  98980. samplingMode: number;
  98981. /**
  98982. * Gets a boolean indicating if the texture needs mipmaps generation
  98983. */
  98984. generateMipMaps: boolean;
  98985. /**
  98986. * Gets the number of samples used by the texture (WebGL2+ only)
  98987. */
  98988. samples: number;
  98989. /**
  98990. * Gets the type of the texture (int, float...)
  98991. */
  98992. type: number;
  98993. /**
  98994. * Gets the format of the texture (RGB, RGBA...)
  98995. */
  98996. format: number;
  98997. /**
  98998. * Observable called when the texture is loaded
  98999. */
  99000. onLoadedObservable: Observable<InternalTexture>;
  99001. /**
  99002. * Gets the width of the texture
  99003. */
  99004. width: number;
  99005. /**
  99006. * Gets the height of the texture
  99007. */
  99008. height: number;
  99009. /**
  99010. * Gets the depth of the texture
  99011. */
  99012. depth: number;
  99013. /**
  99014. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  99015. */
  99016. baseWidth: number;
  99017. /**
  99018. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  99019. */
  99020. baseHeight: number;
  99021. /**
  99022. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  99023. */
  99024. baseDepth: number;
  99025. /**
  99026. * Gets a boolean indicating if the texture is inverted on Y axis
  99027. */
  99028. invertY: boolean;
  99029. /** @hidden */
  99030. _invertVScale: boolean;
  99031. /** @hidden */
  99032. _associatedChannel: number;
  99033. /** @hidden */
  99034. _source: InternalTextureSource;
  99035. /** @hidden */
  99036. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  99037. /** @hidden */
  99038. _bufferView: Nullable<ArrayBufferView>;
  99039. /** @hidden */
  99040. _bufferViewArray: Nullable<ArrayBufferView[]>;
  99041. /** @hidden */
  99042. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  99043. /** @hidden */
  99044. _size: number;
  99045. /** @hidden */
  99046. _extension: string;
  99047. /** @hidden */
  99048. _files: Nullable<string[]>;
  99049. /** @hidden */
  99050. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  99051. /** @hidden */
  99052. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  99053. /** @hidden */
  99054. _framebuffer: Nullable<WebGLFramebuffer>;
  99055. /** @hidden */
  99056. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  99057. /** @hidden */
  99058. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  99059. /** @hidden */
  99060. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  99061. /** @hidden */
  99062. _attachments: Nullable<number[]>;
  99063. /** @hidden */
  99064. _cachedCoordinatesMode: Nullable<number>;
  99065. /** @hidden */
  99066. _cachedWrapU: Nullable<number>;
  99067. /** @hidden */
  99068. _cachedWrapV: Nullable<number>;
  99069. /** @hidden */
  99070. _cachedWrapR: Nullable<number>;
  99071. /** @hidden */
  99072. _cachedAnisotropicFilteringLevel: Nullable<number>;
  99073. /** @hidden */
  99074. _isDisabled: boolean;
  99075. /** @hidden */
  99076. _compression: Nullable<string>;
  99077. /** @hidden */
  99078. _generateStencilBuffer: boolean;
  99079. /** @hidden */
  99080. _generateDepthBuffer: boolean;
  99081. /** @hidden */
  99082. _comparisonFunction: number;
  99083. /** @hidden */
  99084. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  99085. /** @hidden */
  99086. _lodGenerationScale: number;
  99087. /** @hidden */
  99088. _lodGenerationOffset: number;
  99089. /** @hidden */
  99090. _colorTextureArray: Nullable<WebGLTexture>;
  99091. /** @hidden */
  99092. _depthStencilTextureArray: Nullable<WebGLTexture>;
  99093. /** @hidden */
  99094. _lodTextureHigh: Nullable<BaseTexture>;
  99095. /** @hidden */
  99096. _lodTextureMid: Nullable<BaseTexture>;
  99097. /** @hidden */
  99098. _lodTextureLow: Nullable<BaseTexture>;
  99099. /** @hidden */
  99100. _isRGBD: boolean;
  99101. /** @hidden */
  99102. _linearSpecularLOD: boolean;
  99103. /** @hidden */
  99104. _irradianceTexture: Nullable<BaseTexture>;
  99105. /** @hidden */
  99106. _webGLTexture: Nullable<WebGLTexture>;
  99107. /** @hidden */
  99108. _references: number;
  99109. private _engine;
  99110. /**
  99111. * Gets the Engine the texture belongs to.
  99112. * @returns The babylon engine
  99113. */
  99114. getEngine(): ThinEngine;
  99115. /**
  99116. * Gets the data source type of the texture
  99117. */
  99118. readonly source: InternalTextureSource;
  99119. /**
  99120. * Creates a new InternalTexture
  99121. * @param engine defines the engine to use
  99122. * @param source defines the type of data that will be used
  99123. * @param delayAllocation if the texture allocation should be delayed (default: false)
  99124. */
  99125. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  99126. /**
  99127. * Increments the number of references (ie. the number of Texture that point to it)
  99128. */
  99129. incrementReferences(): void;
  99130. /**
  99131. * Change the size of the texture (not the size of the content)
  99132. * @param width defines the new width
  99133. * @param height defines the new height
  99134. * @param depth defines the new depth (1 by default)
  99135. */
  99136. updateSize(width: int, height: int, depth?: int): void;
  99137. /** @hidden */
  99138. _rebuild(): void;
  99139. /** @hidden */
  99140. _swapAndDie(target: InternalTexture): void;
  99141. /**
  99142. * Dispose the current allocated resources
  99143. */
  99144. dispose(): void;
  99145. }
  99146. }
  99147. declare module BABYLON {
  99148. /**
  99149. * Class used to work with sound analyzer using fast fourier transform (FFT)
  99150. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99151. */
  99152. export class Analyser {
  99153. /**
  99154. * Gets or sets the smoothing
  99155. * @ignorenaming
  99156. */
  99157. SMOOTHING: number;
  99158. /**
  99159. * Gets or sets the FFT table size
  99160. * @ignorenaming
  99161. */
  99162. FFT_SIZE: number;
  99163. /**
  99164. * Gets or sets the bar graph amplitude
  99165. * @ignorenaming
  99166. */
  99167. BARGRAPHAMPLITUDE: number;
  99168. /**
  99169. * Gets or sets the position of the debug canvas
  99170. * @ignorenaming
  99171. */
  99172. DEBUGCANVASPOS: {
  99173. x: number;
  99174. y: number;
  99175. };
  99176. /**
  99177. * Gets or sets the debug canvas size
  99178. * @ignorenaming
  99179. */
  99180. DEBUGCANVASSIZE: {
  99181. width: number;
  99182. height: number;
  99183. };
  99184. private _byteFreqs;
  99185. private _byteTime;
  99186. private _floatFreqs;
  99187. private _webAudioAnalyser;
  99188. private _debugCanvas;
  99189. private _debugCanvasContext;
  99190. private _scene;
  99191. private _registerFunc;
  99192. private _audioEngine;
  99193. /**
  99194. * Creates a new analyser
  99195. * @param scene defines hosting scene
  99196. */
  99197. constructor(scene: Scene);
  99198. /**
  99199. * Get the number of data values you will have to play with for the visualization
  99200. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  99201. * @returns a number
  99202. */
  99203. getFrequencyBinCount(): number;
  99204. /**
  99205. * Gets the current frequency data as a byte array
  99206. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  99207. * @returns a Uint8Array
  99208. */
  99209. getByteFrequencyData(): Uint8Array;
  99210. /**
  99211. * Gets the current waveform as a byte array
  99212. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  99213. * @returns a Uint8Array
  99214. */
  99215. getByteTimeDomainData(): Uint8Array;
  99216. /**
  99217. * Gets the current frequency data as a float array
  99218. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  99219. * @returns a Float32Array
  99220. */
  99221. getFloatFrequencyData(): Float32Array;
  99222. /**
  99223. * Renders the debug canvas
  99224. */
  99225. drawDebugCanvas(): void;
  99226. /**
  99227. * Stops rendering the debug canvas and removes it
  99228. */
  99229. stopDebugCanvas(): void;
  99230. /**
  99231. * Connects two audio nodes
  99232. * @param inputAudioNode defines first node to connect
  99233. * @param outputAudioNode defines second node to connect
  99234. */
  99235. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  99236. /**
  99237. * Releases all associated resources
  99238. */
  99239. dispose(): void;
  99240. }
  99241. }
  99242. declare module BABYLON {
  99243. /**
  99244. * This represents an audio engine and it is responsible
  99245. * to play, synchronize and analyse sounds throughout the application.
  99246. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99247. */
  99248. export interface IAudioEngine extends IDisposable {
  99249. /**
  99250. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  99251. */
  99252. readonly canUseWebAudio: boolean;
  99253. /**
  99254. * Gets the current AudioContext if available.
  99255. */
  99256. readonly audioContext: Nullable<AudioContext>;
  99257. /**
  99258. * The master gain node defines the global audio volume of your audio engine.
  99259. */
  99260. readonly masterGain: GainNode;
  99261. /**
  99262. * Gets whether or not mp3 are supported by your browser.
  99263. */
  99264. readonly isMP3supported: boolean;
  99265. /**
  99266. * Gets whether or not ogg are supported by your browser.
  99267. */
  99268. readonly isOGGsupported: boolean;
  99269. /**
  99270. * Defines if Babylon should emit a warning if WebAudio is not supported.
  99271. * @ignoreNaming
  99272. */
  99273. WarnedWebAudioUnsupported: boolean;
  99274. /**
  99275. * Defines if the audio engine relies on a custom unlocked button.
  99276. * In this case, the embedded button will not be displayed.
  99277. */
  99278. useCustomUnlockedButton: boolean;
  99279. /**
  99280. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  99281. */
  99282. readonly unlocked: boolean;
  99283. /**
  99284. * Event raised when audio has been unlocked on the browser.
  99285. */
  99286. onAudioUnlockedObservable: Observable<AudioEngine>;
  99287. /**
  99288. * Event raised when audio has been locked on the browser.
  99289. */
  99290. onAudioLockedObservable: Observable<AudioEngine>;
  99291. /**
  99292. * Flags the audio engine in Locked state.
  99293. * This happens due to new browser policies preventing audio to autoplay.
  99294. */
  99295. lock(): void;
  99296. /**
  99297. * Unlocks the audio engine once a user action has been done on the dom.
  99298. * This is helpful to resume play once browser policies have been satisfied.
  99299. */
  99300. unlock(): void;
  99301. }
  99302. /**
  99303. * This represents the default audio engine used in babylon.
  99304. * It is responsible to play, synchronize and analyse sounds throughout the application.
  99305. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99306. */
  99307. export class AudioEngine implements IAudioEngine {
  99308. private _audioContext;
  99309. private _audioContextInitialized;
  99310. private _muteButton;
  99311. private _hostElement;
  99312. /**
  99313. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  99314. */
  99315. canUseWebAudio: boolean;
  99316. /**
  99317. * The master gain node defines the global audio volume of your audio engine.
  99318. */
  99319. masterGain: GainNode;
  99320. /**
  99321. * Defines if Babylon should emit a warning if WebAudio is not supported.
  99322. * @ignoreNaming
  99323. */
  99324. WarnedWebAudioUnsupported: boolean;
  99325. /**
  99326. * Gets whether or not mp3 are supported by your browser.
  99327. */
  99328. isMP3supported: boolean;
  99329. /**
  99330. * Gets whether or not ogg are supported by your browser.
  99331. */
  99332. isOGGsupported: boolean;
  99333. /**
  99334. * Gets whether audio has been unlocked on the device.
  99335. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  99336. * a user interaction has happened.
  99337. */
  99338. unlocked: boolean;
  99339. /**
  99340. * Defines if the audio engine relies on a custom unlocked button.
  99341. * In this case, the embedded button will not be displayed.
  99342. */
  99343. useCustomUnlockedButton: boolean;
  99344. /**
  99345. * Event raised when audio has been unlocked on the browser.
  99346. */
  99347. onAudioUnlockedObservable: Observable<AudioEngine>;
  99348. /**
  99349. * Event raised when audio has been locked on the browser.
  99350. */
  99351. onAudioLockedObservable: Observable<AudioEngine>;
  99352. /**
  99353. * Gets the current AudioContext if available.
  99354. */
  99355. readonly audioContext: Nullable<AudioContext>;
  99356. private _connectedAnalyser;
  99357. /**
  99358. * Instantiates a new audio engine.
  99359. *
  99360. * There should be only one per page as some browsers restrict the number
  99361. * of audio contexts you can create.
  99362. * @param hostElement defines the host element where to display the mute icon if necessary
  99363. */
  99364. constructor(hostElement?: Nullable<HTMLElement>);
  99365. /**
  99366. * Flags the audio engine in Locked state.
  99367. * This happens due to new browser policies preventing audio to autoplay.
  99368. */
  99369. lock(): void;
  99370. /**
  99371. * Unlocks the audio engine once a user action has been done on the dom.
  99372. * This is helpful to resume play once browser policies have been satisfied.
  99373. */
  99374. unlock(): void;
  99375. private _resumeAudioContext;
  99376. private _initializeAudioContext;
  99377. private _tryToRun;
  99378. private _triggerRunningState;
  99379. private _triggerSuspendedState;
  99380. private _displayMuteButton;
  99381. private _moveButtonToTopLeft;
  99382. private _onResize;
  99383. private _hideMuteButton;
  99384. /**
  99385. * Destroy and release the resources associated with the audio ccontext.
  99386. */
  99387. dispose(): void;
  99388. /**
  99389. * Gets the global volume sets on the master gain.
  99390. * @returns the global volume if set or -1 otherwise
  99391. */
  99392. getGlobalVolume(): number;
  99393. /**
  99394. * Sets the global volume of your experience (sets on the master gain).
  99395. * @param newVolume Defines the new global volume of the application
  99396. */
  99397. setGlobalVolume(newVolume: number): void;
  99398. /**
  99399. * Connect the audio engine to an audio analyser allowing some amazing
  99400. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  99401. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  99402. * @param analyser The analyser to connect to the engine
  99403. */
  99404. connectToAnalyser(analyser: Analyser): void;
  99405. }
  99406. }
  99407. declare module BABYLON {
  99408. /**
  99409. * Interface used to present a loading screen while loading a scene
  99410. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99411. */
  99412. export interface ILoadingScreen {
  99413. /**
  99414. * Function called to display the loading screen
  99415. */
  99416. displayLoadingUI: () => void;
  99417. /**
  99418. * Function called to hide the loading screen
  99419. */
  99420. hideLoadingUI: () => void;
  99421. /**
  99422. * Gets or sets the color to use for the background
  99423. */
  99424. loadingUIBackgroundColor: string;
  99425. /**
  99426. * Gets or sets the text to display while loading
  99427. */
  99428. loadingUIText: string;
  99429. }
  99430. /**
  99431. * Class used for the default loading screen
  99432. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99433. */
  99434. export class DefaultLoadingScreen implements ILoadingScreen {
  99435. private _renderingCanvas;
  99436. private _loadingText;
  99437. private _loadingDivBackgroundColor;
  99438. private _loadingDiv;
  99439. private _loadingTextDiv;
  99440. /** Gets or sets the logo url to use for the default loading screen */
  99441. static DefaultLogoUrl: string;
  99442. /** Gets or sets the spinner url to use for the default loading screen */
  99443. static DefaultSpinnerUrl: string;
  99444. /**
  99445. * Creates a new default loading screen
  99446. * @param _renderingCanvas defines the canvas used to render the scene
  99447. * @param _loadingText defines the default text to display
  99448. * @param _loadingDivBackgroundColor defines the default background color
  99449. */
  99450. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  99451. /**
  99452. * Function called to display the loading screen
  99453. */
  99454. displayLoadingUI(): void;
  99455. /**
  99456. * Function called to hide the loading screen
  99457. */
  99458. hideLoadingUI(): void;
  99459. /**
  99460. * Gets or sets the text to display while loading
  99461. */
  99462. loadingUIText: string;
  99463. /**
  99464. * Gets or sets the color to use for the background
  99465. */
  99466. loadingUIBackgroundColor: string;
  99467. private _resizeLoadingUI;
  99468. }
  99469. }
  99470. declare module BABYLON {
  99471. /**
  99472. * Interface for any object that can request an animation frame
  99473. */
  99474. export interface ICustomAnimationFrameRequester {
  99475. /**
  99476. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  99477. */
  99478. renderFunction?: Function;
  99479. /**
  99480. * Called to request the next frame to render to
  99481. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  99482. */
  99483. requestAnimationFrame: Function;
  99484. /**
  99485. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  99486. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  99487. */
  99488. requestID?: number;
  99489. }
  99490. }
  99491. declare module BABYLON {
  99492. /**
  99493. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  99494. */
  99495. export class PerformanceMonitor {
  99496. private _enabled;
  99497. private _rollingFrameTime;
  99498. private _lastFrameTimeMs;
  99499. /**
  99500. * constructor
  99501. * @param frameSampleSize The number of samples required to saturate the sliding window
  99502. */
  99503. constructor(frameSampleSize?: number);
  99504. /**
  99505. * Samples current frame
  99506. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  99507. */
  99508. sampleFrame(timeMs?: number): void;
  99509. /**
  99510. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99511. */
  99512. readonly averageFrameTime: number;
  99513. /**
  99514. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99515. */
  99516. readonly averageFrameTimeVariance: number;
  99517. /**
  99518. * Returns the frame time of the most recent frame
  99519. */
  99520. readonly instantaneousFrameTime: number;
  99521. /**
  99522. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  99523. */
  99524. readonly averageFPS: number;
  99525. /**
  99526. * Returns the average framerate in frames per second using the most recent frame time
  99527. */
  99528. readonly instantaneousFPS: number;
  99529. /**
  99530. * Returns true if enough samples have been taken to completely fill the sliding window
  99531. */
  99532. readonly isSaturated: boolean;
  99533. /**
  99534. * Enables contributions to the sliding window sample set
  99535. */
  99536. enable(): void;
  99537. /**
  99538. * Disables contributions to the sliding window sample set
  99539. * Samples will not be interpolated over the disabled period
  99540. */
  99541. disable(): void;
  99542. /**
  99543. * Returns true if sampling is enabled
  99544. */
  99545. readonly isEnabled: boolean;
  99546. /**
  99547. * Resets performance monitor
  99548. */
  99549. reset(): void;
  99550. }
  99551. /**
  99552. * RollingAverage
  99553. *
  99554. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  99555. */
  99556. export class RollingAverage {
  99557. /**
  99558. * Current average
  99559. */
  99560. average: number;
  99561. /**
  99562. * Current variance
  99563. */
  99564. variance: number;
  99565. protected _samples: Array<number>;
  99566. protected _sampleCount: number;
  99567. protected _pos: number;
  99568. protected _m2: number;
  99569. /**
  99570. * constructor
  99571. * @param length The number of samples required to saturate the sliding window
  99572. */
  99573. constructor(length: number);
  99574. /**
  99575. * Adds a sample to the sample set
  99576. * @param v The sample value
  99577. */
  99578. add(v: number): void;
  99579. /**
  99580. * Returns previously added values or null if outside of history or outside the sliding window domain
  99581. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  99582. * @return Value previously recorded with add() or null if outside of range
  99583. */
  99584. history(i: number): number;
  99585. /**
  99586. * Returns true if enough samples have been taken to completely fill the sliding window
  99587. * @return true if sample-set saturated
  99588. */
  99589. isSaturated(): boolean;
  99590. /**
  99591. * Resets the rolling average (equivalent to 0 samples taken so far)
  99592. */
  99593. reset(): void;
  99594. /**
  99595. * Wraps a value around the sample range boundaries
  99596. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  99597. * @return Wrapped position in sample range
  99598. */
  99599. protected _wrapPosition(i: number): number;
  99600. }
  99601. }
  99602. declare module BABYLON {
  99603. /**
  99604. * This class is used to track a performance counter which is number based.
  99605. * The user has access to many properties which give statistics of different nature.
  99606. *
  99607. * The implementer can track two kinds of Performance Counter: time and count.
  99608. * 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.
  99609. * 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.
  99610. */
  99611. export class PerfCounter {
  99612. /**
  99613. * Gets or sets a global boolean to turn on and off all the counters
  99614. */
  99615. static Enabled: boolean;
  99616. /**
  99617. * Returns the smallest value ever
  99618. */
  99619. readonly min: number;
  99620. /**
  99621. * Returns the biggest value ever
  99622. */
  99623. readonly max: number;
  99624. /**
  99625. * Returns the average value since the performance counter is running
  99626. */
  99627. readonly average: number;
  99628. /**
  99629. * Returns the average value of the last second the counter was monitored
  99630. */
  99631. readonly lastSecAverage: number;
  99632. /**
  99633. * Returns the current value
  99634. */
  99635. readonly current: number;
  99636. /**
  99637. * Gets the accumulated total
  99638. */
  99639. readonly total: number;
  99640. /**
  99641. * Gets the total value count
  99642. */
  99643. readonly count: number;
  99644. /**
  99645. * Creates a new counter
  99646. */
  99647. constructor();
  99648. /**
  99649. * Call this method to start monitoring a new frame.
  99650. * 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.
  99651. */
  99652. fetchNewFrame(): void;
  99653. /**
  99654. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  99655. * @param newCount the count value to add to the monitored count
  99656. * @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.
  99657. */
  99658. addCount(newCount: number, fetchResult: boolean): void;
  99659. /**
  99660. * Start monitoring this performance counter
  99661. */
  99662. beginMonitoring(): void;
  99663. /**
  99664. * Compute the time lapsed since the previous beginMonitoring() call.
  99665. * @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
  99666. */
  99667. endMonitoring(newFrame?: boolean): void;
  99668. private _fetchResult;
  99669. private _startMonitoringTime;
  99670. private _min;
  99671. private _max;
  99672. private _average;
  99673. private _current;
  99674. private _totalValueCount;
  99675. private _totalAccumulated;
  99676. private _lastSecAverage;
  99677. private _lastSecAccumulated;
  99678. private _lastSecTime;
  99679. private _lastSecValueCount;
  99680. }
  99681. }
  99682. declare module BABYLON {
  99683. /**
  99684. * Defines the interface used by display changed events
  99685. */
  99686. export interface IDisplayChangedEventArgs {
  99687. /** Gets the vrDisplay object (if any) */
  99688. vrDisplay: Nullable<any>;
  99689. /** Gets a boolean indicating if webVR is supported */
  99690. vrSupported: boolean;
  99691. }
  99692. /**
  99693. * Defines the interface used by objects containing a viewport (like a camera)
  99694. */
  99695. interface IViewportOwnerLike {
  99696. /**
  99697. * Gets or sets the viewport
  99698. */
  99699. viewport: IViewportLike;
  99700. }
  99701. /**
  99702. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  99703. */
  99704. export class Engine extends ThinEngine {
  99705. /** Defines that alpha blending is disabled */
  99706. static readonly ALPHA_DISABLE: number;
  99707. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  99708. static readonly ALPHA_ADD: number;
  99709. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  99710. static readonly ALPHA_COMBINE: number;
  99711. /** Defines that alpha blending to DEST - SRC * DEST */
  99712. static readonly ALPHA_SUBTRACT: number;
  99713. /** Defines that alpha blending to SRC * DEST */
  99714. static readonly ALPHA_MULTIPLY: number;
  99715. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  99716. static readonly ALPHA_MAXIMIZED: number;
  99717. /** Defines that alpha blending to SRC + DEST */
  99718. static readonly ALPHA_ONEONE: number;
  99719. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  99720. static readonly ALPHA_PREMULTIPLIED: number;
  99721. /**
  99722. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  99723. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  99724. */
  99725. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  99726. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  99727. static readonly ALPHA_INTERPOLATE: number;
  99728. /**
  99729. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  99730. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  99731. */
  99732. static readonly ALPHA_SCREENMODE: number;
  99733. /** Defines that the ressource is not delayed*/
  99734. static readonly DELAYLOADSTATE_NONE: number;
  99735. /** Defines that the ressource was successfully delay loaded */
  99736. static readonly DELAYLOADSTATE_LOADED: number;
  99737. /** Defines that the ressource is currently delay loading */
  99738. static readonly DELAYLOADSTATE_LOADING: number;
  99739. /** Defines that the ressource is delayed and has not started loading */
  99740. static readonly DELAYLOADSTATE_NOTLOADED: number;
  99741. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  99742. static readonly NEVER: number;
  99743. /** 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 */
  99744. static readonly ALWAYS: number;
  99745. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  99746. static readonly LESS: number;
  99747. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  99748. static readonly EQUAL: number;
  99749. /** 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 */
  99750. static readonly LEQUAL: number;
  99751. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  99752. static readonly GREATER: number;
  99753. /** 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 */
  99754. static readonly GEQUAL: number;
  99755. /** 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 */
  99756. static readonly NOTEQUAL: number;
  99757. /** Passed to stencilOperation to specify that stencil value must be kept */
  99758. static readonly KEEP: number;
  99759. /** Passed to stencilOperation to specify that stencil value must be replaced */
  99760. static readonly REPLACE: number;
  99761. /** Passed to stencilOperation to specify that stencil value must be incremented */
  99762. static readonly INCR: number;
  99763. /** Passed to stencilOperation to specify that stencil value must be decremented */
  99764. static readonly DECR: number;
  99765. /** Passed to stencilOperation to specify that stencil value must be inverted */
  99766. static readonly INVERT: number;
  99767. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  99768. static readonly INCR_WRAP: number;
  99769. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  99770. static readonly DECR_WRAP: number;
  99771. /** Texture is not repeating outside of 0..1 UVs */
  99772. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  99773. /** Texture is repeating outside of 0..1 UVs */
  99774. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  99775. /** Texture is repeating and mirrored */
  99776. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  99777. /** ALPHA */
  99778. static readonly TEXTUREFORMAT_ALPHA: number;
  99779. /** LUMINANCE */
  99780. static readonly TEXTUREFORMAT_LUMINANCE: number;
  99781. /** LUMINANCE_ALPHA */
  99782. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  99783. /** RGB */
  99784. static readonly TEXTUREFORMAT_RGB: number;
  99785. /** RGBA */
  99786. static readonly TEXTUREFORMAT_RGBA: number;
  99787. /** RED */
  99788. static readonly TEXTUREFORMAT_RED: number;
  99789. /** RED (2nd reference) */
  99790. static readonly TEXTUREFORMAT_R: number;
  99791. /** RG */
  99792. static readonly TEXTUREFORMAT_RG: number;
  99793. /** RED_INTEGER */
  99794. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  99795. /** RED_INTEGER (2nd reference) */
  99796. static readonly TEXTUREFORMAT_R_INTEGER: number;
  99797. /** RG_INTEGER */
  99798. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  99799. /** RGB_INTEGER */
  99800. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  99801. /** RGBA_INTEGER */
  99802. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  99803. /** UNSIGNED_BYTE */
  99804. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  99805. /** UNSIGNED_BYTE (2nd reference) */
  99806. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  99807. /** FLOAT */
  99808. static readonly TEXTURETYPE_FLOAT: number;
  99809. /** HALF_FLOAT */
  99810. static readonly TEXTURETYPE_HALF_FLOAT: number;
  99811. /** BYTE */
  99812. static readonly TEXTURETYPE_BYTE: number;
  99813. /** SHORT */
  99814. static readonly TEXTURETYPE_SHORT: number;
  99815. /** UNSIGNED_SHORT */
  99816. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  99817. /** INT */
  99818. static readonly TEXTURETYPE_INT: number;
  99819. /** UNSIGNED_INT */
  99820. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  99821. /** UNSIGNED_SHORT_4_4_4_4 */
  99822. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  99823. /** UNSIGNED_SHORT_5_5_5_1 */
  99824. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  99825. /** UNSIGNED_SHORT_5_6_5 */
  99826. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  99827. /** UNSIGNED_INT_2_10_10_10_REV */
  99828. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  99829. /** UNSIGNED_INT_24_8 */
  99830. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  99831. /** UNSIGNED_INT_10F_11F_11F_REV */
  99832. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  99833. /** UNSIGNED_INT_5_9_9_9_REV */
  99834. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  99835. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  99836. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  99837. /** nearest is mag = nearest and min = nearest and mip = linear */
  99838. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  99839. /** Bilinear is mag = linear and min = linear and mip = nearest */
  99840. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  99841. /** Trilinear is mag = linear and min = linear and mip = linear */
  99842. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  99843. /** nearest is mag = nearest and min = nearest and mip = linear */
  99844. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  99845. /** Bilinear is mag = linear and min = linear and mip = nearest */
  99846. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  99847. /** Trilinear is mag = linear and min = linear and mip = linear */
  99848. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  99849. /** mag = nearest and min = nearest and mip = nearest */
  99850. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  99851. /** mag = nearest and min = linear and mip = nearest */
  99852. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  99853. /** mag = nearest and min = linear and mip = linear */
  99854. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  99855. /** mag = nearest and min = linear and mip = none */
  99856. static readonly TEXTURE_NEAREST_LINEAR: number;
  99857. /** mag = nearest and min = nearest and mip = none */
  99858. static readonly TEXTURE_NEAREST_NEAREST: number;
  99859. /** mag = linear and min = nearest and mip = nearest */
  99860. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  99861. /** mag = linear and min = nearest and mip = linear */
  99862. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  99863. /** mag = linear and min = linear and mip = none */
  99864. static readonly TEXTURE_LINEAR_LINEAR: number;
  99865. /** mag = linear and min = nearest and mip = none */
  99866. static readonly TEXTURE_LINEAR_NEAREST: number;
  99867. /** Explicit coordinates mode */
  99868. static readonly TEXTURE_EXPLICIT_MODE: number;
  99869. /** Spherical coordinates mode */
  99870. static readonly TEXTURE_SPHERICAL_MODE: number;
  99871. /** Planar coordinates mode */
  99872. static readonly TEXTURE_PLANAR_MODE: number;
  99873. /** Cubic coordinates mode */
  99874. static readonly TEXTURE_CUBIC_MODE: number;
  99875. /** Projection coordinates mode */
  99876. static readonly TEXTURE_PROJECTION_MODE: number;
  99877. /** Skybox coordinates mode */
  99878. static readonly TEXTURE_SKYBOX_MODE: number;
  99879. /** Inverse Cubic coordinates mode */
  99880. static readonly TEXTURE_INVCUBIC_MODE: number;
  99881. /** Equirectangular coordinates mode */
  99882. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  99883. /** Equirectangular Fixed coordinates mode */
  99884. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  99885. /** Equirectangular Fixed Mirrored coordinates mode */
  99886. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  99887. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  99888. static readonly SCALEMODE_FLOOR: number;
  99889. /** Defines that texture rescaling will look for the nearest power of 2 size */
  99890. static readonly SCALEMODE_NEAREST: number;
  99891. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  99892. static readonly SCALEMODE_CEILING: number;
  99893. /**
  99894. * Returns the current npm package of the sdk
  99895. */
  99896. static readonly NpmPackage: string;
  99897. /**
  99898. * Returns the current version of the framework
  99899. */
  99900. static readonly Version: string;
  99901. /** Gets the list of created engines */
  99902. static readonly Instances: Engine[];
  99903. /**
  99904. * Gets the latest created engine
  99905. */
  99906. static readonly LastCreatedEngine: Nullable<Engine>;
  99907. /**
  99908. * Gets the latest created scene
  99909. */
  99910. static readonly LastCreatedScene: Nullable<Scene>;
  99911. /**
  99912. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  99913. * @param flag defines which part of the materials must be marked as dirty
  99914. * @param predicate defines a predicate used to filter which materials should be affected
  99915. */
  99916. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  99917. /**
  99918. * Method called to create the default loading screen.
  99919. * This can be overriden in your own app.
  99920. * @param canvas The rendering canvas element
  99921. * @returns The loading screen
  99922. */
  99923. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  99924. /**
  99925. * Method called to create the default rescale post process on each engine.
  99926. */
  99927. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  99928. /**
  99929. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  99930. **/
  99931. enableOfflineSupport: boolean;
  99932. /**
  99933. * 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)
  99934. **/
  99935. disableManifestCheck: boolean;
  99936. /**
  99937. * Gets the list of created scenes
  99938. */
  99939. scenes: Scene[];
  99940. /**
  99941. * Event raised when a new scene is created
  99942. */
  99943. onNewSceneAddedObservable: Observable<Scene>;
  99944. /**
  99945. * Gets the list of created postprocesses
  99946. */
  99947. postProcesses: PostProcess[];
  99948. /**
  99949. * Gets a boolean indicating if the pointer is currently locked
  99950. */
  99951. isPointerLock: boolean;
  99952. /**
  99953. * Observable event triggered each time the rendering canvas is resized
  99954. */
  99955. onResizeObservable: Observable<Engine>;
  99956. /**
  99957. * Observable event triggered each time the canvas loses focus
  99958. */
  99959. onCanvasBlurObservable: Observable<Engine>;
  99960. /**
  99961. * Observable event triggered each time the canvas gains focus
  99962. */
  99963. onCanvasFocusObservable: Observable<Engine>;
  99964. /**
  99965. * Observable event triggered each time the canvas receives pointerout event
  99966. */
  99967. onCanvasPointerOutObservable: Observable<PointerEvent>;
  99968. /**
  99969. * Observable raised when the engine begins a new frame
  99970. */
  99971. onBeginFrameObservable: Observable<Engine>;
  99972. /**
  99973. * If set, will be used to request the next animation frame for the render loop
  99974. */
  99975. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  99976. /**
  99977. * Observable raised when the engine ends the current frame
  99978. */
  99979. onEndFrameObservable: Observable<Engine>;
  99980. /**
  99981. * Observable raised when the engine is about to compile a shader
  99982. */
  99983. onBeforeShaderCompilationObservable: Observable<Engine>;
  99984. /**
  99985. * Observable raised when the engine has jsut compiled a shader
  99986. */
  99987. onAfterShaderCompilationObservable: Observable<Engine>;
  99988. /**
  99989. * Gets the audio engine
  99990. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99991. * @ignorenaming
  99992. */
  99993. static audioEngine: IAudioEngine;
  99994. /**
  99995. * Default AudioEngine factory responsible of creating the Audio Engine.
  99996. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  99997. */
  99998. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  99999. /**
  100000. * Default offline support factory responsible of creating a tool used to store data locally.
  100001. * By default, this will create a Database object if the workload has been embedded.
  100002. */
  100003. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  100004. private _loadingScreen;
  100005. private _pointerLockRequested;
  100006. private _dummyFramebuffer;
  100007. private _rescalePostProcess;
  100008. /** @hidden */
  100009. protected _alphaMode: number;
  100010. /** @hidden */
  100011. protected _alphaEquation: number;
  100012. private _deterministicLockstep;
  100013. private _lockstepMaxSteps;
  100014. protected readonly _supportsHardwareTextureRescaling: boolean;
  100015. private _fps;
  100016. private _deltaTime;
  100017. /** @hidden */
  100018. _drawCalls: PerfCounter;
  100019. /**
  100020. * Turn this value on if you want to pause FPS computation when in background
  100021. */
  100022. disablePerformanceMonitorInBackground: boolean;
  100023. private _performanceMonitor;
  100024. /**
  100025. * Gets the performance monitor attached to this engine
  100026. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  100027. */
  100028. readonly performanceMonitor: PerformanceMonitor;
  100029. private _onFocus;
  100030. private _onBlur;
  100031. private _onCanvasPointerOut;
  100032. private _onCanvasBlur;
  100033. private _onCanvasFocus;
  100034. private _onFullscreenChange;
  100035. private _onPointerLockChange;
  100036. /**
  100037. * Gets the HTML element used to attach event listeners
  100038. * @returns a HTML element
  100039. */
  100040. getInputElement(): Nullable<HTMLElement>;
  100041. /**
  100042. * Creates a new engine
  100043. * @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
  100044. * @param antialias defines enable antialiasing (default: false)
  100045. * @param options defines further options to be sent to the getContext() function
  100046. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  100047. */
  100048. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  100049. /**
  100050. * Gets current aspect ratio
  100051. * @param viewportOwner defines the camera to use to get the aspect ratio
  100052. * @param useScreen defines if screen size must be used (or the current render target if any)
  100053. * @returns a number defining the aspect ratio
  100054. */
  100055. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  100056. /**
  100057. * Gets current screen aspect ratio
  100058. * @returns a number defining the aspect ratio
  100059. */
  100060. getScreenAspectRatio(): number;
  100061. /**
  100062. * Gets host document
  100063. * @returns the host document object
  100064. */
  100065. getHostDocument(): Document;
  100066. /**
  100067. * Gets the client rect of the HTML canvas attached with the current webGL context
  100068. * @returns a client rectanglee
  100069. */
  100070. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  100071. /**
  100072. * Gets the client rect of the HTML element used for events
  100073. * @returns a client rectanglee
  100074. */
  100075. getInputElementClientRect(): Nullable<ClientRect>;
  100076. /**
  100077. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  100078. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100079. * @returns true if engine is in deterministic lock step mode
  100080. */
  100081. isDeterministicLockStep(): boolean;
  100082. /**
  100083. * Gets the max steps when engine is running in deterministic lock step
  100084. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100085. * @returns the max steps
  100086. */
  100087. getLockstepMaxSteps(): number;
  100088. /**
  100089. * Force the mipmap generation for the given render target texture
  100090. * @param texture defines the render target texture to use
  100091. */
  100092. generateMipMapsForCubemap(texture: InternalTexture): void;
  100093. /** States */
  100094. /**
  100095. * Set various states to the webGL context
  100096. * @param culling defines backface culling state
  100097. * @param zOffset defines the value to apply to zOffset (0 by default)
  100098. * @param force defines if states must be applied even if cache is up to date
  100099. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  100100. */
  100101. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  100102. /**
  100103. * Set the z offset to apply to current rendering
  100104. * @param value defines the offset to apply
  100105. */
  100106. setZOffset(value: number): void;
  100107. /**
  100108. * Gets the current value of the zOffset
  100109. * @returns the current zOffset state
  100110. */
  100111. getZOffset(): number;
  100112. /**
  100113. * Enable or disable depth buffering
  100114. * @param enable defines the state to set
  100115. */
  100116. setDepthBuffer(enable: boolean): void;
  100117. /**
  100118. * Gets a boolean indicating if depth writing is enabled
  100119. * @returns the current depth writing state
  100120. */
  100121. getDepthWrite(): boolean;
  100122. /**
  100123. * Enable or disable depth writing
  100124. * @param enable defines the state to set
  100125. */
  100126. setDepthWrite(enable: boolean): void;
  100127. /**
  100128. * Enable or disable color writing
  100129. * @param enable defines the state to set
  100130. */
  100131. setColorWrite(enable: boolean): void;
  100132. /**
  100133. * Gets a boolean indicating if color writing is enabled
  100134. * @returns the current color writing state
  100135. */
  100136. getColorWrite(): boolean;
  100137. /**
  100138. * Sets alpha constants used by some alpha blending modes
  100139. * @param r defines the red component
  100140. * @param g defines the green component
  100141. * @param b defines the blue component
  100142. * @param a defines the alpha component
  100143. */
  100144. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  100145. /**
  100146. * Sets the current alpha mode
  100147. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  100148. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  100149. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  100150. */
  100151. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  100152. /**
  100153. * Gets the current alpha mode
  100154. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  100155. * @returns the current alpha mode
  100156. */
  100157. getAlphaMode(): number;
  100158. /**
  100159. * Sets the current alpha equation
  100160. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  100161. */
  100162. setAlphaEquation(equation: number): void;
  100163. /**
  100164. * Gets the current alpha equation.
  100165. * @returns the current alpha equation
  100166. */
  100167. getAlphaEquation(): number;
  100168. /**
  100169. * Gets a boolean indicating if stencil buffer is enabled
  100170. * @returns the current stencil buffer state
  100171. */
  100172. getStencilBuffer(): boolean;
  100173. /**
  100174. * Enable or disable the stencil buffer
  100175. * @param enable defines if the stencil buffer must be enabled or disabled
  100176. */
  100177. setStencilBuffer(enable: boolean): void;
  100178. /**
  100179. * Gets the current stencil mask
  100180. * @returns a number defining the new stencil mask to use
  100181. */
  100182. getStencilMask(): number;
  100183. /**
  100184. * Sets the current stencil mask
  100185. * @param mask defines the new stencil mask to use
  100186. */
  100187. setStencilMask(mask: number): void;
  100188. /**
  100189. * Gets the current stencil function
  100190. * @returns a number defining the stencil function to use
  100191. */
  100192. getStencilFunction(): number;
  100193. /**
  100194. * Gets the current stencil reference value
  100195. * @returns a number defining the stencil reference value to use
  100196. */
  100197. getStencilFunctionReference(): number;
  100198. /**
  100199. * Gets the current stencil mask
  100200. * @returns a number defining the stencil mask to use
  100201. */
  100202. getStencilFunctionMask(): number;
  100203. /**
  100204. * Sets the current stencil function
  100205. * @param stencilFunc defines the new stencil function to use
  100206. */
  100207. setStencilFunction(stencilFunc: number): void;
  100208. /**
  100209. * Sets the current stencil reference
  100210. * @param reference defines the new stencil reference to use
  100211. */
  100212. setStencilFunctionReference(reference: number): void;
  100213. /**
  100214. * Sets the current stencil mask
  100215. * @param mask defines the new stencil mask to use
  100216. */
  100217. setStencilFunctionMask(mask: number): void;
  100218. /**
  100219. * Gets the current stencil operation when stencil fails
  100220. * @returns a number defining stencil operation to use when stencil fails
  100221. */
  100222. getStencilOperationFail(): number;
  100223. /**
  100224. * Gets the current stencil operation when depth fails
  100225. * @returns a number defining stencil operation to use when depth fails
  100226. */
  100227. getStencilOperationDepthFail(): number;
  100228. /**
  100229. * Gets the current stencil operation when stencil passes
  100230. * @returns a number defining stencil operation to use when stencil passes
  100231. */
  100232. getStencilOperationPass(): number;
  100233. /**
  100234. * Sets the stencil operation to use when stencil fails
  100235. * @param operation defines the stencil operation to use when stencil fails
  100236. */
  100237. setStencilOperationFail(operation: number): void;
  100238. /**
  100239. * Sets the stencil operation to use when depth fails
  100240. * @param operation defines the stencil operation to use when depth fails
  100241. */
  100242. setStencilOperationDepthFail(operation: number): void;
  100243. /**
  100244. * Sets the stencil operation to use when stencil passes
  100245. * @param operation defines the stencil operation to use when stencil passes
  100246. */
  100247. setStencilOperationPass(operation: number): void;
  100248. /**
  100249. * Sets a boolean indicating if the dithering state is enabled or disabled
  100250. * @param value defines the dithering state
  100251. */
  100252. setDitheringState(value: boolean): void;
  100253. /**
  100254. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  100255. * @param value defines the rasterizer state
  100256. */
  100257. setRasterizerState(value: boolean): void;
  100258. /**
  100259. * Gets the current depth function
  100260. * @returns a number defining the depth function
  100261. */
  100262. getDepthFunction(): Nullable<number>;
  100263. /**
  100264. * Sets the current depth function
  100265. * @param depthFunc defines the function to use
  100266. */
  100267. setDepthFunction(depthFunc: number): void;
  100268. /**
  100269. * Sets the current depth function to GREATER
  100270. */
  100271. setDepthFunctionToGreater(): void;
  100272. /**
  100273. * Sets the current depth function to GEQUAL
  100274. */
  100275. setDepthFunctionToGreaterOrEqual(): void;
  100276. /**
  100277. * Sets the current depth function to LESS
  100278. */
  100279. setDepthFunctionToLess(): void;
  100280. /**
  100281. * Sets the current depth function to LEQUAL
  100282. */
  100283. setDepthFunctionToLessOrEqual(): void;
  100284. private _cachedStencilBuffer;
  100285. private _cachedStencilFunction;
  100286. private _cachedStencilMask;
  100287. private _cachedStencilOperationPass;
  100288. private _cachedStencilOperationFail;
  100289. private _cachedStencilOperationDepthFail;
  100290. private _cachedStencilReference;
  100291. /**
  100292. * Caches the the state of the stencil buffer
  100293. */
  100294. cacheStencilState(): void;
  100295. /**
  100296. * Restores the state of the stencil buffer
  100297. */
  100298. restoreStencilState(): void;
  100299. /**
  100300. * Directly set the WebGL Viewport
  100301. * @param x defines the x coordinate of the viewport (in screen space)
  100302. * @param y defines the y coordinate of the viewport (in screen space)
  100303. * @param width defines the width of the viewport (in screen space)
  100304. * @param height defines the height of the viewport (in screen space)
  100305. * @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
  100306. */
  100307. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  100308. /**
  100309. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  100310. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  100311. * @param y defines the y-coordinate of the corner of the clear rectangle
  100312. * @param width defines the width of the clear rectangle
  100313. * @param height defines the height of the clear rectangle
  100314. * @param clearColor defines the clear color
  100315. */
  100316. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  100317. /**
  100318. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  100319. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  100320. * @param y defines the y-coordinate of the corner of the clear rectangle
  100321. * @param width defines the width of the clear rectangle
  100322. * @param height defines the height of the clear rectangle
  100323. */
  100324. enableScissor(x: number, y: number, width: number, height: number): void;
  100325. /**
  100326. * Disable previously set scissor test rectangle
  100327. */
  100328. disableScissor(): void;
  100329. protected _reportDrawCall(): void;
  100330. /**
  100331. * Initializes a webVR display and starts listening to display change events
  100332. * The onVRDisplayChangedObservable will be notified upon these changes
  100333. * @returns The onVRDisplayChangedObservable
  100334. */
  100335. initWebVR(): Observable<IDisplayChangedEventArgs>;
  100336. /** @hidden */
  100337. _prepareVRComponent(): void;
  100338. /** @hidden */
  100339. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  100340. /** @hidden */
  100341. _submitVRFrame(): void;
  100342. /**
  100343. * Call this function to leave webVR mode
  100344. * Will do nothing if webVR is not supported or if there is no webVR device
  100345. * @see http://doc.babylonjs.com/how_to/webvr_camera
  100346. */
  100347. disableVR(): void;
  100348. /**
  100349. * Gets a boolean indicating that the system is in VR mode and is presenting
  100350. * @returns true if VR mode is engaged
  100351. */
  100352. isVRPresenting(): boolean;
  100353. /** @hidden */
  100354. _requestVRFrame(): void;
  100355. /** @hidden */
  100356. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  100357. /**
  100358. * Gets the source code of the vertex shader associated with a specific webGL program
  100359. * @param program defines the program to use
  100360. * @returns a string containing the source code of the vertex shader associated with the program
  100361. */
  100362. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  100363. /**
  100364. * Gets the source code of the fragment shader associated with a specific webGL program
  100365. * @param program defines the program to use
  100366. * @returns a string containing the source code of the fragment shader associated with the program
  100367. */
  100368. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  100369. /**
  100370. * Reads pixels from the current frame buffer. Please note that this function can be slow
  100371. * @param x defines the x coordinate of the rectangle where pixels must be read
  100372. * @param y defines the y coordinate of the rectangle where pixels must be read
  100373. * @param width defines the width of the rectangle where pixels must be read
  100374. * @param height defines the height of the rectangle where pixels must be read
  100375. * @returns a Uint8Array containing RGBA colors
  100376. */
  100377. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  100378. /**
  100379. * Sets a depth stencil texture from a render target to the according uniform.
  100380. * @param channel The texture channel
  100381. * @param uniform The uniform to set
  100382. * @param texture The render target texture containing the depth stencil texture to apply
  100383. */
  100384. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  100385. /**
  100386. * Sets a texture to the webGL context from a postprocess
  100387. * @param channel defines the channel to use
  100388. * @param postProcess defines the source postprocess
  100389. */
  100390. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  100391. /**
  100392. * Binds the output of the passed in post process to the texture channel specified
  100393. * @param channel The channel the texture should be bound to
  100394. * @param postProcess The post process which's output should be bound
  100395. */
  100396. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  100397. /** @hidden */
  100398. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  100399. protected _rebuildBuffers(): void;
  100400. /** @hidden */
  100401. _renderFrame(): void;
  100402. _renderLoop(): void;
  100403. /** @hidden */
  100404. _renderViews(): boolean;
  100405. /**
  100406. * Toggle full screen mode
  100407. * @param requestPointerLock defines if a pointer lock should be requested from the user
  100408. */
  100409. switchFullscreen(requestPointerLock: boolean): void;
  100410. /**
  100411. * Enters full screen mode
  100412. * @param requestPointerLock defines if a pointer lock should be requested from the user
  100413. */
  100414. enterFullscreen(requestPointerLock: boolean): void;
  100415. /**
  100416. * Exits full screen mode
  100417. */
  100418. exitFullscreen(): void;
  100419. /**
  100420. * Enters Pointerlock mode
  100421. */
  100422. enterPointerlock(): void;
  100423. /**
  100424. * Exits Pointerlock mode
  100425. */
  100426. exitPointerlock(): void;
  100427. /**
  100428. * Begin a new frame
  100429. */
  100430. beginFrame(): void;
  100431. /**
  100432. * Enf the current frame
  100433. */
  100434. endFrame(): void;
  100435. resize(): void;
  100436. /**
  100437. * Set the compressed texture format to use, based on the formats you have, and the formats
  100438. * supported by the hardware / browser.
  100439. *
  100440. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  100441. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  100442. * to API arguments needed to compressed textures. This puts the burden on the container
  100443. * generator to house the arcane code for determining these for current & future formats.
  100444. *
  100445. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100446. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100447. *
  100448. * Note: The result of this call is not taken into account when a texture is base64.
  100449. *
  100450. * @param formatsAvailable defines the list of those format families you have created
  100451. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  100452. *
  100453. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  100454. * @returns The extension selected.
  100455. */
  100456. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  100457. /**
  100458. * Force a specific size of the canvas
  100459. * @param width defines the new canvas' width
  100460. * @param height defines the new canvas' height
  100461. */
  100462. setSize(width: number, height: number): void;
  100463. /**
  100464. * Updates a dynamic vertex buffer.
  100465. * @param vertexBuffer the vertex buffer to update
  100466. * @param data the data used to update the vertex buffer
  100467. * @param byteOffset the byte offset of the data
  100468. * @param byteLength the byte length of the data
  100469. */
  100470. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  100471. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  100472. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100473. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100474. _releaseTexture(texture: InternalTexture): void;
  100475. /**
  100476. * @hidden
  100477. * Rescales a texture
  100478. * @param source input texutre
  100479. * @param destination destination texture
  100480. * @param scene scene to use to render the resize
  100481. * @param internalFormat format to use when resizing
  100482. * @param onComplete callback to be called when resize has completed
  100483. */
  100484. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  100485. /**
  100486. * Gets the current framerate
  100487. * @returns a number representing the framerate
  100488. */
  100489. getFps(): number;
  100490. /**
  100491. * Gets the time spent between current and previous frame
  100492. * @returns a number representing the delta time in ms
  100493. */
  100494. getDeltaTime(): number;
  100495. private _measureFps;
  100496. /** @hidden */
  100497. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  100498. /**
  100499. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  100500. * @param renderTarget The render target to set the frame buffer for
  100501. */
  100502. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  100503. /**
  100504. * Update a dynamic index buffer
  100505. * @param indexBuffer defines the target index buffer
  100506. * @param indices defines the data to update
  100507. * @param offset defines the offset in the target index buffer where update should start
  100508. */
  100509. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  100510. /**
  100511. * Updates the sample count of a render target texture
  100512. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  100513. * @param texture defines the texture to update
  100514. * @param samples defines the sample count to set
  100515. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  100516. */
  100517. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  100518. /**
  100519. * Updates a depth texture Comparison Mode and Function.
  100520. * If the comparison Function is equal to 0, the mode will be set to none.
  100521. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  100522. * @param texture The texture to set the comparison function for
  100523. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  100524. */
  100525. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  100526. /**
  100527. * Creates a webGL buffer to use with instanciation
  100528. * @param capacity defines the size of the buffer
  100529. * @returns the webGL buffer
  100530. */
  100531. createInstancesBuffer(capacity: number): DataBuffer;
  100532. /**
  100533. * Delete a webGL buffer used with instanciation
  100534. * @param buffer defines the webGL buffer to delete
  100535. */
  100536. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  100537. /** @hidden */
  100538. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  100539. dispose(): void;
  100540. private _disableTouchAction;
  100541. /**
  100542. * Display the loading screen
  100543. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100544. */
  100545. displayLoadingUI(): void;
  100546. /**
  100547. * Hide the loading screen
  100548. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100549. */
  100550. hideLoadingUI(): void;
  100551. /**
  100552. * Gets the current loading screen object
  100553. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100554. */
  100555. /**
  100556. * Sets the current loading screen object
  100557. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100558. */
  100559. loadingScreen: ILoadingScreen;
  100560. /**
  100561. * Sets the current loading screen text
  100562. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100563. */
  100564. loadingUIText: string;
  100565. /**
  100566. * Sets the current loading screen background color
  100567. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100568. */
  100569. loadingUIBackgroundColor: string;
  100570. /** Pointerlock and fullscreen */
  100571. /**
  100572. * Ask the browser to promote the current element to pointerlock mode
  100573. * @param element defines the DOM element to promote
  100574. */
  100575. static _RequestPointerlock(element: HTMLElement): void;
  100576. /**
  100577. * Asks the browser to exit pointerlock mode
  100578. */
  100579. static _ExitPointerlock(): void;
  100580. /**
  100581. * Ask the browser to promote the current element to fullscreen rendering mode
  100582. * @param element defines the DOM element to promote
  100583. */
  100584. static _RequestFullscreen(element: HTMLElement): void;
  100585. /**
  100586. * Asks the browser to exit fullscreen mode
  100587. */
  100588. static _ExitFullscreen(): void;
  100589. }
  100590. }
  100591. declare module BABYLON {
  100592. /**
  100593. * The engine store class is responsible to hold all the instances of Engine and Scene created
  100594. * during the life time of the application.
  100595. */
  100596. export class EngineStore {
  100597. /** Gets the list of created engines */
  100598. static Instances: Engine[];
  100599. /** @hidden */
  100600. static _LastCreatedScene: Nullable<Scene>;
  100601. /**
  100602. * Gets the latest created engine
  100603. */
  100604. static readonly LastCreatedEngine: Nullable<Engine>;
  100605. /**
  100606. * Gets the latest created scene
  100607. */
  100608. static readonly LastCreatedScene: Nullable<Scene>;
  100609. /**
  100610. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100611. * @ignorenaming
  100612. */
  100613. static UseFallbackTexture: boolean;
  100614. /**
  100615. * Texture content used if a texture cannot loaded
  100616. * @ignorenaming
  100617. */
  100618. static FallbackTexture: string;
  100619. }
  100620. }
  100621. declare module BABYLON {
  100622. /**
  100623. * Helper class that provides a small promise polyfill
  100624. */
  100625. export class PromisePolyfill {
  100626. /**
  100627. * Static function used to check if the polyfill is required
  100628. * If this is the case then the function will inject the polyfill to window.Promise
  100629. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  100630. */
  100631. static Apply(force?: boolean): void;
  100632. }
  100633. }
  100634. declare module BABYLON {
  100635. /**
  100636. * Interface for screenshot methods with describe argument called `size` as object with options
  100637. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  100638. */
  100639. export interface IScreenshotSize {
  100640. /**
  100641. * number in pixels for canvas height
  100642. */
  100643. height?: number;
  100644. /**
  100645. * multiplier allowing render at a higher or lower resolution
  100646. * If value is defined then height and width will be ignored and taken from camera
  100647. */
  100648. precision?: number;
  100649. /**
  100650. * number in pixels for canvas width
  100651. */
  100652. width?: number;
  100653. }
  100654. }
  100655. declare module BABYLON {
  100656. interface IColor4Like {
  100657. r: float;
  100658. g: float;
  100659. b: float;
  100660. a: float;
  100661. }
  100662. /**
  100663. * Class containing a set of static utilities functions
  100664. */
  100665. export class Tools {
  100666. /**
  100667. * Gets or sets the base URL to use to load assets
  100668. */
  100669. static BaseUrl: string;
  100670. /**
  100671. * Enable/Disable Custom HTTP Request Headers globally.
  100672. * default = false
  100673. * @see CustomRequestHeaders
  100674. */
  100675. static UseCustomRequestHeaders: boolean;
  100676. /**
  100677. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  100678. * i.e. when loading files, where the server/service expects an Authorization header
  100679. */
  100680. static CustomRequestHeaders: {
  100681. [key: string]: string;
  100682. };
  100683. /**
  100684. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  100685. */
  100686. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  100687. /**
  100688. * Default behaviour for cors in the application.
  100689. * It can be a string if the expected behavior is identical in the entire app.
  100690. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  100691. */
  100692. static CorsBehavior: string | ((url: string | string[]) => string);
  100693. /**
  100694. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100695. * @ignorenaming
  100696. */
  100697. static UseFallbackTexture: boolean;
  100698. /**
  100699. * Use this object to register external classes like custom textures or material
  100700. * to allow the laoders to instantiate them
  100701. */
  100702. static RegisteredExternalClasses: {
  100703. [key: string]: Object;
  100704. };
  100705. /**
  100706. * Texture content used if a texture cannot loaded
  100707. * @ignorenaming
  100708. */
  100709. static fallbackTexture: string;
  100710. /**
  100711. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  100712. * @param u defines the coordinate on X axis
  100713. * @param v defines the coordinate on Y axis
  100714. * @param width defines the width of the source data
  100715. * @param height defines the height of the source data
  100716. * @param pixels defines the source byte array
  100717. * @param color defines the output color
  100718. */
  100719. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  100720. /**
  100721. * Interpolates between a and b via alpha
  100722. * @param a The lower value (returned when alpha = 0)
  100723. * @param b The upper value (returned when alpha = 1)
  100724. * @param alpha The interpolation-factor
  100725. * @return The mixed value
  100726. */
  100727. static Mix(a: number, b: number, alpha: number): number;
  100728. /**
  100729. * Tries to instantiate a new object from a given class name
  100730. * @param className defines the class name to instantiate
  100731. * @returns the new object or null if the system was not able to do the instantiation
  100732. */
  100733. static Instantiate(className: string): any;
  100734. /**
  100735. * Provides a slice function that will work even on IE
  100736. * @param data defines the array to slice
  100737. * @param start defines the start of the data (optional)
  100738. * @param end defines the end of the data (optional)
  100739. * @returns the new sliced array
  100740. */
  100741. static Slice<T>(data: T, start?: number, end?: number): T;
  100742. /**
  100743. * Polyfill for setImmediate
  100744. * @param action defines the action to execute after the current execution block
  100745. */
  100746. static SetImmediate(action: () => void): void;
  100747. /**
  100748. * Function indicating if a number is an exponent of 2
  100749. * @param value defines the value to test
  100750. * @returns true if the value is an exponent of 2
  100751. */
  100752. static IsExponentOfTwo(value: number): boolean;
  100753. private static _tmpFloatArray;
  100754. /**
  100755. * Returns the nearest 32-bit single precision float representation of a Number
  100756. * @param value A Number. If the parameter is of a different type, it will get converted
  100757. * to a number or to NaN if it cannot be converted
  100758. * @returns number
  100759. */
  100760. static FloatRound(value: number): number;
  100761. /**
  100762. * Extracts the filename from a path
  100763. * @param path defines the path to use
  100764. * @returns the filename
  100765. */
  100766. static GetFilename(path: string): string;
  100767. /**
  100768. * Extracts the "folder" part of a path (everything before the filename).
  100769. * @param uri The URI to extract the info from
  100770. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  100771. * @returns The "folder" part of the path
  100772. */
  100773. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  100774. /**
  100775. * Extracts text content from a DOM element hierarchy
  100776. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  100777. */
  100778. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  100779. /**
  100780. * Convert an angle in radians to degrees
  100781. * @param angle defines the angle to convert
  100782. * @returns the angle in degrees
  100783. */
  100784. static ToDegrees(angle: number): number;
  100785. /**
  100786. * Convert an angle in degrees to radians
  100787. * @param angle defines the angle to convert
  100788. * @returns the angle in radians
  100789. */
  100790. static ToRadians(angle: number): number;
  100791. /**
  100792. * Returns an array if obj is not an array
  100793. * @param obj defines the object to evaluate as an array
  100794. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  100795. * @returns either obj directly if obj is an array or a new array containing obj
  100796. */
  100797. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  100798. /**
  100799. * Gets the pointer prefix to use
  100800. * @returns "pointer" if touch is enabled. Else returns "mouse"
  100801. */
  100802. static GetPointerPrefix(): string;
  100803. /**
  100804. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  100805. * @param url define the url we are trying
  100806. * @param element define the dom element where to configure the cors policy
  100807. */
  100808. static SetCorsBehavior(url: string | string[], element: {
  100809. crossOrigin: string | null;
  100810. }): void;
  100811. /**
  100812. * Removes unwanted characters from an url
  100813. * @param url defines the url to clean
  100814. * @returns the cleaned url
  100815. */
  100816. static CleanUrl(url: string): string;
  100817. /**
  100818. * Gets or sets a function used to pre-process url before using them to load assets
  100819. */
  100820. static PreprocessUrl: (url: string) => string;
  100821. /**
  100822. * Loads an image as an HTMLImageElement.
  100823. * @param input url string, ArrayBuffer, or Blob to load
  100824. * @param onLoad callback called when the image successfully loads
  100825. * @param onError callback called when the image fails to load
  100826. * @param offlineProvider offline provider for caching
  100827. * @param mimeType optional mime type
  100828. * @returns the HTMLImageElement of the loaded image
  100829. */
  100830. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  100831. /**
  100832. * Loads a file from a url
  100833. * @param url url string, ArrayBuffer, or Blob to load
  100834. * @param onSuccess callback called when the file successfully loads
  100835. * @param onProgress callback called while file is loading (if the server supports this mode)
  100836. * @param offlineProvider defines the offline provider for caching
  100837. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  100838. * @param onError callback called when the file fails to load
  100839. * @returns a file request object
  100840. */
  100841. 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;
  100842. /**
  100843. * Loads a file from a url
  100844. * @param url the file url to load
  100845. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  100846. */
  100847. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  100848. /**
  100849. * Load a script (identified by an url). When the url returns, the
  100850. * content of this file is added into a new script element, attached to the DOM (body element)
  100851. * @param scriptUrl defines the url of the script to laod
  100852. * @param onSuccess defines the callback called when the script is loaded
  100853. * @param onError defines the callback to call if an error occurs
  100854. * @param scriptId defines the id of the script element
  100855. */
  100856. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  100857. /**
  100858. * Load an asynchronous script (identified by an url). When the url returns, the
  100859. * content of this file is added into a new script element, attached to the DOM (body element)
  100860. * @param scriptUrl defines the url of the script to laod
  100861. * @param scriptId defines the id of the script element
  100862. * @returns a promise request object
  100863. */
  100864. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  100865. /**
  100866. * Loads a file from a blob
  100867. * @param fileToLoad defines the blob to use
  100868. * @param callback defines the callback to call when data is loaded
  100869. * @param progressCallback defines the callback to call during loading process
  100870. * @returns a file request object
  100871. */
  100872. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  100873. /**
  100874. * Reads a file from a File object
  100875. * @param file defines the file to load
  100876. * @param onSuccess defines the callback to call when data is loaded
  100877. * @param onProgress defines the callback to call during loading process
  100878. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  100879. * @param onError defines the callback to call when an error occurs
  100880. * @returns a file request object
  100881. */
  100882. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  100883. /**
  100884. * Creates a data url from a given string content
  100885. * @param content defines the content to convert
  100886. * @returns the new data url link
  100887. */
  100888. static FileAsURL(content: string): string;
  100889. /**
  100890. * Format the given number to a specific decimal format
  100891. * @param value defines the number to format
  100892. * @param decimals defines the number of decimals to use
  100893. * @returns the formatted string
  100894. */
  100895. static Format(value: number, decimals?: number): string;
  100896. /**
  100897. * Tries to copy an object by duplicating every property
  100898. * @param source defines the source object
  100899. * @param destination defines the target object
  100900. * @param doNotCopyList defines a list of properties to avoid
  100901. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  100902. */
  100903. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  100904. /**
  100905. * Gets a boolean indicating if the given object has no own property
  100906. * @param obj defines the object to test
  100907. * @returns true if object has no own property
  100908. */
  100909. static IsEmpty(obj: any): boolean;
  100910. /**
  100911. * Function used to register events at window level
  100912. * @param windowElement defines the Window object to use
  100913. * @param events defines the events to register
  100914. */
  100915. static RegisterTopRootEvents(windowElement: Window, events: {
  100916. name: string;
  100917. handler: Nullable<(e: FocusEvent) => any>;
  100918. }[]): void;
  100919. /**
  100920. * Function used to unregister events from window level
  100921. * @param windowElement defines the Window object to use
  100922. * @param events defines the events to unregister
  100923. */
  100924. static UnregisterTopRootEvents(windowElement: Window, events: {
  100925. name: string;
  100926. handler: Nullable<(e: FocusEvent) => any>;
  100927. }[]): void;
  100928. /**
  100929. * @ignore
  100930. */
  100931. static _ScreenshotCanvas: HTMLCanvasElement;
  100932. /**
  100933. * Dumps the current bound framebuffer
  100934. * @param width defines the rendering width
  100935. * @param height defines the rendering height
  100936. * @param engine defines the hosting engine
  100937. * @param successCallback defines the callback triggered once the data are available
  100938. * @param mimeType defines the mime type of the result
  100939. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  100940. */
  100941. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  100942. /**
  100943. * Converts the canvas data to blob.
  100944. * This acts as a polyfill for browsers not supporting the to blob function.
  100945. * @param canvas Defines the canvas to extract the data from
  100946. * @param successCallback Defines the callback triggered once the data are available
  100947. * @param mimeType Defines the mime type of the result
  100948. */
  100949. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  100950. /**
  100951. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  100952. * @param successCallback defines the callback triggered once the data are available
  100953. * @param mimeType defines the mime type of the result
  100954. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  100955. */
  100956. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  100957. /**
  100958. * Downloads a blob in the browser
  100959. * @param blob defines the blob to download
  100960. * @param fileName defines the name of the downloaded file
  100961. */
  100962. static Download(blob: Blob, fileName: string): void;
  100963. /**
  100964. * Captures a screenshot of the current rendering
  100965. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100966. * @param engine defines the rendering engine
  100967. * @param camera defines the source camera
  100968. * @param size This parameter can be set to a single number or to an object with the
  100969. * following (optional) properties: precision, width, height. If a single number is passed,
  100970. * it will be used for both width and height. If an object is passed, the screenshot size
  100971. * will be derived from the parameters. The precision property is a multiplier allowing
  100972. * rendering at a higher or lower resolution
  100973. * @param successCallback defines the callback receives a single parameter which contains the
  100974. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100975. * src parameter of an <img> to display it
  100976. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100977. * Check your browser for supported MIME types
  100978. */
  100979. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  100980. /**
  100981. * Captures a screenshot of the current rendering
  100982. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100983. * @param engine defines the rendering engine
  100984. * @param camera defines the source camera
  100985. * @param size This parameter can be set to a single number or to an object with the
  100986. * following (optional) properties: precision, width, height. If a single number is passed,
  100987. * it will be used for both width and height. If an object is passed, the screenshot size
  100988. * will be derived from the parameters. The precision property is a multiplier allowing
  100989. * rendering at a higher or lower resolution
  100990. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100991. * Check your browser for supported MIME types
  100992. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100993. * to the src parameter of an <img> to display it
  100994. */
  100995. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  100996. /**
  100997. * Generates an image screenshot from the specified camera.
  100998. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100999. * @param engine The engine to use for rendering
  101000. * @param camera The camera to use for rendering
  101001. * @param size This parameter can be set to a single number or to an object with the
  101002. * following (optional) properties: precision, width, height. If a single number is passed,
  101003. * it will be used for both width and height. If an object is passed, the screenshot size
  101004. * will be derived from the parameters. The precision property is a multiplier allowing
  101005. * rendering at a higher or lower resolution
  101006. * @param successCallback The callback receives a single parameter which contains the
  101007. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  101008. * src parameter of an <img> to display it
  101009. * @param mimeType The MIME type of the screenshot image (default: image/png).
  101010. * Check your browser for supported MIME types
  101011. * @param samples Texture samples (default: 1)
  101012. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  101013. * @param fileName A name for for the downloaded file.
  101014. */
  101015. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  101016. /**
  101017. * Generates an image screenshot from the specified camera.
  101018. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101019. * @param engine The engine to use for rendering
  101020. * @param camera The camera to use for rendering
  101021. * @param size This parameter can be set to a single number or to an object with the
  101022. * following (optional) properties: precision, width, height. If a single number is passed,
  101023. * it will be used for both width and height. If an object is passed, the screenshot size
  101024. * will be derived from the parameters. The precision property is a multiplier allowing
  101025. * rendering at a higher or lower resolution
  101026. * @param mimeType The MIME type of the screenshot image (default: image/png).
  101027. * Check your browser for supported MIME types
  101028. * @param samples Texture samples (default: 1)
  101029. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  101030. * @param fileName A name for for the downloaded file.
  101031. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  101032. * to the src parameter of an <img> to display it
  101033. */
  101034. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  101035. /**
  101036. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  101037. * Be aware Math.random() could cause collisions, but:
  101038. * "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"
  101039. * @returns a pseudo random id
  101040. */
  101041. static RandomId(): string;
  101042. /**
  101043. * Test if the given uri is a base64 string
  101044. * @param uri The uri to test
  101045. * @return True if the uri is a base64 string or false otherwise
  101046. */
  101047. static IsBase64(uri: string): boolean;
  101048. /**
  101049. * Decode the given base64 uri.
  101050. * @param uri The uri to decode
  101051. * @return The decoded base64 data.
  101052. */
  101053. static DecodeBase64(uri: string): ArrayBuffer;
  101054. /**
  101055. * Gets the absolute url.
  101056. * @param url the input url
  101057. * @return the absolute url
  101058. */
  101059. static GetAbsoluteUrl(url: string): string;
  101060. /**
  101061. * No log
  101062. */
  101063. static readonly NoneLogLevel: number;
  101064. /**
  101065. * Only message logs
  101066. */
  101067. static readonly MessageLogLevel: number;
  101068. /**
  101069. * Only warning logs
  101070. */
  101071. static readonly WarningLogLevel: number;
  101072. /**
  101073. * Only error logs
  101074. */
  101075. static readonly ErrorLogLevel: number;
  101076. /**
  101077. * All logs
  101078. */
  101079. static readonly AllLogLevel: number;
  101080. /**
  101081. * Gets a value indicating the number of loading errors
  101082. * @ignorenaming
  101083. */
  101084. static readonly errorsCount: number;
  101085. /**
  101086. * Callback called when a new log is added
  101087. */
  101088. static OnNewCacheEntry: (entry: string) => void;
  101089. /**
  101090. * Log a message to the console
  101091. * @param message defines the message to log
  101092. */
  101093. static Log(message: string): void;
  101094. /**
  101095. * Write a warning message to the console
  101096. * @param message defines the message to log
  101097. */
  101098. static Warn(message: string): void;
  101099. /**
  101100. * Write an error message to the console
  101101. * @param message defines the message to log
  101102. */
  101103. static Error(message: string): void;
  101104. /**
  101105. * Gets current log cache (list of logs)
  101106. */
  101107. static readonly LogCache: string;
  101108. /**
  101109. * Clears the log cache
  101110. */
  101111. static ClearLogCache(): void;
  101112. /**
  101113. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  101114. */
  101115. static LogLevels: number;
  101116. /**
  101117. * Checks if the window object exists
  101118. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  101119. */
  101120. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  101121. /**
  101122. * No performance log
  101123. */
  101124. static readonly PerformanceNoneLogLevel: number;
  101125. /**
  101126. * Use user marks to log performance
  101127. */
  101128. static readonly PerformanceUserMarkLogLevel: number;
  101129. /**
  101130. * Log performance to the console
  101131. */
  101132. static readonly PerformanceConsoleLogLevel: number;
  101133. private static _performance;
  101134. /**
  101135. * Sets the current performance log level
  101136. */
  101137. static PerformanceLogLevel: number;
  101138. private static _StartPerformanceCounterDisabled;
  101139. private static _EndPerformanceCounterDisabled;
  101140. private static _StartUserMark;
  101141. private static _EndUserMark;
  101142. private static _StartPerformanceConsole;
  101143. private static _EndPerformanceConsole;
  101144. /**
  101145. * Starts a performance counter
  101146. */
  101147. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  101148. /**
  101149. * Ends a specific performance coutner
  101150. */
  101151. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  101152. /**
  101153. * Gets either window.performance.now() if supported or Date.now() else
  101154. */
  101155. static readonly Now: number;
  101156. /**
  101157. * This method will return the name of the class used to create the instance of the given object.
  101158. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  101159. * @param object the object to get the class name from
  101160. * @param isType defines if the object is actually a type
  101161. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  101162. */
  101163. static GetClassName(object: any, isType?: boolean): string;
  101164. /**
  101165. * Gets the first element of an array satisfying a given predicate
  101166. * @param array defines the array to browse
  101167. * @param predicate defines the predicate to use
  101168. * @returns null if not found or the element
  101169. */
  101170. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  101171. /**
  101172. * This method will return the name of the full name of the class, including its owning module (if any).
  101173. * 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).
  101174. * @param object the object to get the class name from
  101175. * @param isType defines if the object is actually a type
  101176. * @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.
  101177. * @ignorenaming
  101178. */
  101179. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  101180. /**
  101181. * Returns a promise that resolves after the given amount of time.
  101182. * @param delay Number of milliseconds to delay
  101183. * @returns Promise that resolves after the given amount of time
  101184. */
  101185. static DelayAsync(delay: number): Promise<void>;
  101186. }
  101187. /**
  101188. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  101189. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  101190. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  101191. * @param name The name of the class, case should be preserved
  101192. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  101193. */
  101194. export function className(name: string, module?: string): (target: Object) => void;
  101195. /**
  101196. * An implementation of a loop for asynchronous functions.
  101197. */
  101198. export class AsyncLoop {
  101199. /**
  101200. * Defines the number of iterations for the loop
  101201. */
  101202. iterations: number;
  101203. /**
  101204. * Defines the current index of the loop.
  101205. */
  101206. index: number;
  101207. private _done;
  101208. private _fn;
  101209. private _successCallback;
  101210. /**
  101211. * Constructor.
  101212. * @param iterations the number of iterations.
  101213. * @param func the function to run each iteration
  101214. * @param successCallback the callback that will be called upon succesful execution
  101215. * @param offset starting offset.
  101216. */
  101217. constructor(
  101218. /**
  101219. * Defines the number of iterations for the loop
  101220. */
  101221. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  101222. /**
  101223. * Execute the next iteration. Must be called after the last iteration was finished.
  101224. */
  101225. executeNext(): void;
  101226. /**
  101227. * Break the loop and run the success callback.
  101228. */
  101229. breakLoop(): void;
  101230. /**
  101231. * Create and run an async loop.
  101232. * @param iterations the number of iterations.
  101233. * @param fn the function to run each iteration
  101234. * @param successCallback the callback that will be called upon succesful execution
  101235. * @param offset starting offset.
  101236. * @returns the created async loop object
  101237. */
  101238. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  101239. /**
  101240. * A for-loop that will run a given number of iterations synchronous and the rest async.
  101241. * @param iterations total number of iterations
  101242. * @param syncedIterations number of synchronous iterations in each async iteration.
  101243. * @param fn the function to call each iteration.
  101244. * @param callback a success call back that will be called when iterating stops.
  101245. * @param breakFunction a break condition (optional)
  101246. * @param timeout timeout settings for the setTimeout function. default - 0.
  101247. * @returns the created async loop object
  101248. */
  101249. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  101250. }
  101251. }
  101252. declare module BABYLON {
  101253. /**
  101254. * This class implement a typical dictionary using a string as key and the generic type T as value.
  101255. * The underlying implementation relies on an associative array to ensure the best performances.
  101256. * The value can be anything including 'null' but except 'undefined'
  101257. */
  101258. export class StringDictionary<T> {
  101259. /**
  101260. * This will clear this dictionary and copy the content from the 'source' one.
  101261. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  101262. * @param source the dictionary to take the content from and copy to this dictionary
  101263. */
  101264. copyFrom(source: StringDictionary<T>): void;
  101265. /**
  101266. * Get a value based from its key
  101267. * @param key the given key to get the matching value from
  101268. * @return the value if found, otherwise undefined is returned
  101269. */
  101270. get(key: string): T | undefined;
  101271. /**
  101272. * Get a value from its key or add it if it doesn't exist.
  101273. * This method will ensure you that a given key/data will be present in the dictionary.
  101274. * @param key the given key to get the matching value from
  101275. * @param factory the factory that will create the value if the key is not present in the dictionary.
  101276. * The factory will only be invoked if there's no data for the given key.
  101277. * @return the value corresponding to the key.
  101278. */
  101279. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  101280. /**
  101281. * Get a value from its key if present in the dictionary otherwise add it
  101282. * @param key the key to get the value from
  101283. * @param val if there's no such key/value pair in the dictionary add it with this value
  101284. * @return the value corresponding to the key
  101285. */
  101286. getOrAdd(key: string, val: T): T;
  101287. /**
  101288. * Check if there's a given key in the dictionary
  101289. * @param key the key to check for
  101290. * @return true if the key is present, false otherwise
  101291. */
  101292. contains(key: string): boolean;
  101293. /**
  101294. * Add a new key and its corresponding value
  101295. * @param key the key to add
  101296. * @param value the value corresponding to the key
  101297. * @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
  101298. */
  101299. add(key: string, value: T): boolean;
  101300. /**
  101301. * Update a specific value associated to a key
  101302. * @param key defines the key to use
  101303. * @param value defines the value to store
  101304. * @returns true if the value was updated (or false if the key was not found)
  101305. */
  101306. set(key: string, value: T): boolean;
  101307. /**
  101308. * Get the element of the given key and remove it from the dictionary
  101309. * @param key defines the key to search
  101310. * @returns the value associated with the key or null if not found
  101311. */
  101312. getAndRemove(key: string): Nullable<T>;
  101313. /**
  101314. * Remove a key/value from the dictionary.
  101315. * @param key the key to remove
  101316. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  101317. */
  101318. remove(key: string): boolean;
  101319. /**
  101320. * Clear the whole content of the dictionary
  101321. */
  101322. clear(): void;
  101323. /**
  101324. * Gets the current count
  101325. */
  101326. readonly count: number;
  101327. /**
  101328. * Execute a callback on each key/val of the dictionary.
  101329. * Note that you can remove any element in this dictionary in the callback implementation
  101330. * @param callback the callback to execute on a given key/value pair
  101331. */
  101332. forEach(callback: (key: string, val: T) => void): void;
  101333. /**
  101334. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  101335. * If the callback returns null or undefined the method will iterate to the next key/value pair
  101336. * Note that you can remove any element in this dictionary in the callback implementation
  101337. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  101338. * @returns the first item
  101339. */
  101340. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  101341. private _count;
  101342. private _data;
  101343. }
  101344. }
  101345. declare module BABYLON {
  101346. /** @hidden */
  101347. export interface ICollisionCoordinator {
  101348. createCollider(): Collider;
  101349. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  101350. init(scene: Scene): void;
  101351. }
  101352. /** @hidden */
  101353. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  101354. private _scene;
  101355. private _scaledPosition;
  101356. private _scaledVelocity;
  101357. private _finalPosition;
  101358. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  101359. createCollider(): Collider;
  101360. init(scene: Scene): void;
  101361. private _collideWithWorld;
  101362. }
  101363. }
  101364. declare module BABYLON {
  101365. /**
  101366. * Class used to manage all inputs for the scene.
  101367. */
  101368. export class InputManager {
  101369. /** The distance in pixel that you have to move to prevent some events */
  101370. static DragMovementThreshold: number;
  101371. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  101372. static LongPressDelay: number;
  101373. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  101374. static DoubleClickDelay: number;
  101375. /** If you need to check double click without raising a single click at first click, enable this flag */
  101376. static ExclusiveDoubleClickMode: boolean;
  101377. private _wheelEventName;
  101378. private _onPointerMove;
  101379. private _onPointerDown;
  101380. private _onPointerUp;
  101381. private _initClickEvent;
  101382. private _initActionManager;
  101383. private _delayedSimpleClick;
  101384. private _delayedSimpleClickTimeout;
  101385. private _previousDelayedSimpleClickTimeout;
  101386. private _meshPickProceed;
  101387. private _previousButtonPressed;
  101388. private _currentPickResult;
  101389. private _previousPickResult;
  101390. private _totalPointersPressed;
  101391. private _doubleClickOccured;
  101392. private _pointerOverMesh;
  101393. private _pickedDownMesh;
  101394. private _pickedUpMesh;
  101395. private _pointerX;
  101396. private _pointerY;
  101397. private _unTranslatedPointerX;
  101398. private _unTranslatedPointerY;
  101399. private _startingPointerPosition;
  101400. private _previousStartingPointerPosition;
  101401. private _startingPointerTime;
  101402. private _previousStartingPointerTime;
  101403. private _pointerCaptures;
  101404. private _onKeyDown;
  101405. private _onKeyUp;
  101406. private _onCanvasFocusObserver;
  101407. private _onCanvasBlurObserver;
  101408. private _scene;
  101409. /**
  101410. * Creates a new InputManager
  101411. * @param scene defines the hosting scene
  101412. */
  101413. constructor(scene: Scene);
  101414. /**
  101415. * Gets the mesh that is currently under the pointer
  101416. */
  101417. readonly meshUnderPointer: Nullable<AbstractMesh>;
  101418. /**
  101419. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  101420. */
  101421. readonly unTranslatedPointer: Vector2;
  101422. /**
  101423. * Gets or sets the current on-screen X position of the pointer
  101424. */
  101425. pointerX: number;
  101426. /**
  101427. * Gets or sets the current on-screen Y position of the pointer
  101428. */
  101429. pointerY: number;
  101430. private _updatePointerPosition;
  101431. private _processPointerMove;
  101432. private _setRayOnPointerInfo;
  101433. private _checkPrePointerObservable;
  101434. /**
  101435. * Use this method to simulate a pointer move on a mesh
  101436. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101437. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101438. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101439. */
  101440. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101441. /**
  101442. * Use this method to simulate a pointer down on a mesh
  101443. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101444. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101445. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101446. */
  101447. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101448. private _processPointerDown;
  101449. /** @hidden */
  101450. _isPointerSwiping(): boolean;
  101451. /**
  101452. * Use this method to simulate a pointer up on a mesh
  101453. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101454. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101455. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101456. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  101457. */
  101458. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  101459. private _processPointerUp;
  101460. /**
  101461. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  101462. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  101463. * @returns true if the pointer was captured
  101464. */
  101465. isPointerCaptured(pointerId?: number): boolean;
  101466. /**
  101467. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  101468. * @param attachUp defines if you want to attach events to pointerup
  101469. * @param attachDown defines if you want to attach events to pointerdown
  101470. * @param attachMove defines if you want to attach events to pointermove
  101471. */
  101472. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  101473. /**
  101474. * Detaches all event handlers
  101475. */
  101476. detachControl(): void;
  101477. /**
  101478. * Force the value of meshUnderPointer
  101479. * @param mesh defines the mesh to use
  101480. */
  101481. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  101482. /**
  101483. * Gets the mesh under the pointer
  101484. * @returns a Mesh or null if no mesh is under the pointer
  101485. */
  101486. getPointerOverMesh(): Nullable<AbstractMesh>;
  101487. }
  101488. }
  101489. declare module BABYLON {
  101490. /**
  101491. * Helper class used to generate session unique ID
  101492. */
  101493. export class UniqueIdGenerator {
  101494. private static _UniqueIdCounter;
  101495. /**
  101496. * Gets an unique (relatively to the current scene) Id
  101497. */
  101498. static readonly UniqueId: number;
  101499. }
  101500. }
  101501. declare module BABYLON {
  101502. /**
  101503. * This class defines the direct association between an animation and a target
  101504. */
  101505. export class TargetedAnimation {
  101506. /**
  101507. * Animation to perform
  101508. */
  101509. animation: Animation;
  101510. /**
  101511. * Target to animate
  101512. */
  101513. target: any;
  101514. /**
  101515. * Serialize the object
  101516. * @returns the JSON object representing the current entity
  101517. */
  101518. serialize(): any;
  101519. }
  101520. /**
  101521. * Use this class to create coordinated animations on multiple targets
  101522. */
  101523. export class AnimationGroup implements IDisposable {
  101524. /** The name of the animation group */
  101525. name: string;
  101526. private _scene;
  101527. private _targetedAnimations;
  101528. private _animatables;
  101529. private _from;
  101530. private _to;
  101531. private _isStarted;
  101532. private _isPaused;
  101533. private _speedRatio;
  101534. private _loopAnimation;
  101535. /**
  101536. * Gets or sets the unique id of the node
  101537. */
  101538. uniqueId: number;
  101539. /**
  101540. * This observable will notify when one animation have ended
  101541. */
  101542. onAnimationEndObservable: Observable<TargetedAnimation>;
  101543. /**
  101544. * Observer raised when one animation loops
  101545. */
  101546. onAnimationLoopObservable: Observable<TargetedAnimation>;
  101547. /**
  101548. * Observer raised when all animations have looped
  101549. */
  101550. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  101551. /**
  101552. * This observable will notify when all animations have ended.
  101553. */
  101554. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  101555. /**
  101556. * This observable will notify when all animations have paused.
  101557. */
  101558. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  101559. /**
  101560. * This observable will notify when all animations are playing.
  101561. */
  101562. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  101563. /**
  101564. * Gets the first frame
  101565. */
  101566. readonly from: number;
  101567. /**
  101568. * Gets the last frame
  101569. */
  101570. readonly to: number;
  101571. /**
  101572. * Define if the animations are started
  101573. */
  101574. readonly isStarted: boolean;
  101575. /**
  101576. * Gets a value indicating that the current group is playing
  101577. */
  101578. readonly isPlaying: boolean;
  101579. /**
  101580. * Gets or sets the speed ratio to use for all animations
  101581. */
  101582. /**
  101583. * Gets or sets the speed ratio to use for all animations
  101584. */
  101585. speedRatio: number;
  101586. /**
  101587. * Gets or sets if all animations should loop or not
  101588. */
  101589. loopAnimation: boolean;
  101590. /**
  101591. * Gets the targeted animations for this animation group
  101592. */
  101593. readonly targetedAnimations: Array<TargetedAnimation>;
  101594. /**
  101595. * returning the list of animatables controlled by this animation group.
  101596. */
  101597. readonly animatables: Array<Animatable>;
  101598. /**
  101599. * Instantiates a new Animation Group.
  101600. * This helps managing several animations at once.
  101601. * @see http://doc.babylonjs.com/how_to/group
  101602. * @param name Defines the name of the group
  101603. * @param scene Defines the scene the group belongs to
  101604. */
  101605. constructor(
  101606. /** The name of the animation group */
  101607. name: string, scene?: Nullable<Scene>);
  101608. /**
  101609. * Add an animation (with its target) in the group
  101610. * @param animation defines the animation we want to add
  101611. * @param target defines the target of the animation
  101612. * @returns the TargetedAnimation object
  101613. */
  101614. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  101615. /**
  101616. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  101617. * It can add constant keys at begin or end
  101618. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  101619. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  101620. * @returns the animation group
  101621. */
  101622. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  101623. private _animationLoopCount;
  101624. private _animationLoopFlags;
  101625. private _processLoop;
  101626. /**
  101627. * Start all animations on given targets
  101628. * @param loop defines if animations must loop
  101629. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  101630. * @param from defines the from key (optional)
  101631. * @param to defines the to key (optional)
  101632. * @returns the current animation group
  101633. */
  101634. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  101635. /**
  101636. * Pause all animations
  101637. * @returns the animation group
  101638. */
  101639. pause(): AnimationGroup;
  101640. /**
  101641. * Play all animations to initial state
  101642. * This function will start() the animations if they were not started or will restart() them if they were paused
  101643. * @param loop defines if animations must loop
  101644. * @returns the animation group
  101645. */
  101646. play(loop?: boolean): AnimationGroup;
  101647. /**
  101648. * Reset all animations to initial state
  101649. * @returns the animation group
  101650. */
  101651. reset(): AnimationGroup;
  101652. /**
  101653. * Restart animations from key 0
  101654. * @returns the animation group
  101655. */
  101656. restart(): AnimationGroup;
  101657. /**
  101658. * Stop all animations
  101659. * @returns the animation group
  101660. */
  101661. stop(): AnimationGroup;
  101662. /**
  101663. * Set animation weight for all animatables
  101664. * @param weight defines the weight to use
  101665. * @return the animationGroup
  101666. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101667. */
  101668. setWeightForAllAnimatables(weight: number): AnimationGroup;
  101669. /**
  101670. * Synchronize and normalize all animatables with a source animatable
  101671. * @param root defines the root animatable to synchronize with
  101672. * @return the animationGroup
  101673. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101674. */
  101675. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  101676. /**
  101677. * Goes to a specific frame in this animation group
  101678. * @param frame the frame number to go to
  101679. * @return the animationGroup
  101680. */
  101681. goToFrame(frame: number): AnimationGroup;
  101682. /**
  101683. * Dispose all associated resources
  101684. */
  101685. dispose(): void;
  101686. private _checkAnimationGroupEnded;
  101687. /**
  101688. * Clone the current animation group and returns a copy
  101689. * @param newName defines the name of the new group
  101690. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  101691. * @returns the new aniamtion group
  101692. */
  101693. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  101694. /**
  101695. * Serializes the animationGroup to an object
  101696. * @returns Serialized object
  101697. */
  101698. serialize(): any;
  101699. /**
  101700. * Returns a new AnimationGroup object parsed from the source provided.
  101701. * @param parsedAnimationGroup defines the source
  101702. * @param scene defines the scene that will receive the animationGroup
  101703. * @returns a new AnimationGroup
  101704. */
  101705. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  101706. /**
  101707. * Returns the string "AnimationGroup"
  101708. * @returns "AnimationGroup"
  101709. */
  101710. getClassName(): string;
  101711. /**
  101712. * Creates a detailled string about the object
  101713. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  101714. * @returns a string representing the object
  101715. */
  101716. toString(fullDetails?: boolean): string;
  101717. }
  101718. }
  101719. declare module BABYLON {
  101720. /**
  101721. * Define an interface for all classes that will hold resources
  101722. */
  101723. export interface IDisposable {
  101724. /**
  101725. * Releases all held resources
  101726. */
  101727. dispose(): void;
  101728. }
  101729. /** Interface defining initialization parameters for Scene class */
  101730. export interface SceneOptions {
  101731. /**
  101732. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  101733. * It will improve performance when the number of geometries becomes important.
  101734. */
  101735. useGeometryUniqueIdsMap?: boolean;
  101736. /**
  101737. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  101738. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  101739. */
  101740. useMaterialMeshMap?: boolean;
  101741. /**
  101742. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  101743. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  101744. */
  101745. useClonedMeshhMap?: boolean;
  101746. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  101747. virtual?: boolean;
  101748. }
  101749. /**
  101750. * Represents a scene to be rendered by the engine.
  101751. * @see http://doc.babylonjs.com/features/scene
  101752. */
  101753. export class Scene extends AbstractScene implements IAnimatable {
  101754. /** The fog is deactivated */
  101755. static readonly FOGMODE_NONE: number;
  101756. /** The fog density is following an exponential function */
  101757. static readonly FOGMODE_EXP: number;
  101758. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  101759. static readonly FOGMODE_EXP2: number;
  101760. /** The fog density is following a linear function. */
  101761. static readonly FOGMODE_LINEAR: number;
  101762. /**
  101763. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  101764. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101765. */
  101766. static MinDeltaTime: number;
  101767. /**
  101768. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  101769. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101770. */
  101771. static MaxDeltaTime: number;
  101772. /**
  101773. * Factory used to create the default material.
  101774. * @param name The name of the material to create
  101775. * @param scene The scene to create the material for
  101776. * @returns The default material
  101777. */
  101778. static DefaultMaterialFactory(scene: Scene): Material;
  101779. /**
  101780. * Factory used to create the a collision coordinator.
  101781. * @returns The collision coordinator
  101782. */
  101783. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  101784. /** @hidden */
  101785. _inputManager: InputManager;
  101786. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  101787. cameraToUseForPointers: Nullable<Camera>;
  101788. /** @hidden */
  101789. readonly _isScene: boolean;
  101790. /**
  101791. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  101792. */
  101793. autoClear: boolean;
  101794. /**
  101795. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  101796. */
  101797. autoClearDepthAndStencil: boolean;
  101798. /**
  101799. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  101800. */
  101801. clearColor: Color4;
  101802. /**
  101803. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  101804. */
  101805. ambientColor: Color3;
  101806. /**
  101807. * This is use to store the default BRDF lookup for PBR materials in your scene.
  101808. * It should only be one of the following (if not the default embedded one):
  101809. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  101810. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  101811. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  101812. * The material properties need to be setup according to the type of texture in use.
  101813. */
  101814. environmentBRDFTexture: BaseTexture;
  101815. /** @hidden */
  101816. protected _environmentTexture: Nullable<BaseTexture>;
  101817. /**
  101818. * Texture used in all pbr material as the reflection texture.
  101819. * As in the majority of the scene they are the same (exception for multi room and so on),
  101820. * this is easier to reference from here than from all the materials.
  101821. */
  101822. /**
  101823. * Texture used in all pbr material as the reflection texture.
  101824. * As in the majority of the scene they are the same (exception for multi room and so on),
  101825. * this is easier to set here than in all the materials.
  101826. */
  101827. environmentTexture: Nullable<BaseTexture>;
  101828. /** @hidden */
  101829. protected _environmentIntensity: number;
  101830. /**
  101831. * Intensity of the environment in all pbr material.
  101832. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  101833. * As in the majority of the scene they are the same (exception for multi room and so on),
  101834. * this is easier to reference from here than from all the materials.
  101835. */
  101836. /**
  101837. * Intensity of the environment in all pbr material.
  101838. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  101839. * As in the majority of the scene they are the same (exception for multi room and so on),
  101840. * this is easier to set here than in all the materials.
  101841. */
  101842. environmentIntensity: number;
  101843. /** @hidden */
  101844. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  101845. /**
  101846. * Default image processing configuration used either in the rendering
  101847. * Forward main pass or through the imageProcessingPostProcess if present.
  101848. * As in the majority of the scene they are the same (exception for multi camera),
  101849. * this is easier to reference from here than from all the materials and post process.
  101850. *
  101851. * No setter as we it is a shared configuration, you can set the values instead.
  101852. */
  101853. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  101854. private _forceWireframe;
  101855. /**
  101856. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  101857. */
  101858. forceWireframe: boolean;
  101859. private _forcePointsCloud;
  101860. /**
  101861. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  101862. */
  101863. forcePointsCloud: boolean;
  101864. /**
  101865. * Gets or sets the active clipplane 1
  101866. */
  101867. clipPlane: Nullable<Plane>;
  101868. /**
  101869. * Gets or sets the active clipplane 2
  101870. */
  101871. clipPlane2: Nullable<Plane>;
  101872. /**
  101873. * Gets or sets the active clipplane 3
  101874. */
  101875. clipPlane3: Nullable<Plane>;
  101876. /**
  101877. * Gets or sets the active clipplane 4
  101878. */
  101879. clipPlane4: Nullable<Plane>;
  101880. /**
  101881. * Gets or sets a boolean indicating if animations are enabled
  101882. */
  101883. animationsEnabled: boolean;
  101884. private _animationPropertiesOverride;
  101885. /**
  101886. * Gets or sets the animation properties override
  101887. */
  101888. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  101889. /**
  101890. * Gets or sets a boolean indicating if a constant deltatime has to be used
  101891. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  101892. */
  101893. useConstantAnimationDeltaTime: boolean;
  101894. /**
  101895. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  101896. * Please note that it requires to run a ray cast through the scene on every frame
  101897. */
  101898. constantlyUpdateMeshUnderPointer: boolean;
  101899. /**
  101900. * Defines the HTML cursor to use when hovering over interactive elements
  101901. */
  101902. hoverCursor: string;
  101903. /**
  101904. * Defines the HTML default cursor to use (empty by default)
  101905. */
  101906. defaultCursor: string;
  101907. /**
  101908. * Defines wether cursors are handled by the scene.
  101909. */
  101910. doNotHandleCursors: boolean;
  101911. /**
  101912. * This is used to call preventDefault() on pointer down
  101913. * in order to block unwanted artifacts like system double clicks
  101914. */
  101915. preventDefaultOnPointerDown: boolean;
  101916. /**
  101917. * This is used to call preventDefault() on pointer up
  101918. * in order to block unwanted artifacts like system double clicks
  101919. */
  101920. preventDefaultOnPointerUp: boolean;
  101921. /**
  101922. * Gets or sets user defined metadata
  101923. */
  101924. metadata: any;
  101925. /**
  101926. * For internal use only. Please do not use.
  101927. */
  101928. reservedDataStore: any;
  101929. /**
  101930. * Gets the name of the plugin used to load this scene (null by default)
  101931. */
  101932. loadingPluginName: string;
  101933. /**
  101934. * Use this array to add regular expressions used to disable offline support for specific urls
  101935. */
  101936. disableOfflineSupportExceptionRules: RegExp[];
  101937. /**
  101938. * An event triggered when the scene is disposed.
  101939. */
  101940. onDisposeObservable: Observable<Scene>;
  101941. private _onDisposeObserver;
  101942. /** Sets a function to be executed when this scene is disposed. */
  101943. onDispose: () => void;
  101944. /**
  101945. * An event triggered before rendering the scene (right after animations and physics)
  101946. */
  101947. onBeforeRenderObservable: Observable<Scene>;
  101948. private _onBeforeRenderObserver;
  101949. /** Sets a function to be executed before rendering this scene */
  101950. beforeRender: Nullable<() => void>;
  101951. /**
  101952. * An event triggered after rendering the scene
  101953. */
  101954. onAfterRenderObservable: Observable<Scene>;
  101955. /**
  101956. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  101957. */
  101958. onAfterRenderCameraObservable: Observable<Camera>;
  101959. private _onAfterRenderObserver;
  101960. /** Sets a function to be executed after rendering this scene */
  101961. afterRender: Nullable<() => void>;
  101962. /**
  101963. * An event triggered before animating the scene
  101964. */
  101965. onBeforeAnimationsObservable: Observable<Scene>;
  101966. /**
  101967. * An event triggered after animations processing
  101968. */
  101969. onAfterAnimationsObservable: Observable<Scene>;
  101970. /**
  101971. * An event triggered before draw calls are ready to be sent
  101972. */
  101973. onBeforeDrawPhaseObservable: Observable<Scene>;
  101974. /**
  101975. * An event triggered after draw calls have been sent
  101976. */
  101977. onAfterDrawPhaseObservable: Observable<Scene>;
  101978. /**
  101979. * An event triggered when the scene is ready
  101980. */
  101981. onReadyObservable: Observable<Scene>;
  101982. /**
  101983. * An event triggered before rendering a camera
  101984. */
  101985. onBeforeCameraRenderObservable: Observable<Camera>;
  101986. private _onBeforeCameraRenderObserver;
  101987. /** Sets a function to be executed before rendering a camera*/
  101988. beforeCameraRender: () => void;
  101989. /**
  101990. * An event triggered after rendering a camera
  101991. */
  101992. onAfterCameraRenderObservable: Observable<Camera>;
  101993. private _onAfterCameraRenderObserver;
  101994. /** Sets a function to be executed after rendering a camera*/
  101995. afterCameraRender: () => void;
  101996. /**
  101997. * An event triggered when active meshes evaluation is about to start
  101998. */
  101999. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  102000. /**
  102001. * An event triggered when active meshes evaluation is done
  102002. */
  102003. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  102004. /**
  102005. * An event triggered when particles rendering is about to start
  102006. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  102007. */
  102008. onBeforeParticlesRenderingObservable: Observable<Scene>;
  102009. /**
  102010. * An event triggered when particles rendering is done
  102011. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  102012. */
  102013. onAfterParticlesRenderingObservable: Observable<Scene>;
  102014. /**
  102015. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  102016. */
  102017. onDataLoadedObservable: Observable<Scene>;
  102018. /**
  102019. * An event triggered when a camera is created
  102020. */
  102021. onNewCameraAddedObservable: Observable<Camera>;
  102022. /**
  102023. * An event triggered when a camera is removed
  102024. */
  102025. onCameraRemovedObservable: Observable<Camera>;
  102026. /**
  102027. * An event triggered when a light is created
  102028. */
  102029. onNewLightAddedObservable: Observable<Light>;
  102030. /**
  102031. * An event triggered when a light is removed
  102032. */
  102033. onLightRemovedObservable: Observable<Light>;
  102034. /**
  102035. * An event triggered when a geometry is created
  102036. */
  102037. onNewGeometryAddedObservable: Observable<Geometry>;
  102038. /**
  102039. * An event triggered when a geometry is removed
  102040. */
  102041. onGeometryRemovedObservable: Observable<Geometry>;
  102042. /**
  102043. * An event triggered when a transform node is created
  102044. */
  102045. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  102046. /**
  102047. * An event triggered when a transform node is removed
  102048. */
  102049. onTransformNodeRemovedObservable: Observable<TransformNode>;
  102050. /**
  102051. * An event triggered when a mesh is created
  102052. */
  102053. onNewMeshAddedObservable: Observable<AbstractMesh>;
  102054. /**
  102055. * An event triggered when a mesh is removed
  102056. */
  102057. onMeshRemovedObservable: Observable<AbstractMesh>;
  102058. /**
  102059. * An event triggered when a skeleton is created
  102060. */
  102061. onNewSkeletonAddedObservable: Observable<Skeleton>;
  102062. /**
  102063. * An event triggered when a skeleton is removed
  102064. */
  102065. onSkeletonRemovedObservable: Observable<Skeleton>;
  102066. /**
  102067. * An event triggered when a material is created
  102068. */
  102069. onNewMaterialAddedObservable: Observable<Material>;
  102070. /**
  102071. * An event triggered when a material is removed
  102072. */
  102073. onMaterialRemovedObservable: Observable<Material>;
  102074. /**
  102075. * An event triggered when a texture is created
  102076. */
  102077. onNewTextureAddedObservable: Observable<BaseTexture>;
  102078. /**
  102079. * An event triggered when a texture is removed
  102080. */
  102081. onTextureRemovedObservable: Observable<BaseTexture>;
  102082. /**
  102083. * An event triggered when render targets are about to be rendered
  102084. * Can happen multiple times per frame.
  102085. */
  102086. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  102087. /**
  102088. * An event triggered when render targets were rendered.
  102089. * Can happen multiple times per frame.
  102090. */
  102091. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  102092. /**
  102093. * An event triggered before calculating deterministic simulation step
  102094. */
  102095. onBeforeStepObservable: Observable<Scene>;
  102096. /**
  102097. * An event triggered after calculating deterministic simulation step
  102098. */
  102099. onAfterStepObservable: Observable<Scene>;
  102100. /**
  102101. * An event triggered when the activeCamera property is updated
  102102. */
  102103. onActiveCameraChanged: Observable<Scene>;
  102104. /**
  102105. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  102106. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  102107. * 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)
  102108. */
  102109. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  102110. /**
  102111. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  102112. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  102113. * 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)
  102114. */
  102115. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  102116. /**
  102117. * This Observable will when a mesh has been imported into the scene.
  102118. */
  102119. onMeshImportedObservable: Observable<AbstractMesh>;
  102120. /**
  102121. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  102122. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  102123. */
  102124. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  102125. /** @hidden */
  102126. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  102127. /**
  102128. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  102129. */
  102130. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  102131. /**
  102132. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  102133. */
  102134. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  102135. /**
  102136. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  102137. */
  102138. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  102139. /** Callback called when a pointer move is detected */
  102140. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  102141. /** Callback called when a pointer down is detected */
  102142. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  102143. /** Callback called when a pointer up is detected */
  102144. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  102145. /** Callback called when a pointer pick is detected */
  102146. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  102147. /**
  102148. * 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).
  102149. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  102150. */
  102151. onPrePointerObservable: Observable<PointerInfoPre>;
  102152. /**
  102153. * Observable event triggered each time an input event is received from the rendering canvas
  102154. */
  102155. onPointerObservable: Observable<PointerInfo>;
  102156. /**
  102157. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  102158. */
  102159. readonly unTranslatedPointer: Vector2;
  102160. /**
  102161. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  102162. */
  102163. static DragMovementThreshold: number;
  102164. /**
  102165. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  102166. */
  102167. static LongPressDelay: number;
  102168. /**
  102169. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  102170. */
  102171. static DoubleClickDelay: number;
  102172. /** If you need to check double click without raising a single click at first click, enable this flag */
  102173. static ExclusiveDoubleClickMode: boolean;
  102174. /** @hidden */
  102175. _mirroredCameraPosition: Nullable<Vector3>;
  102176. /**
  102177. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  102178. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  102179. */
  102180. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  102181. /**
  102182. * Observable event triggered each time an keyboard event is received from the hosting window
  102183. */
  102184. onKeyboardObservable: Observable<KeyboardInfo>;
  102185. private _useRightHandedSystem;
  102186. /**
  102187. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  102188. */
  102189. useRightHandedSystem: boolean;
  102190. private _timeAccumulator;
  102191. private _currentStepId;
  102192. private _currentInternalStep;
  102193. /**
  102194. * Sets the step Id used by deterministic lock step
  102195. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102196. * @param newStepId defines the step Id
  102197. */
  102198. setStepId(newStepId: number): void;
  102199. /**
  102200. * Gets the step Id used by deterministic lock step
  102201. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102202. * @returns the step Id
  102203. */
  102204. getStepId(): number;
  102205. /**
  102206. * Gets the internal step used by deterministic lock step
  102207. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102208. * @returns the internal step
  102209. */
  102210. getInternalStep(): number;
  102211. private _fogEnabled;
  102212. /**
  102213. * Gets or sets a boolean indicating if fog is enabled on this scene
  102214. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102215. * (Default is true)
  102216. */
  102217. fogEnabled: boolean;
  102218. private _fogMode;
  102219. /**
  102220. * Gets or sets the fog mode to use
  102221. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102222. * | mode | value |
  102223. * | --- | --- |
  102224. * | FOGMODE_NONE | 0 |
  102225. * | FOGMODE_EXP | 1 |
  102226. * | FOGMODE_EXP2 | 2 |
  102227. * | FOGMODE_LINEAR | 3 |
  102228. */
  102229. fogMode: number;
  102230. /**
  102231. * Gets or sets the fog color to use
  102232. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102233. * (Default is Color3(0.2, 0.2, 0.3))
  102234. */
  102235. fogColor: Color3;
  102236. /**
  102237. * Gets or sets the fog density to use
  102238. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102239. * (Default is 0.1)
  102240. */
  102241. fogDensity: number;
  102242. /**
  102243. * Gets or sets the fog start distance to use
  102244. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102245. * (Default is 0)
  102246. */
  102247. fogStart: number;
  102248. /**
  102249. * Gets or sets the fog end distance to use
  102250. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102251. * (Default is 1000)
  102252. */
  102253. fogEnd: number;
  102254. private _shadowsEnabled;
  102255. /**
  102256. * Gets or sets a boolean indicating if shadows are enabled on this scene
  102257. */
  102258. shadowsEnabled: boolean;
  102259. private _lightsEnabled;
  102260. /**
  102261. * Gets or sets a boolean indicating if lights are enabled on this scene
  102262. */
  102263. lightsEnabled: boolean;
  102264. /** All of the active cameras added to this scene. */
  102265. activeCameras: Camera[];
  102266. /** @hidden */
  102267. _activeCamera: Nullable<Camera>;
  102268. /** Gets or sets the current active camera */
  102269. activeCamera: Nullable<Camera>;
  102270. private _defaultMaterial;
  102271. /** The default material used on meshes when no material is affected */
  102272. /** The default material used on meshes when no material is affected */
  102273. defaultMaterial: Material;
  102274. private _texturesEnabled;
  102275. /**
  102276. * Gets or sets a boolean indicating if textures are enabled on this scene
  102277. */
  102278. texturesEnabled: boolean;
  102279. /**
  102280. * Gets or sets a boolean indicating if particles are enabled on this scene
  102281. */
  102282. particlesEnabled: boolean;
  102283. /**
  102284. * Gets or sets a boolean indicating if sprites are enabled on this scene
  102285. */
  102286. spritesEnabled: boolean;
  102287. private _skeletonsEnabled;
  102288. /**
  102289. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  102290. */
  102291. skeletonsEnabled: boolean;
  102292. /**
  102293. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  102294. */
  102295. lensFlaresEnabled: boolean;
  102296. /**
  102297. * Gets or sets a boolean indicating if collisions are enabled on this scene
  102298. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  102299. */
  102300. collisionsEnabled: boolean;
  102301. private _collisionCoordinator;
  102302. /** @hidden */
  102303. readonly collisionCoordinator: ICollisionCoordinator;
  102304. /**
  102305. * Defines the gravity applied to this scene (used only for collisions)
  102306. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  102307. */
  102308. gravity: Vector3;
  102309. /**
  102310. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  102311. */
  102312. postProcessesEnabled: boolean;
  102313. /**
  102314. * The list of postprocesses added to the scene
  102315. */
  102316. postProcesses: PostProcess[];
  102317. /**
  102318. * Gets the current postprocess manager
  102319. */
  102320. postProcessManager: PostProcessManager;
  102321. /**
  102322. * Gets or sets a boolean indicating if render targets are enabled on this scene
  102323. */
  102324. renderTargetsEnabled: boolean;
  102325. /**
  102326. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  102327. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  102328. */
  102329. dumpNextRenderTargets: boolean;
  102330. /**
  102331. * The list of user defined render targets added to the scene
  102332. */
  102333. customRenderTargets: RenderTargetTexture[];
  102334. /**
  102335. * Defines if texture loading must be delayed
  102336. * If true, textures will only be loaded when they need to be rendered
  102337. */
  102338. useDelayedTextureLoading: boolean;
  102339. /**
  102340. * Gets the list of meshes imported to the scene through SceneLoader
  102341. */
  102342. importedMeshesFiles: String[];
  102343. /**
  102344. * Gets or sets a boolean indicating if probes are enabled on this scene
  102345. */
  102346. probesEnabled: boolean;
  102347. /**
  102348. * Gets or sets the current offline provider to use to store scene data
  102349. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  102350. */
  102351. offlineProvider: IOfflineProvider;
  102352. /**
  102353. * Gets or sets the action manager associated with the scene
  102354. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  102355. */
  102356. actionManager: AbstractActionManager;
  102357. private _meshesForIntersections;
  102358. /**
  102359. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  102360. */
  102361. proceduralTexturesEnabled: boolean;
  102362. private _engine;
  102363. private _totalVertices;
  102364. /** @hidden */
  102365. _activeIndices: PerfCounter;
  102366. /** @hidden */
  102367. _activeParticles: PerfCounter;
  102368. /** @hidden */
  102369. _activeBones: PerfCounter;
  102370. private _animationRatio;
  102371. /** @hidden */
  102372. _animationTimeLast: number;
  102373. /** @hidden */
  102374. _animationTime: number;
  102375. /**
  102376. * Gets or sets a general scale for animation speed
  102377. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  102378. */
  102379. animationTimeScale: number;
  102380. /** @hidden */
  102381. _cachedMaterial: Nullable<Material>;
  102382. /** @hidden */
  102383. _cachedEffect: Nullable<Effect>;
  102384. /** @hidden */
  102385. _cachedVisibility: Nullable<number>;
  102386. private _renderId;
  102387. private _frameId;
  102388. private _executeWhenReadyTimeoutId;
  102389. private _intermediateRendering;
  102390. private _viewUpdateFlag;
  102391. private _projectionUpdateFlag;
  102392. /** @hidden */
  102393. _toBeDisposed: Nullable<IDisposable>[];
  102394. private _activeRequests;
  102395. /** @hidden */
  102396. _pendingData: any[];
  102397. private _isDisposed;
  102398. /**
  102399. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  102400. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  102401. */
  102402. dispatchAllSubMeshesOfActiveMeshes: boolean;
  102403. private _activeMeshes;
  102404. private _processedMaterials;
  102405. private _renderTargets;
  102406. /** @hidden */
  102407. _activeParticleSystems: SmartArray<IParticleSystem>;
  102408. private _activeSkeletons;
  102409. private _softwareSkinnedMeshes;
  102410. private _renderingManager;
  102411. /** @hidden */
  102412. _activeAnimatables: Animatable[];
  102413. private _transformMatrix;
  102414. private _sceneUbo;
  102415. /** @hidden */
  102416. _viewMatrix: Matrix;
  102417. private _projectionMatrix;
  102418. /** @hidden */
  102419. _forcedViewPosition: Nullable<Vector3>;
  102420. /** @hidden */
  102421. _frustumPlanes: Plane[];
  102422. /**
  102423. * Gets the list of frustum planes (built from the active camera)
  102424. */
  102425. readonly frustumPlanes: Plane[];
  102426. /**
  102427. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  102428. * This is useful if there are more lights that the maximum simulteanous authorized
  102429. */
  102430. requireLightSorting: boolean;
  102431. /** @hidden */
  102432. readonly useMaterialMeshMap: boolean;
  102433. /** @hidden */
  102434. readonly useClonedMeshhMap: boolean;
  102435. private _externalData;
  102436. private _uid;
  102437. /**
  102438. * @hidden
  102439. * Backing store of defined scene components.
  102440. */
  102441. _components: ISceneComponent[];
  102442. /**
  102443. * @hidden
  102444. * Backing store of defined scene components.
  102445. */
  102446. _serializableComponents: ISceneSerializableComponent[];
  102447. /**
  102448. * List of components to register on the next registration step.
  102449. */
  102450. private _transientComponents;
  102451. /**
  102452. * Registers the transient components if needed.
  102453. */
  102454. private _registerTransientComponents;
  102455. /**
  102456. * @hidden
  102457. * Add a component to the scene.
  102458. * Note that the ccomponent could be registered on th next frame if this is called after
  102459. * the register component stage.
  102460. * @param component Defines the component to add to the scene
  102461. */
  102462. _addComponent(component: ISceneComponent): void;
  102463. /**
  102464. * @hidden
  102465. * Gets a component from the scene.
  102466. * @param name defines the name of the component to retrieve
  102467. * @returns the component or null if not present
  102468. */
  102469. _getComponent(name: string): Nullable<ISceneComponent>;
  102470. /**
  102471. * @hidden
  102472. * Defines the actions happening before camera updates.
  102473. */
  102474. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  102475. /**
  102476. * @hidden
  102477. * Defines the actions happening before clear the canvas.
  102478. */
  102479. _beforeClearStage: Stage<SimpleStageAction>;
  102480. /**
  102481. * @hidden
  102482. * Defines the actions when collecting render targets for the frame.
  102483. */
  102484. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102485. /**
  102486. * @hidden
  102487. * Defines the actions happening for one camera in the frame.
  102488. */
  102489. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102490. /**
  102491. * @hidden
  102492. * Defines the actions happening during the per mesh ready checks.
  102493. */
  102494. _isReadyForMeshStage: Stage<MeshStageAction>;
  102495. /**
  102496. * @hidden
  102497. * Defines the actions happening before evaluate active mesh checks.
  102498. */
  102499. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  102500. /**
  102501. * @hidden
  102502. * Defines the actions happening during the evaluate sub mesh checks.
  102503. */
  102504. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  102505. /**
  102506. * @hidden
  102507. * Defines the actions happening during the active mesh stage.
  102508. */
  102509. _activeMeshStage: Stage<ActiveMeshStageAction>;
  102510. /**
  102511. * @hidden
  102512. * Defines the actions happening during the per camera render target step.
  102513. */
  102514. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  102515. /**
  102516. * @hidden
  102517. * Defines the actions happening just before the active camera is drawing.
  102518. */
  102519. _beforeCameraDrawStage: Stage<CameraStageAction>;
  102520. /**
  102521. * @hidden
  102522. * Defines the actions happening just before a render target is drawing.
  102523. */
  102524. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102525. /**
  102526. * @hidden
  102527. * Defines the actions happening just before a rendering group is drawing.
  102528. */
  102529. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102530. /**
  102531. * @hidden
  102532. * Defines the actions happening just before a mesh is drawing.
  102533. */
  102534. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102535. /**
  102536. * @hidden
  102537. * Defines the actions happening just after a mesh has been drawn.
  102538. */
  102539. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102540. /**
  102541. * @hidden
  102542. * Defines the actions happening just after a rendering group has been drawn.
  102543. */
  102544. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102545. /**
  102546. * @hidden
  102547. * Defines the actions happening just after the active camera has been drawn.
  102548. */
  102549. _afterCameraDrawStage: Stage<CameraStageAction>;
  102550. /**
  102551. * @hidden
  102552. * Defines the actions happening just after a render target has been drawn.
  102553. */
  102554. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102555. /**
  102556. * @hidden
  102557. * Defines the actions happening just after rendering all cameras and computing intersections.
  102558. */
  102559. _afterRenderStage: Stage<SimpleStageAction>;
  102560. /**
  102561. * @hidden
  102562. * Defines the actions happening when a pointer move event happens.
  102563. */
  102564. _pointerMoveStage: Stage<PointerMoveStageAction>;
  102565. /**
  102566. * @hidden
  102567. * Defines the actions happening when a pointer down event happens.
  102568. */
  102569. _pointerDownStage: Stage<PointerUpDownStageAction>;
  102570. /**
  102571. * @hidden
  102572. * Defines the actions happening when a pointer up event happens.
  102573. */
  102574. _pointerUpStage: Stage<PointerUpDownStageAction>;
  102575. /**
  102576. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  102577. */
  102578. private geometriesByUniqueId;
  102579. /**
  102580. * Creates a new Scene
  102581. * @param engine defines the engine to use to render this scene
  102582. * @param options defines the scene options
  102583. */
  102584. constructor(engine: Engine, options?: SceneOptions);
  102585. /**
  102586. * Gets a string idenfifying the name of the class
  102587. * @returns "Scene" string
  102588. */
  102589. getClassName(): string;
  102590. private _defaultMeshCandidates;
  102591. /**
  102592. * @hidden
  102593. */
  102594. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  102595. private _defaultSubMeshCandidates;
  102596. /**
  102597. * @hidden
  102598. */
  102599. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  102600. /**
  102601. * Sets the default candidate providers for the scene.
  102602. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  102603. * and getCollidingSubMeshCandidates to their default function
  102604. */
  102605. setDefaultCandidateProviders(): void;
  102606. /**
  102607. * Gets the mesh that is currently under the pointer
  102608. */
  102609. readonly meshUnderPointer: Nullable<AbstractMesh>;
  102610. /**
  102611. * Gets or sets the current on-screen X position of the pointer
  102612. */
  102613. pointerX: number;
  102614. /**
  102615. * Gets or sets the current on-screen Y position of the pointer
  102616. */
  102617. pointerY: number;
  102618. /**
  102619. * Gets the cached material (ie. the latest rendered one)
  102620. * @returns the cached material
  102621. */
  102622. getCachedMaterial(): Nullable<Material>;
  102623. /**
  102624. * Gets the cached effect (ie. the latest rendered one)
  102625. * @returns the cached effect
  102626. */
  102627. getCachedEffect(): Nullable<Effect>;
  102628. /**
  102629. * Gets the cached visibility state (ie. the latest rendered one)
  102630. * @returns the cached visibility state
  102631. */
  102632. getCachedVisibility(): Nullable<number>;
  102633. /**
  102634. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  102635. * @param material defines the current material
  102636. * @param effect defines the current effect
  102637. * @param visibility defines the current visibility state
  102638. * @returns true if one parameter is not cached
  102639. */
  102640. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  102641. /**
  102642. * Gets the engine associated with the scene
  102643. * @returns an Engine
  102644. */
  102645. getEngine(): Engine;
  102646. /**
  102647. * Gets the total number of vertices rendered per frame
  102648. * @returns the total number of vertices rendered per frame
  102649. */
  102650. getTotalVertices(): number;
  102651. /**
  102652. * Gets the performance counter for total vertices
  102653. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102654. */
  102655. readonly totalVerticesPerfCounter: PerfCounter;
  102656. /**
  102657. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  102658. * @returns the total number of active indices rendered per frame
  102659. */
  102660. getActiveIndices(): number;
  102661. /**
  102662. * Gets the performance counter for active indices
  102663. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102664. */
  102665. readonly totalActiveIndicesPerfCounter: PerfCounter;
  102666. /**
  102667. * Gets the total number of active particles rendered per frame
  102668. * @returns the total number of active particles rendered per frame
  102669. */
  102670. getActiveParticles(): number;
  102671. /**
  102672. * Gets the performance counter for active particles
  102673. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102674. */
  102675. readonly activeParticlesPerfCounter: PerfCounter;
  102676. /**
  102677. * Gets the total number of active bones rendered per frame
  102678. * @returns the total number of active bones rendered per frame
  102679. */
  102680. getActiveBones(): number;
  102681. /**
  102682. * Gets the performance counter for active bones
  102683. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102684. */
  102685. readonly activeBonesPerfCounter: PerfCounter;
  102686. /**
  102687. * Gets the array of active meshes
  102688. * @returns an array of AbstractMesh
  102689. */
  102690. getActiveMeshes(): SmartArray<AbstractMesh>;
  102691. /**
  102692. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  102693. * @returns a number
  102694. */
  102695. getAnimationRatio(): number;
  102696. /**
  102697. * Gets an unique Id for the current render phase
  102698. * @returns a number
  102699. */
  102700. getRenderId(): number;
  102701. /**
  102702. * Gets an unique Id for the current frame
  102703. * @returns a number
  102704. */
  102705. getFrameId(): number;
  102706. /** Call this function if you want to manually increment the render Id*/
  102707. incrementRenderId(): void;
  102708. private _createUbo;
  102709. /**
  102710. * Use this method to simulate a pointer move on a mesh
  102711. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102712. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102713. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102714. * @returns the current scene
  102715. */
  102716. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  102717. /**
  102718. * Use this method to simulate a pointer down on a mesh
  102719. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102720. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102721. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102722. * @returns the current scene
  102723. */
  102724. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  102725. /**
  102726. * Use this method to simulate a pointer up on a mesh
  102727. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102728. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102729. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102730. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  102731. * @returns the current scene
  102732. */
  102733. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  102734. /**
  102735. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  102736. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  102737. * @returns true if the pointer was captured
  102738. */
  102739. isPointerCaptured(pointerId?: number): boolean;
  102740. /**
  102741. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  102742. * @param attachUp defines if you want to attach events to pointerup
  102743. * @param attachDown defines if you want to attach events to pointerdown
  102744. * @param attachMove defines if you want to attach events to pointermove
  102745. */
  102746. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  102747. /** Detaches all event handlers*/
  102748. detachControl(): void;
  102749. /**
  102750. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  102751. * Delay loaded resources are not taking in account
  102752. * @return true if all required resources are ready
  102753. */
  102754. isReady(): boolean;
  102755. /** Resets all cached information relative to material (including effect and visibility) */
  102756. resetCachedMaterial(): void;
  102757. /**
  102758. * Registers a function to be called before every frame render
  102759. * @param func defines the function to register
  102760. */
  102761. registerBeforeRender(func: () => void): void;
  102762. /**
  102763. * Unregisters a function called before every frame render
  102764. * @param func defines the function to unregister
  102765. */
  102766. unregisterBeforeRender(func: () => void): void;
  102767. /**
  102768. * Registers a function to be called after every frame render
  102769. * @param func defines the function to register
  102770. */
  102771. registerAfterRender(func: () => void): void;
  102772. /**
  102773. * Unregisters a function called after every frame render
  102774. * @param func defines the function to unregister
  102775. */
  102776. unregisterAfterRender(func: () => void): void;
  102777. private _executeOnceBeforeRender;
  102778. /**
  102779. * The provided function will run before render once and will be disposed afterwards.
  102780. * A timeout delay can be provided so that the function will be executed in N ms.
  102781. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  102782. * @param func The function to be executed.
  102783. * @param timeout optional delay in ms
  102784. */
  102785. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  102786. /** @hidden */
  102787. _addPendingData(data: any): void;
  102788. /** @hidden */
  102789. _removePendingData(data: any): void;
  102790. /**
  102791. * Returns the number of items waiting to be loaded
  102792. * @returns the number of items waiting to be loaded
  102793. */
  102794. getWaitingItemsCount(): number;
  102795. /**
  102796. * Returns a boolean indicating if the scene is still loading data
  102797. */
  102798. readonly isLoading: boolean;
  102799. /**
  102800. * Registers a function to be executed when the scene is ready
  102801. * @param {Function} func - the function to be executed
  102802. */
  102803. executeWhenReady(func: () => void): void;
  102804. /**
  102805. * Returns a promise that resolves when the scene is ready
  102806. * @returns A promise that resolves when the scene is ready
  102807. */
  102808. whenReadyAsync(): Promise<void>;
  102809. /** @hidden */
  102810. _checkIsReady(): void;
  102811. /**
  102812. * Gets all animatable attached to the scene
  102813. */
  102814. readonly animatables: Animatable[];
  102815. /**
  102816. * Resets the last animation time frame.
  102817. * Useful to override when animations start running when loading a scene for the first time.
  102818. */
  102819. resetLastAnimationTimeFrame(): void;
  102820. /**
  102821. * Gets the current view matrix
  102822. * @returns a Matrix
  102823. */
  102824. getViewMatrix(): Matrix;
  102825. /**
  102826. * Gets the current projection matrix
  102827. * @returns a Matrix
  102828. */
  102829. getProjectionMatrix(): Matrix;
  102830. /**
  102831. * Gets the current transform matrix
  102832. * @returns a Matrix made of View * Projection
  102833. */
  102834. getTransformMatrix(): Matrix;
  102835. /**
  102836. * Sets the current transform matrix
  102837. * @param viewL defines the View matrix to use
  102838. * @param projectionL defines the Projection matrix to use
  102839. * @param viewR defines the right View matrix to use (if provided)
  102840. * @param projectionR defines the right Projection matrix to use (if provided)
  102841. */
  102842. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  102843. /**
  102844. * Gets the uniform buffer used to store scene data
  102845. * @returns a UniformBuffer
  102846. */
  102847. getSceneUniformBuffer(): UniformBuffer;
  102848. /**
  102849. * Gets an unique (relatively to the current scene) Id
  102850. * @returns an unique number for the scene
  102851. */
  102852. getUniqueId(): number;
  102853. /**
  102854. * Add a mesh to the list of scene's meshes
  102855. * @param newMesh defines the mesh to add
  102856. * @param recursive if all child meshes should also be added to the scene
  102857. */
  102858. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  102859. /**
  102860. * Remove a mesh for the list of scene's meshes
  102861. * @param toRemove defines the mesh to remove
  102862. * @param recursive if all child meshes should also be removed from the scene
  102863. * @returns the index where the mesh was in the mesh list
  102864. */
  102865. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  102866. /**
  102867. * Add a transform node to the list of scene's transform nodes
  102868. * @param newTransformNode defines the transform node to add
  102869. */
  102870. addTransformNode(newTransformNode: TransformNode): void;
  102871. /**
  102872. * Remove a transform node for the list of scene's transform nodes
  102873. * @param toRemove defines the transform node to remove
  102874. * @returns the index where the transform node was in the transform node list
  102875. */
  102876. removeTransformNode(toRemove: TransformNode): number;
  102877. /**
  102878. * Remove a skeleton for the list of scene's skeletons
  102879. * @param toRemove defines the skeleton to remove
  102880. * @returns the index where the skeleton was in the skeleton list
  102881. */
  102882. removeSkeleton(toRemove: Skeleton): number;
  102883. /**
  102884. * Remove a morph target for the list of scene's morph targets
  102885. * @param toRemove defines the morph target to remove
  102886. * @returns the index where the morph target was in the morph target list
  102887. */
  102888. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  102889. /**
  102890. * Remove a light for the list of scene's lights
  102891. * @param toRemove defines the light to remove
  102892. * @returns the index where the light was in the light list
  102893. */
  102894. removeLight(toRemove: Light): number;
  102895. /**
  102896. * Remove a camera for the list of scene's cameras
  102897. * @param toRemove defines the camera to remove
  102898. * @returns the index where the camera was in the camera list
  102899. */
  102900. removeCamera(toRemove: Camera): number;
  102901. /**
  102902. * Remove a particle system for the list of scene's particle systems
  102903. * @param toRemove defines the particle system to remove
  102904. * @returns the index where the particle system was in the particle system list
  102905. */
  102906. removeParticleSystem(toRemove: IParticleSystem): number;
  102907. /**
  102908. * Remove a animation for the list of scene's animations
  102909. * @param toRemove defines the animation to remove
  102910. * @returns the index where the animation was in the animation list
  102911. */
  102912. removeAnimation(toRemove: Animation): number;
  102913. /**
  102914. * Will stop the animation of the given target
  102915. * @param target - the target
  102916. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  102917. * @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)
  102918. */
  102919. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  102920. /**
  102921. * Removes the given animation group from this scene.
  102922. * @param toRemove The animation group to remove
  102923. * @returns The index of the removed animation group
  102924. */
  102925. removeAnimationGroup(toRemove: AnimationGroup): number;
  102926. /**
  102927. * Removes the given multi-material from this scene.
  102928. * @param toRemove The multi-material to remove
  102929. * @returns The index of the removed multi-material
  102930. */
  102931. removeMultiMaterial(toRemove: MultiMaterial): number;
  102932. /**
  102933. * Removes the given material from this scene.
  102934. * @param toRemove The material to remove
  102935. * @returns The index of the removed material
  102936. */
  102937. removeMaterial(toRemove: Material): number;
  102938. /**
  102939. * Removes the given action manager from this scene.
  102940. * @param toRemove The action manager to remove
  102941. * @returns The index of the removed action manager
  102942. */
  102943. removeActionManager(toRemove: AbstractActionManager): number;
  102944. /**
  102945. * Removes the given texture from this scene.
  102946. * @param toRemove The texture to remove
  102947. * @returns The index of the removed texture
  102948. */
  102949. removeTexture(toRemove: BaseTexture): number;
  102950. /**
  102951. * Adds the given light to this scene
  102952. * @param newLight The light to add
  102953. */
  102954. addLight(newLight: Light): void;
  102955. /**
  102956. * Sorts the list list based on light priorities
  102957. */
  102958. sortLightsByPriority(): void;
  102959. /**
  102960. * Adds the given camera to this scene
  102961. * @param newCamera The camera to add
  102962. */
  102963. addCamera(newCamera: Camera): void;
  102964. /**
  102965. * Adds the given skeleton to this scene
  102966. * @param newSkeleton The skeleton to add
  102967. */
  102968. addSkeleton(newSkeleton: Skeleton): void;
  102969. /**
  102970. * Adds the given particle system to this scene
  102971. * @param newParticleSystem The particle system to add
  102972. */
  102973. addParticleSystem(newParticleSystem: IParticleSystem): void;
  102974. /**
  102975. * Adds the given animation to this scene
  102976. * @param newAnimation The animation to add
  102977. */
  102978. addAnimation(newAnimation: Animation): void;
  102979. /**
  102980. * Adds the given animation group to this scene.
  102981. * @param newAnimationGroup The animation group to add
  102982. */
  102983. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  102984. /**
  102985. * Adds the given multi-material to this scene
  102986. * @param newMultiMaterial The multi-material to add
  102987. */
  102988. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  102989. /**
  102990. * Adds the given material to this scene
  102991. * @param newMaterial The material to add
  102992. */
  102993. addMaterial(newMaterial: Material): void;
  102994. /**
  102995. * Adds the given morph target to this scene
  102996. * @param newMorphTargetManager The morph target to add
  102997. */
  102998. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  102999. /**
  103000. * Adds the given geometry to this scene
  103001. * @param newGeometry The geometry to add
  103002. */
  103003. addGeometry(newGeometry: Geometry): void;
  103004. /**
  103005. * Adds the given action manager to this scene
  103006. * @param newActionManager The action manager to add
  103007. */
  103008. addActionManager(newActionManager: AbstractActionManager): void;
  103009. /**
  103010. * Adds the given texture to this scene.
  103011. * @param newTexture The texture to add
  103012. */
  103013. addTexture(newTexture: BaseTexture): void;
  103014. /**
  103015. * Switch active camera
  103016. * @param newCamera defines the new active camera
  103017. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  103018. */
  103019. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  103020. /**
  103021. * sets the active camera of the scene using its ID
  103022. * @param id defines the camera's ID
  103023. * @return the new active camera or null if none found.
  103024. */
  103025. setActiveCameraByID(id: string): Nullable<Camera>;
  103026. /**
  103027. * sets the active camera of the scene using its name
  103028. * @param name defines the camera's name
  103029. * @returns the new active camera or null if none found.
  103030. */
  103031. setActiveCameraByName(name: string): Nullable<Camera>;
  103032. /**
  103033. * get an animation group using its name
  103034. * @param name defines the material's name
  103035. * @return the animation group or null if none found.
  103036. */
  103037. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  103038. /**
  103039. * Get a material using its unique id
  103040. * @param uniqueId defines the material's unique id
  103041. * @return the material or null if none found.
  103042. */
  103043. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  103044. /**
  103045. * get a material using its id
  103046. * @param id defines the material's ID
  103047. * @return the material or null if none found.
  103048. */
  103049. getMaterialByID(id: string): Nullable<Material>;
  103050. /**
  103051. * Gets a the last added material using a given id
  103052. * @param id defines the material's ID
  103053. * @return the last material with the given id or null if none found.
  103054. */
  103055. getLastMaterialByID(id: string): Nullable<Material>;
  103056. /**
  103057. * Gets a material using its name
  103058. * @param name defines the material's name
  103059. * @return the material or null if none found.
  103060. */
  103061. getMaterialByName(name: string): Nullable<Material>;
  103062. /**
  103063. * Get a texture using its unique id
  103064. * @param uniqueId defines the texture's unique id
  103065. * @return the texture or null if none found.
  103066. */
  103067. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  103068. /**
  103069. * Gets a camera using its id
  103070. * @param id defines the id to look for
  103071. * @returns the camera or null if not found
  103072. */
  103073. getCameraByID(id: string): Nullable<Camera>;
  103074. /**
  103075. * Gets a camera using its unique id
  103076. * @param uniqueId defines the unique id to look for
  103077. * @returns the camera or null if not found
  103078. */
  103079. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  103080. /**
  103081. * Gets a camera using its name
  103082. * @param name defines the camera's name
  103083. * @return the camera or null if none found.
  103084. */
  103085. getCameraByName(name: string): Nullable<Camera>;
  103086. /**
  103087. * Gets a bone using its id
  103088. * @param id defines the bone's id
  103089. * @return the bone or null if not found
  103090. */
  103091. getBoneByID(id: string): Nullable<Bone>;
  103092. /**
  103093. * Gets a bone using its id
  103094. * @param name defines the bone's name
  103095. * @return the bone or null if not found
  103096. */
  103097. getBoneByName(name: string): Nullable<Bone>;
  103098. /**
  103099. * Gets a light node using its name
  103100. * @param name defines the the light's name
  103101. * @return the light or null if none found.
  103102. */
  103103. getLightByName(name: string): Nullable<Light>;
  103104. /**
  103105. * Gets a light node using its id
  103106. * @param id defines the light's id
  103107. * @return the light or null if none found.
  103108. */
  103109. getLightByID(id: string): Nullable<Light>;
  103110. /**
  103111. * Gets a light node using its scene-generated unique ID
  103112. * @param uniqueId defines the light's unique id
  103113. * @return the light or null if none found.
  103114. */
  103115. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  103116. /**
  103117. * Gets a particle system by id
  103118. * @param id defines the particle system id
  103119. * @return the corresponding system or null if none found
  103120. */
  103121. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  103122. /**
  103123. * Gets a geometry using its ID
  103124. * @param id defines the geometry's id
  103125. * @return the geometry or null if none found.
  103126. */
  103127. getGeometryByID(id: string): Nullable<Geometry>;
  103128. private _getGeometryByUniqueID;
  103129. /**
  103130. * Add a new geometry to this scene
  103131. * @param geometry defines the geometry to be added to the scene.
  103132. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  103133. * @return a boolean defining if the geometry was added or not
  103134. */
  103135. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  103136. /**
  103137. * Removes an existing geometry
  103138. * @param geometry defines the geometry to be removed from the scene
  103139. * @return a boolean defining if the geometry was removed or not
  103140. */
  103141. removeGeometry(geometry: Geometry): boolean;
  103142. /**
  103143. * Gets the list of geometries attached to the scene
  103144. * @returns an array of Geometry
  103145. */
  103146. getGeometries(): Geometry[];
  103147. /**
  103148. * Gets the first added mesh found of a given ID
  103149. * @param id defines the id to search for
  103150. * @return the mesh found or null if not found at all
  103151. */
  103152. getMeshByID(id: string): Nullable<AbstractMesh>;
  103153. /**
  103154. * Gets a list of meshes using their id
  103155. * @param id defines the id to search for
  103156. * @returns a list of meshes
  103157. */
  103158. getMeshesByID(id: string): Array<AbstractMesh>;
  103159. /**
  103160. * Gets the first added transform node found of a given ID
  103161. * @param id defines the id to search for
  103162. * @return the found transform node or null if not found at all.
  103163. */
  103164. getTransformNodeByID(id: string): Nullable<TransformNode>;
  103165. /**
  103166. * Gets a transform node with its auto-generated unique id
  103167. * @param uniqueId efines the unique id to search for
  103168. * @return the found transform node or null if not found at all.
  103169. */
  103170. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  103171. /**
  103172. * Gets a list of transform nodes using their id
  103173. * @param id defines the id to search for
  103174. * @returns a list of transform nodes
  103175. */
  103176. getTransformNodesByID(id: string): Array<TransformNode>;
  103177. /**
  103178. * Gets a mesh with its auto-generated unique id
  103179. * @param uniqueId defines the unique id to search for
  103180. * @return the found mesh or null if not found at all.
  103181. */
  103182. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  103183. /**
  103184. * Gets a the last added mesh using a given id
  103185. * @param id defines the id to search for
  103186. * @return the found mesh or null if not found at all.
  103187. */
  103188. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  103189. /**
  103190. * Gets a the last added node (Mesh, Camera, Light) using a given id
  103191. * @param id defines the id to search for
  103192. * @return the found node or null if not found at all
  103193. */
  103194. getLastEntryByID(id: string): Nullable<Node>;
  103195. /**
  103196. * Gets a node (Mesh, Camera, Light) using a given id
  103197. * @param id defines the id to search for
  103198. * @return the found node or null if not found at all
  103199. */
  103200. getNodeByID(id: string): Nullable<Node>;
  103201. /**
  103202. * Gets a node (Mesh, Camera, Light) using a given name
  103203. * @param name defines the name to search for
  103204. * @return the found node or null if not found at all.
  103205. */
  103206. getNodeByName(name: string): Nullable<Node>;
  103207. /**
  103208. * Gets a mesh using a given name
  103209. * @param name defines the name to search for
  103210. * @return the found mesh or null if not found at all.
  103211. */
  103212. getMeshByName(name: string): Nullable<AbstractMesh>;
  103213. /**
  103214. * Gets a transform node using a given name
  103215. * @param name defines the name to search for
  103216. * @return the found transform node or null if not found at all.
  103217. */
  103218. getTransformNodeByName(name: string): Nullable<TransformNode>;
  103219. /**
  103220. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  103221. * @param id defines the id to search for
  103222. * @return the found skeleton or null if not found at all.
  103223. */
  103224. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  103225. /**
  103226. * Gets a skeleton using a given auto generated unique id
  103227. * @param uniqueId defines the unique id to search for
  103228. * @return the found skeleton or null if not found at all.
  103229. */
  103230. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  103231. /**
  103232. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  103233. * @param id defines the id to search for
  103234. * @return the found skeleton or null if not found at all.
  103235. */
  103236. getSkeletonById(id: string): Nullable<Skeleton>;
  103237. /**
  103238. * Gets a skeleton using a given name
  103239. * @param name defines the name to search for
  103240. * @return the found skeleton or null if not found at all.
  103241. */
  103242. getSkeletonByName(name: string): Nullable<Skeleton>;
  103243. /**
  103244. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  103245. * @param id defines the id to search for
  103246. * @return the found morph target manager or null if not found at all.
  103247. */
  103248. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  103249. /**
  103250. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  103251. * @param id defines the id to search for
  103252. * @return the found morph target or null if not found at all.
  103253. */
  103254. getMorphTargetById(id: string): Nullable<MorphTarget>;
  103255. /**
  103256. * Gets a boolean indicating if the given mesh is active
  103257. * @param mesh defines the mesh to look for
  103258. * @returns true if the mesh is in the active list
  103259. */
  103260. isActiveMesh(mesh: AbstractMesh): boolean;
  103261. /**
  103262. * Return a unique id as a string which can serve as an identifier for the scene
  103263. */
  103264. readonly uid: string;
  103265. /**
  103266. * Add an externaly attached data from its key.
  103267. * This method call will fail and return false, if such key already exists.
  103268. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  103269. * @param key the unique key that identifies the data
  103270. * @param data the data object to associate to the key for this Engine instance
  103271. * @return true if no such key were already present and the data was added successfully, false otherwise
  103272. */
  103273. addExternalData<T>(key: string, data: T): boolean;
  103274. /**
  103275. * Get an externaly attached data from its key
  103276. * @param key the unique key that identifies the data
  103277. * @return the associated data, if present (can be null), or undefined if not present
  103278. */
  103279. getExternalData<T>(key: string): Nullable<T>;
  103280. /**
  103281. * Get an externaly attached data from its key, create it using a factory if it's not already present
  103282. * @param key the unique key that identifies the data
  103283. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  103284. * @return the associated data, can be null if the factory returned null.
  103285. */
  103286. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  103287. /**
  103288. * Remove an externaly attached data from the Engine instance
  103289. * @param key the unique key that identifies the data
  103290. * @return true if the data was successfully removed, false if it doesn't exist
  103291. */
  103292. removeExternalData(key: string): boolean;
  103293. private _evaluateSubMesh;
  103294. /**
  103295. * Clear the processed materials smart array preventing retention point in material dispose.
  103296. */
  103297. freeProcessedMaterials(): void;
  103298. private _preventFreeActiveMeshesAndRenderingGroups;
  103299. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  103300. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  103301. * when disposing several meshes in a row or a hierarchy of meshes.
  103302. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  103303. */
  103304. blockfreeActiveMeshesAndRenderingGroups: boolean;
  103305. /**
  103306. * Clear the active meshes smart array preventing retention point in mesh dispose.
  103307. */
  103308. freeActiveMeshes(): void;
  103309. /**
  103310. * Clear the info related to rendering groups preventing retention points during dispose.
  103311. */
  103312. freeRenderingGroups(): void;
  103313. /** @hidden */
  103314. _isInIntermediateRendering(): boolean;
  103315. /**
  103316. * Lambda returning the list of potentially active meshes.
  103317. */
  103318. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  103319. /**
  103320. * Lambda returning the list of potentially active sub meshes.
  103321. */
  103322. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  103323. /**
  103324. * Lambda returning the list of potentially intersecting sub meshes.
  103325. */
  103326. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  103327. /**
  103328. * Lambda returning the list of potentially colliding sub meshes.
  103329. */
  103330. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  103331. private _activeMeshesFrozen;
  103332. private _skipEvaluateActiveMeshesCompletely;
  103333. /**
  103334. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  103335. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  103336. * @returns the current scene
  103337. */
  103338. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  103339. /**
  103340. * Use this function to restart evaluating active meshes on every frame
  103341. * @returns the current scene
  103342. */
  103343. unfreezeActiveMeshes(): Scene;
  103344. private _evaluateActiveMeshes;
  103345. private _activeMesh;
  103346. /**
  103347. * Update the transform matrix to update from the current active camera
  103348. * @param force defines a boolean used to force the update even if cache is up to date
  103349. */
  103350. updateTransformMatrix(force?: boolean): void;
  103351. private _bindFrameBuffer;
  103352. /** @hidden */
  103353. _allowPostProcessClearColor: boolean;
  103354. /** @hidden */
  103355. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  103356. private _processSubCameras;
  103357. private _checkIntersections;
  103358. /** @hidden */
  103359. _advancePhysicsEngineStep(step: number): void;
  103360. /**
  103361. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  103362. */
  103363. getDeterministicFrameTime: () => number;
  103364. /** @hidden */
  103365. _animate(): void;
  103366. /** Execute all animations (for a frame) */
  103367. animate(): void;
  103368. /**
  103369. * Render the scene
  103370. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  103371. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  103372. */
  103373. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  103374. /**
  103375. * Freeze all materials
  103376. * A frozen material will not be updatable but should be faster to render
  103377. */
  103378. freezeMaterials(): void;
  103379. /**
  103380. * Unfreeze all materials
  103381. * A frozen material will not be updatable but should be faster to render
  103382. */
  103383. unfreezeMaterials(): void;
  103384. /**
  103385. * Releases all held ressources
  103386. */
  103387. dispose(): void;
  103388. /**
  103389. * Gets if the scene is already disposed
  103390. */
  103391. readonly isDisposed: boolean;
  103392. /**
  103393. * Call this function to reduce memory footprint of the scene.
  103394. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  103395. */
  103396. clearCachedVertexData(): void;
  103397. /**
  103398. * This function will remove the local cached buffer data from texture.
  103399. * It will save memory but will prevent the texture from being rebuilt
  103400. */
  103401. cleanCachedTextureBuffer(): void;
  103402. /**
  103403. * Get the world extend vectors with an optional filter
  103404. *
  103405. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  103406. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  103407. */
  103408. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  103409. min: Vector3;
  103410. max: Vector3;
  103411. };
  103412. /**
  103413. * Creates a ray that can be used to pick in the scene
  103414. * @param x defines the x coordinate of the origin (on-screen)
  103415. * @param y defines the y coordinate of the origin (on-screen)
  103416. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103417. * @param camera defines the camera to use for the picking
  103418. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103419. * @returns a Ray
  103420. */
  103421. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  103422. /**
  103423. * Creates a ray that can be used to pick in the scene
  103424. * @param x defines the x coordinate of the origin (on-screen)
  103425. * @param y defines the y coordinate of the origin (on-screen)
  103426. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103427. * @param result defines the ray where to store the picking ray
  103428. * @param camera defines the camera to use for the picking
  103429. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103430. * @returns the current scene
  103431. */
  103432. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  103433. /**
  103434. * Creates a ray that can be used to pick in the scene
  103435. * @param x defines the x coordinate of the origin (on-screen)
  103436. * @param y defines the y coordinate of the origin (on-screen)
  103437. * @param camera defines the camera to use for the picking
  103438. * @returns a Ray
  103439. */
  103440. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  103441. /**
  103442. * Creates a ray that can be used to pick in the scene
  103443. * @param x defines the x coordinate of the origin (on-screen)
  103444. * @param y defines the y coordinate of the origin (on-screen)
  103445. * @param result defines the ray where to store the picking ray
  103446. * @param camera defines the camera to use for the picking
  103447. * @returns the current scene
  103448. */
  103449. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  103450. /** Launch a ray to try to pick a mesh in the scene
  103451. * @param x position on screen
  103452. * @param y position on screen
  103453. * @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
  103454. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  103455. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103456. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103457. * @returns a PickingInfo
  103458. */
  103459. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103460. /** Use the given ray to pick a mesh in the scene
  103461. * @param ray The ray to use to pick meshes
  103462. * @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
  103463. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  103464. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103465. * @returns a PickingInfo
  103466. */
  103467. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103468. /**
  103469. * Launch a ray to try to pick a mesh in the scene
  103470. * @param x X position on screen
  103471. * @param y Y position on screen
  103472. * @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
  103473. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103474. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103475. * @returns an array of PickingInfo
  103476. */
  103477. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103478. /**
  103479. * Launch a ray to try to pick a mesh in the scene
  103480. * @param ray Ray to use
  103481. * @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
  103482. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103483. * @returns an array of PickingInfo
  103484. */
  103485. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103486. /**
  103487. * Force the value of meshUnderPointer
  103488. * @param mesh defines the mesh to use
  103489. */
  103490. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  103491. /**
  103492. * Gets the mesh under the pointer
  103493. * @returns a Mesh or null if no mesh is under the pointer
  103494. */
  103495. getPointerOverMesh(): Nullable<AbstractMesh>;
  103496. /** @hidden */
  103497. _rebuildGeometries(): void;
  103498. /** @hidden */
  103499. _rebuildTextures(): void;
  103500. private _getByTags;
  103501. /**
  103502. * Get a list of meshes by tags
  103503. * @param tagsQuery defines the tags query to use
  103504. * @param forEach defines a predicate used to filter results
  103505. * @returns an array of Mesh
  103506. */
  103507. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  103508. /**
  103509. * Get a list of cameras by tags
  103510. * @param tagsQuery defines the tags query to use
  103511. * @param forEach defines a predicate used to filter results
  103512. * @returns an array of Camera
  103513. */
  103514. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  103515. /**
  103516. * Get a list of lights by tags
  103517. * @param tagsQuery defines the tags query to use
  103518. * @param forEach defines a predicate used to filter results
  103519. * @returns an array of Light
  103520. */
  103521. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  103522. /**
  103523. * Get a list of materials by tags
  103524. * @param tagsQuery defines the tags query to use
  103525. * @param forEach defines a predicate used to filter results
  103526. * @returns an array of Material
  103527. */
  103528. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  103529. /**
  103530. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  103531. * This allowed control for front to back rendering or reversly depending of the special needs.
  103532. *
  103533. * @param renderingGroupId The rendering group id corresponding to its index
  103534. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  103535. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  103536. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  103537. */
  103538. 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;
  103539. /**
  103540. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  103541. *
  103542. * @param renderingGroupId The rendering group id corresponding to its index
  103543. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  103544. * @param depth Automatically clears depth between groups if true and autoClear is true.
  103545. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  103546. */
  103547. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  103548. /**
  103549. * Gets the current auto clear configuration for one rendering group of the rendering
  103550. * manager.
  103551. * @param index the rendering group index to get the information for
  103552. * @returns The auto clear setup for the requested rendering group
  103553. */
  103554. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  103555. private _blockMaterialDirtyMechanism;
  103556. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  103557. blockMaterialDirtyMechanism: boolean;
  103558. /**
  103559. * Will flag all materials as dirty to trigger new shader compilation
  103560. * @param flag defines the flag used to specify which material part must be marked as dirty
  103561. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  103562. */
  103563. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  103564. /** @hidden */
  103565. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  103566. /** @hidden */
  103567. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103568. /** @hidden */
  103569. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  103570. /** @hidden */
  103571. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  103572. /** @hidden */
  103573. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  103574. /** @hidden */
  103575. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103576. }
  103577. }
  103578. declare module BABYLON {
  103579. /**
  103580. * Set of assets to keep when moving a scene into an asset container.
  103581. */
  103582. export class KeepAssets extends AbstractScene {
  103583. }
  103584. /**
  103585. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  103586. */
  103587. export class InstantiatedEntries {
  103588. /**
  103589. * List of new root nodes (eg. nodes with no parent)
  103590. */
  103591. rootNodes: TransformNode[];
  103592. /**
  103593. * List of new skeletons
  103594. */
  103595. skeletons: Skeleton[];
  103596. /**
  103597. * List of new animation groups
  103598. */
  103599. animationGroups: AnimationGroup[];
  103600. }
  103601. /**
  103602. * Container with a set of assets that can be added or removed from a scene.
  103603. */
  103604. export class AssetContainer extends AbstractScene {
  103605. /**
  103606. * The scene the AssetContainer belongs to.
  103607. */
  103608. scene: Scene;
  103609. /**
  103610. * Instantiates an AssetContainer.
  103611. * @param scene The scene the AssetContainer belongs to.
  103612. */
  103613. constructor(scene: Scene);
  103614. /**
  103615. * Instantiate or clone all meshes and add the new ones to the scene.
  103616. * Skeletons and animation groups will all be cloned
  103617. * @param nameFunction defines an optional function used to get new names for clones
  103618. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  103619. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  103620. */
  103621. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  103622. /**
  103623. * Adds all the assets from the container to the scene.
  103624. */
  103625. addAllToScene(): void;
  103626. /**
  103627. * Removes all the assets in the container from the scene
  103628. */
  103629. removeAllFromScene(): void;
  103630. /**
  103631. * Disposes all the assets in the container
  103632. */
  103633. dispose(): void;
  103634. private _moveAssets;
  103635. /**
  103636. * Removes all the assets contained in the scene and adds them to the container.
  103637. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  103638. */
  103639. moveAllFromScene(keepAssets?: KeepAssets): void;
  103640. /**
  103641. * 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.
  103642. * @returns the root mesh
  103643. */
  103644. createRootMesh(): Mesh;
  103645. }
  103646. }
  103647. declare module BABYLON {
  103648. /**
  103649. * Defines how the parser contract is defined.
  103650. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  103651. */
  103652. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  103653. /**
  103654. * Defines how the individual parser contract is defined.
  103655. * These parser can parse an individual asset
  103656. */
  103657. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  103658. /**
  103659. * Base class of the scene acting as a container for the different elements composing a scene.
  103660. * This class is dynamically extended by the different components of the scene increasing
  103661. * flexibility and reducing coupling
  103662. */
  103663. export abstract class AbstractScene {
  103664. /**
  103665. * Stores the list of available parsers in the application.
  103666. */
  103667. private static _BabylonFileParsers;
  103668. /**
  103669. * Stores the list of available individual parsers in the application.
  103670. */
  103671. private static _IndividualBabylonFileParsers;
  103672. /**
  103673. * Adds a parser in the list of available ones
  103674. * @param name Defines the name of the parser
  103675. * @param parser Defines the parser to add
  103676. */
  103677. static AddParser(name: string, parser: BabylonFileParser): void;
  103678. /**
  103679. * Gets a general parser from the list of avaialble ones
  103680. * @param name Defines the name of the parser
  103681. * @returns the requested parser or null
  103682. */
  103683. static GetParser(name: string): Nullable<BabylonFileParser>;
  103684. /**
  103685. * Adds n individual parser in the list of available ones
  103686. * @param name Defines the name of the parser
  103687. * @param parser Defines the parser to add
  103688. */
  103689. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  103690. /**
  103691. * Gets an individual parser from the list of avaialble ones
  103692. * @param name Defines the name of the parser
  103693. * @returns the requested parser or null
  103694. */
  103695. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  103696. /**
  103697. * Parser json data and populate both a scene and its associated container object
  103698. * @param jsonData Defines the data to parse
  103699. * @param scene Defines the scene to parse the data for
  103700. * @param container Defines the container attached to the parsing sequence
  103701. * @param rootUrl Defines the root url of the data
  103702. */
  103703. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  103704. /**
  103705. * Gets the list of root nodes (ie. nodes with no parent)
  103706. */
  103707. rootNodes: Node[];
  103708. /** All of the cameras added to this scene
  103709. * @see http://doc.babylonjs.com/babylon101/cameras
  103710. */
  103711. cameras: Camera[];
  103712. /**
  103713. * All of the lights added to this scene
  103714. * @see http://doc.babylonjs.com/babylon101/lights
  103715. */
  103716. lights: Light[];
  103717. /**
  103718. * All of the (abstract) meshes added to this scene
  103719. */
  103720. meshes: AbstractMesh[];
  103721. /**
  103722. * The list of skeletons added to the scene
  103723. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  103724. */
  103725. skeletons: Skeleton[];
  103726. /**
  103727. * All of the particle systems added to this scene
  103728. * @see http://doc.babylonjs.com/babylon101/particles
  103729. */
  103730. particleSystems: IParticleSystem[];
  103731. /**
  103732. * Gets a list of Animations associated with the scene
  103733. */
  103734. animations: Animation[];
  103735. /**
  103736. * All of the animation groups added to this scene
  103737. * @see http://doc.babylonjs.com/how_to/group
  103738. */
  103739. animationGroups: AnimationGroup[];
  103740. /**
  103741. * All of the multi-materials added to this scene
  103742. * @see http://doc.babylonjs.com/how_to/multi_materials
  103743. */
  103744. multiMaterials: MultiMaterial[];
  103745. /**
  103746. * All of the materials added to this scene
  103747. * In the context of a Scene, it is not supposed to be modified manually.
  103748. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  103749. * Note also that the order of the Material within the array is not significant and might change.
  103750. * @see http://doc.babylonjs.com/babylon101/materials
  103751. */
  103752. materials: Material[];
  103753. /**
  103754. * The list of morph target managers added to the scene
  103755. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  103756. */
  103757. morphTargetManagers: MorphTargetManager[];
  103758. /**
  103759. * The list of geometries used in the scene.
  103760. */
  103761. geometries: Geometry[];
  103762. /**
  103763. * All of the tranform nodes added to this scene
  103764. * In the context of a Scene, it is not supposed to be modified manually.
  103765. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  103766. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  103767. * @see http://doc.babylonjs.com/how_to/transformnode
  103768. */
  103769. transformNodes: TransformNode[];
  103770. /**
  103771. * ActionManagers available on the scene.
  103772. */
  103773. actionManagers: AbstractActionManager[];
  103774. /**
  103775. * Textures to keep.
  103776. */
  103777. textures: BaseTexture[];
  103778. /**
  103779. * Environment texture for the scene
  103780. */
  103781. environmentTexture: Nullable<BaseTexture>;
  103782. }
  103783. }
  103784. declare module BABYLON {
  103785. /**
  103786. * Interface used to define options for Sound class
  103787. */
  103788. export interface ISoundOptions {
  103789. /**
  103790. * Does the sound autoplay once loaded.
  103791. */
  103792. autoplay?: boolean;
  103793. /**
  103794. * Does the sound loop after it finishes playing once.
  103795. */
  103796. loop?: boolean;
  103797. /**
  103798. * Sound's volume
  103799. */
  103800. volume?: number;
  103801. /**
  103802. * Is it a spatial sound?
  103803. */
  103804. spatialSound?: boolean;
  103805. /**
  103806. * Maximum distance to hear that sound
  103807. */
  103808. maxDistance?: number;
  103809. /**
  103810. * Uses user defined attenuation function
  103811. */
  103812. useCustomAttenuation?: boolean;
  103813. /**
  103814. * Define the roll off factor of spatial sounds.
  103815. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103816. */
  103817. rolloffFactor?: number;
  103818. /**
  103819. * Define the reference distance the sound should be heard perfectly.
  103820. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103821. */
  103822. refDistance?: number;
  103823. /**
  103824. * Define the distance attenuation model the sound will follow.
  103825. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103826. */
  103827. distanceModel?: string;
  103828. /**
  103829. * Defines the playback speed (1 by default)
  103830. */
  103831. playbackRate?: number;
  103832. /**
  103833. * Defines if the sound is from a streaming source
  103834. */
  103835. streaming?: boolean;
  103836. /**
  103837. * Defines an optional length (in seconds) inside the sound file
  103838. */
  103839. length?: number;
  103840. /**
  103841. * Defines an optional offset (in seconds) inside the sound file
  103842. */
  103843. offset?: number;
  103844. /**
  103845. * If true, URLs will not be required to state the audio file codec to use.
  103846. */
  103847. skipCodecCheck?: boolean;
  103848. }
  103849. /**
  103850. * Defines a sound that can be played in the application.
  103851. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  103852. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103853. */
  103854. export class Sound {
  103855. /**
  103856. * The name of the sound in the scene.
  103857. */
  103858. name: string;
  103859. /**
  103860. * Does the sound autoplay once loaded.
  103861. */
  103862. autoplay: boolean;
  103863. /**
  103864. * Does the sound loop after it finishes playing once.
  103865. */
  103866. loop: boolean;
  103867. /**
  103868. * Does the sound use a custom attenuation curve to simulate the falloff
  103869. * happening when the source gets further away from the camera.
  103870. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  103871. */
  103872. useCustomAttenuation: boolean;
  103873. /**
  103874. * The sound track id this sound belongs to.
  103875. */
  103876. soundTrackId: number;
  103877. /**
  103878. * Is this sound currently played.
  103879. */
  103880. isPlaying: boolean;
  103881. /**
  103882. * Is this sound currently paused.
  103883. */
  103884. isPaused: boolean;
  103885. /**
  103886. * Does this sound enables spatial sound.
  103887. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103888. */
  103889. spatialSound: boolean;
  103890. /**
  103891. * Define the reference distance the sound should be heard perfectly.
  103892. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103893. */
  103894. refDistance: number;
  103895. /**
  103896. * Define the roll off factor of spatial sounds.
  103897. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103898. */
  103899. rolloffFactor: number;
  103900. /**
  103901. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  103902. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103903. */
  103904. maxDistance: number;
  103905. /**
  103906. * Define the distance attenuation model the sound will follow.
  103907. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103908. */
  103909. distanceModel: string;
  103910. /**
  103911. * @hidden
  103912. * Back Compat
  103913. **/
  103914. onended: () => any;
  103915. /**
  103916. * Observable event when the current playing sound finishes.
  103917. */
  103918. onEndedObservable: Observable<Sound>;
  103919. private _panningModel;
  103920. private _playbackRate;
  103921. private _streaming;
  103922. private _startTime;
  103923. private _startOffset;
  103924. private _position;
  103925. /** @hidden */
  103926. _positionInEmitterSpace: boolean;
  103927. private _localDirection;
  103928. private _volume;
  103929. private _isReadyToPlay;
  103930. private _isDirectional;
  103931. private _readyToPlayCallback;
  103932. private _audioBuffer;
  103933. private _soundSource;
  103934. private _streamingSource;
  103935. private _soundPanner;
  103936. private _soundGain;
  103937. private _inputAudioNode;
  103938. private _outputAudioNode;
  103939. private _coneInnerAngle;
  103940. private _coneOuterAngle;
  103941. private _coneOuterGain;
  103942. private _scene;
  103943. private _connectedTransformNode;
  103944. private _customAttenuationFunction;
  103945. private _registerFunc;
  103946. private _isOutputConnected;
  103947. private _htmlAudioElement;
  103948. private _urlType;
  103949. private _length?;
  103950. private _offset?;
  103951. /** @hidden */
  103952. static _SceneComponentInitialization: (scene: Scene) => void;
  103953. /**
  103954. * Create a sound and attach it to a scene
  103955. * @param name Name of your sound
  103956. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  103957. * @param scene defines the scene the sound belongs to
  103958. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  103959. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  103960. */
  103961. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  103962. /**
  103963. * Release the sound and its associated resources
  103964. */
  103965. dispose(): void;
  103966. /**
  103967. * Gets if the sounds is ready to be played or not.
  103968. * @returns true if ready, otherwise false
  103969. */
  103970. isReady(): boolean;
  103971. private _soundLoaded;
  103972. /**
  103973. * Sets the data of the sound from an audiobuffer
  103974. * @param audioBuffer The audioBuffer containing the data
  103975. */
  103976. setAudioBuffer(audioBuffer: AudioBuffer): void;
  103977. /**
  103978. * Updates the current sounds options such as maxdistance, loop...
  103979. * @param options A JSON object containing values named as the object properties
  103980. */
  103981. updateOptions(options: ISoundOptions): void;
  103982. private _createSpatialParameters;
  103983. private _updateSpatialParameters;
  103984. /**
  103985. * Switch the panning model to HRTF:
  103986. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103987. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103988. */
  103989. switchPanningModelToHRTF(): void;
  103990. /**
  103991. * Switch the panning model to Equal Power:
  103992. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103993. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103994. */
  103995. switchPanningModelToEqualPower(): void;
  103996. private _switchPanningModel;
  103997. /**
  103998. * Connect this sound to a sound track audio node like gain...
  103999. * @param soundTrackAudioNode the sound track audio node to connect to
  104000. */
  104001. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  104002. /**
  104003. * Transform this sound into a directional source
  104004. * @param coneInnerAngle Size of the inner cone in degree
  104005. * @param coneOuterAngle Size of the outer cone in degree
  104006. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  104007. */
  104008. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  104009. /**
  104010. * Gets or sets the inner angle for the directional cone.
  104011. */
  104012. /**
  104013. * Gets or sets the inner angle for the directional cone.
  104014. */
  104015. directionalConeInnerAngle: number;
  104016. /**
  104017. * Gets or sets the outer angle for the directional cone.
  104018. */
  104019. /**
  104020. * Gets or sets the outer angle for the directional cone.
  104021. */
  104022. directionalConeOuterAngle: number;
  104023. /**
  104024. * Sets the position of the emitter if spatial sound is enabled
  104025. * @param newPosition Defines the new posisiton
  104026. */
  104027. setPosition(newPosition: Vector3): void;
  104028. /**
  104029. * Sets the local direction of the emitter if spatial sound is enabled
  104030. * @param newLocalDirection Defines the new local direction
  104031. */
  104032. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  104033. private _updateDirection;
  104034. /** @hidden */
  104035. updateDistanceFromListener(): void;
  104036. /**
  104037. * Sets a new custom attenuation function for the sound.
  104038. * @param callback Defines the function used for the attenuation
  104039. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  104040. */
  104041. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  104042. /**
  104043. * Play the sound
  104044. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  104045. * @param offset (optional) Start the sound at a specific time in seconds
  104046. * @param length (optional) Sound duration (in seconds)
  104047. */
  104048. play(time?: number, offset?: number, length?: number): void;
  104049. private _onended;
  104050. /**
  104051. * Stop the sound
  104052. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  104053. */
  104054. stop(time?: number): void;
  104055. /**
  104056. * Put the sound in pause
  104057. */
  104058. pause(): void;
  104059. /**
  104060. * Sets a dedicated volume for this sounds
  104061. * @param newVolume Define the new volume of the sound
  104062. * @param time Define time for gradual change to new volume
  104063. */
  104064. setVolume(newVolume: number, time?: number): void;
  104065. /**
  104066. * Set the sound play back rate
  104067. * @param newPlaybackRate Define the playback rate the sound should be played at
  104068. */
  104069. setPlaybackRate(newPlaybackRate: number): void;
  104070. /**
  104071. * Gets the volume of the sound.
  104072. * @returns the volume of the sound
  104073. */
  104074. getVolume(): number;
  104075. /**
  104076. * Attach the sound to a dedicated mesh
  104077. * @param transformNode The transform node to connect the sound with
  104078. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  104079. */
  104080. attachToMesh(transformNode: TransformNode): void;
  104081. /**
  104082. * Detach the sound from the previously attached mesh
  104083. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  104084. */
  104085. detachFromMesh(): void;
  104086. private _onRegisterAfterWorldMatrixUpdate;
  104087. /**
  104088. * Clone the current sound in the scene.
  104089. * @returns the new sound clone
  104090. */
  104091. clone(): Nullable<Sound>;
  104092. /**
  104093. * Gets the current underlying audio buffer containing the data
  104094. * @returns the audio buffer
  104095. */
  104096. getAudioBuffer(): Nullable<AudioBuffer>;
  104097. /**
  104098. * Serializes the Sound in a JSON representation
  104099. * @returns the JSON representation of the sound
  104100. */
  104101. serialize(): any;
  104102. /**
  104103. * Parse a JSON representation of a sound to innstantiate in a given scene
  104104. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  104105. * @param scene Define the scene the new parsed sound should be created in
  104106. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  104107. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  104108. * @returns the newly parsed sound
  104109. */
  104110. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  104111. }
  104112. }
  104113. declare module BABYLON {
  104114. /**
  104115. * This defines an action helpful to play a defined sound on a triggered action.
  104116. */
  104117. export class PlaySoundAction extends Action {
  104118. private _sound;
  104119. /**
  104120. * Instantiate the action
  104121. * @param triggerOptions defines the trigger options
  104122. * @param sound defines the sound to play
  104123. * @param condition defines the trigger related conditions
  104124. */
  104125. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  104126. /** @hidden */
  104127. _prepare(): void;
  104128. /**
  104129. * Execute the action and play the sound.
  104130. */
  104131. execute(): void;
  104132. /**
  104133. * Serializes the actions and its related information.
  104134. * @param parent defines the object to serialize in
  104135. * @returns the serialized object
  104136. */
  104137. serialize(parent: any): any;
  104138. }
  104139. /**
  104140. * This defines an action helpful to stop a defined sound on a triggered action.
  104141. */
  104142. export class StopSoundAction extends Action {
  104143. private _sound;
  104144. /**
  104145. * Instantiate the action
  104146. * @param triggerOptions defines the trigger options
  104147. * @param sound defines the sound to stop
  104148. * @param condition defines the trigger related conditions
  104149. */
  104150. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  104151. /** @hidden */
  104152. _prepare(): void;
  104153. /**
  104154. * Execute the action and stop the sound.
  104155. */
  104156. execute(): void;
  104157. /**
  104158. * Serializes the actions and its related information.
  104159. * @param parent defines the object to serialize in
  104160. * @returns the serialized object
  104161. */
  104162. serialize(parent: any): any;
  104163. }
  104164. }
  104165. declare module BABYLON {
  104166. /**
  104167. * This defines an action responsible to change the value of a property
  104168. * by interpolating between its current value and the newly set one once triggered.
  104169. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  104170. */
  104171. export class InterpolateValueAction extends Action {
  104172. /**
  104173. * Defines the path of the property where the value should be interpolated
  104174. */
  104175. propertyPath: string;
  104176. /**
  104177. * Defines the target value at the end of the interpolation.
  104178. */
  104179. value: any;
  104180. /**
  104181. * Defines the time it will take for the property to interpolate to the value.
  104182. */
  104183. duration: number;
  104184. /**
  104185. * Defines if the other scene animations should be stopped when the action has been triggered
  104186. */
  104187. stopOtherAnimations?: boolean;
  104188. /**
  104189. * Defines a callback raised once the interpolation animation has been done.
  104190. */
  104191. onInterpolationDone?: () => void;
  104192. /**
  104193. * Observable triggered once the interpolation animation has been done.
  104194. */
  104195. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  104196. private _target;
  104197. private _effectiveTarget;
  104198. private _property;
  104199. /**
  104200. * Instantiate the action
  104201. * @param triggerOptions defines the trigger options
  104202. * @param target defines the object containing the value to interpolate
  104203. * @param propertyPath defines the path to the property in the target object
  104204. * @param value defines the target value at the end of the interpolation
  104205. * @param duration deines the time it will take for the property to interpolate to the value.
  104206. * @param condition defines the trigger related conditions
  104207. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  104208. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  104209. */
  104210. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  104211. /** @hidden */
  104212. _prepare(): void;
  104213. /**
  104214. * Execute the action starts the value interpolation.
  104215. */
  104216. execute(): void;
  104217. /**
  104218. * Serializes the actions and its related information.
  104219. * @param parent defines the object to serialize in
  104220. * @returns the serialized object
  104221. */
  104222. serialize(parent: any): any;
  104223. }
  104224. }
  104225. declare module BABYLON {
  104226. /**
  104227. * Options allowed during the creation of a sound track.
  104228. */
  104229. export interface ISoundTrackOptions {
  104230. /**
  104231. * The volume the sound track should take during creation
  104232. */
  104233. volume?: number;
  104234. /**
  104235. * Define if the sound track is the main sound track of the scene
  104236. */
  104237. mainTrack?: boolean;
  104238. }
  104239. /**
  104240. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  104241. * It will be also used in a future release to apply effects on a specific track.
  104242. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  104243. */
  104244. export class SoundTrack {
  104245. /**
  104246. * The unique identifier of the sound track in the scene.
  104247. */
  104248. id: number;
  104249. /**
  104250. * The list of sounds included in the sound track.
  104251. */
  104252. soundCollection: Array<Sound>;
  104253. private _outputAudioNode;
  104254. private _scene;
  104255. private _connectedAnalyser;
  104256. private _options;
  104257. private _isInitialized;
  104258. /**
  104259. * Creates a new sound track.
  104260. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  104261. * @param scene Define the scene the sound track belongs to
  104262. * @param options
  104263. */
  104264. constructor(scene: Scene, options?: ISoundTrackOptions);
  104265. private _initializeSoundTrackAudioGraph;
  104266. /**
  104267. * Release the sound track and its associated resources
  104268. */
  104269. dispose(): void;
  104270. /**
  104271. * Adds a sound to this sound track
  104272. * @param sound define the cound to add
  104273. * @ignoreNaming
  104274. */
  104275. AddSound(sound: Sound): void;
  104276. /**
  104277. * Removes a sound to this sound track
  104278. * @param sound define the cound to remove
  104279. * @ignoreNaming
  104280. */
  104281. RemoveSound(sound: Sound): void;
  104282. /**
  104283. * Set a global volume for the full sound track.
  104284. * @param newVolume Define the new volume of the sound track
  104285. */
  104286. setVolume(newVolume: number): void;
  104287. /**
  104288. * Switch the panning model to HRTF:
  104289. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  104290. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104291. */
  104292. switchPanningModelToHRTF(): void;
  104293. /**
  104294. * Switch the panning model to Equal Power:
  104295. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  104296. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104297. */
  104298. switchPanningModelToEqualPower(): void;
  104299. /**
  104300. * Connect the sound track to an audio analyser allowing some amazing
  104301. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  104302. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  104303. * @param analyser The analyser to connect to the engine
  104304. */
  104305. connectToAnalyser(analyser: Analyser): void;
  104306. }
  104307. }
  104308. declare module BABYLON {
  104309. interface AbstractScene {
  104310. /**
  104311. * The list of sounds used in the scene.
  104312. */
  104313. sounds: Nullable<Array<Sound>>;
  104314. }
  104315. interface Scene {
  104316. /**
  104317. * @hidden
  104318. * Backing field
  104319. */
  104320. _mainSoundTrack: SoundTrack;
  104321. /**
  104322. * The main sound track played by the scene.
  104323. * It cotains your primary collection of sounds.
  104324. */
  104325. mainSoundTrack: SoundTrack;
  104326. /**
  104327. * The list of sound tracks added to the scene
  104328. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104329. */
  104330. soundTracks: Nullable<Array<SoundTrack>>;
  104331. /**
  104332. * Gets a sound using a given name
  104333. * @param name defines the name to search for
  104334. * @return the found sound or null if not found at all.
  104335. */
  104336. getSoundByName(name: string): Nullable<Sound>;
  104337. /**
  104338. * Gets or sets if audio support is enabled
  104339. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104340. */
  104341. audioEnabled: boolean;
  104342. /**
  104343. * Gets or sets if audio will be output to headphones
  104344. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104345. */
  104346. headphone: boolean;
  104347. /**
  104348. * Gets or sets custom audio listener position provider
  104349. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104350. */
  104351. audioListenerPositionProvider: Nullable<() => Vector3>;
  104352. /**
  104353. * Gets or sets a refresh rate when using 3D audio positioning
  104354. */
  104355. audioPositioningRefreshRate: number;
  104356. }
  104357. /**
  104358. * Defines the sound scene component responsible to manage any sounds
  104359. * in a given scene.
  104360. */
  104361. export class AudioSceneComponent implements ISceneSerializableComponent {
  104362. /**
  104363. * The component name helpfull to identify the component in the list of scene components.
  104364. */
  104365. readonly name: string;
  104366. /**
  104367. * The scene the component belongs to.
  104368. */
  104369. scene: Scene;
  104370. private _audioEnabled;
  104371. /**
  104372. * Gets whether audio is enabled or not.
  104373. * Please use related enable/disable method to switch state.
  104374. */
  104375. readonly audioEnabled: boolean;
  104376. private _headphone;
  104377. /**
  104378. * Gets whether audio is outputing to headphone or not.
  104379. * Please use the according Switch methods to change output.
  104380. */
  104381. readonly headphone: boolean;
  104382. /**
  104383. * Gets or sets a refresh rate when using 3D audio positioning
  104384. */
  104385. audioPositioningRefreshRate: number;
  104386. private _audioListenerPositionProvider;
  104387. /**
  104388. * Gets the current audio listener position provider
  104389. */
  104390. /**
  104391. * Sets a custom listener position for all sounds in the scene
  104392. * By default, this is the position of the first active camera
  104393. */
  104394. audioListenerPositionProvider: Nullable<() => Vector3>;
  104395. /**
  104396. * Creates a new instance of the component for the given scene
  104397. * @param scene Defines the scene to register the component in
  104398. */
  104399. constructor(scene: Scene);
  104400. /**
  104401. * Registers the component in a given scene
  104402. */
  104403. register(): void;
  104404. /**
  104405. * Rebuilds the elements related to this component in case of
  104406. * context lost for instance.
  104407. */
  104408. rebuild(): void;
  104409. /**
  104410. * Serializes the component data to the specified json object
  104411. * @param serializationObject The object to serialize to
  104412. */
  104413. serialize(serializationObject: any): void;
  104414. /**
  104415. * Adds all the elements from the container to the scene
  104416. * @param container the container holding the elements
  104417. */
  104418. addFromContainer(container: AbstractScene): void;
  104419. /**
  104420. * Removes all the elements in the container from the scene
  104421. * @param container contains the elements to remove
  104422. * @param dispose if the removed element should be disposed (default: false)
  104423. */
  104424. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  104425. /**
  104426. * Disposes the component and the associated ressources.
  104427. */
  104428. dispose(): void;
  104429. /**
  104430. * Disables audio in the associated scene.
  104431. */
  104432. disableAudio(): void;
  104433. /**
  104434. * Enables audio in the associated scene.
  104435. */
  104436. enableAudio(): void;
  104437. /**
  104438. * Switch audio to headphone output.
  104439. */
  104440. switchAudioModeForHeadphones(): void;
  104441. /**
  104442. * Switch audio to normal speakers.
  104443. */
  104444. switchAudioModeForNormalSpeakers(): void;
  104445. private _cachedCameraDirection;
  104446. private _cachedCameraPosition;
  104447. private _lastCheck;
  104448. private _afterRender;
  104449. }
  104450. }
  104451. declare module BABYLON {
  104452. /**
  104453. * Wraps one or more Sound objects and selects one with random weight for playback.
  104454. */
  104455. export class WeightedSound {
  104456. /** When true a Sound will be selected and played when the current playing Sound completes. */
  104457. loop: boolean;
  104458. private _coneInnerAngle;
  104459. private _coneOuterAngle;
  104460. private _volume;
  104461. /** A Sound is currently playing. */
  104462. isPlaying: boolean;
  104463. /** A Sound is currently paused. */
  104464. isPaused: boolean;
  104465. private _sounds;
  104466. private _weights;
  104467. private _currentIndex?;
  104468. /**
  104469. * Creates a new WeightedSound from the list of sounds given.
  104470. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  104471. * @param sounds Array of Sounds that will be selected from.
  104472. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  104473. */
  104474. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  104475. /**
  104476. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  104477. */
  104478. /**
  104479. * The size of cone in degress for a directional sound in which there will be no attenuation.
  104480. */
  104481. directionalConeInnerAngle: number;
  104482. /**
  104483. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104484. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104485. */
  104486. /**
  104487. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104488. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104489. */
  104490. directionalConeOuterAngle: number;
  104491. /**
  104492. * Playback volume.
  104493. */
  104494. /**
  104495. * Playback volume.
  104496. */
  104497. volume: number;
  104498. private _onended;
  104499. /**
  104500. * Suspend playback
  104501. */
  104502. pause(): void;
  104503. /**
  104504. * Stop playback
  104505. */
  104506. stop(): void;
  104507. /**
  104508. * Start playback.
  104509. * @param startOffset Position the clip head at a specific time in seconds.
  104510. */
  104511. play(startOffset?: number): void;
  104512. }
  104513. }
  104514. declare module BABYLON {
  104515. /**
  104516. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  104517. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104518. */
  104519. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  104520. /**
  104521. * Gets the name of the behavior.
  104522. */
  104523. readonly name: string;
  104524. /**
  104525. * The easing function used by animations
  104526. */
  104527. static EasingFunction: BackEase;
  104528. /**
  104529. * The easing mode used by animations
  104530. */
  104531. static EasingMode: number;
  104532. /**
  104533. * The duration of the animation, in milliseconds
  104534. */
  104535. transitionDuration: number;
  104536. /**
  104537. * Length of the distance animated by the transition when lower radius is reached
  104538. */
  104539. lowerRadiusTransitionRange: number;
  104540. /**
  104541. * Length of the distance animated by the transition when upper radius is reached
  104542. */
  104543. upperRadiusTransitionRange: number;
  104544. private _autoTransitionRange;
  104545. /**
  104546. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104547. */
  104548. /**
  104549. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104550. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  104551. */
  104552. autoTransitionRange: boolean;
  104553. private _attachedCamera;
  104554. private _onAfterCheckInputsObserver;
  104555. private _onMeshTargetChangedObserver;
  104556. /**
  104557. * Initializes the behavior.
  104558. */
  104559. init(): void;
  104560. /**
  104561. * Attaches the behavior to its arc rotate camera.
  104562. * @param camera Defines the camera to attach the behavior to
  104563. */
  104564. attach(camera: ArcRotateCamera): void;
  104565. /**
  104566. * Detaches the behavior from its current arc rotate camera.
  104567. */
  104568. detach(): void;
  104569. private _radiusIsAnimating;
  104570. private _radiusBounceTransition;
  104571. private _animatables;
  104572. private _cachedWheelPrecision;
  104573. /**
  104574. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  104575. * @param radiusLimit The limit to check against.
  104576. * @return Bool to indicate if at limit.
  104577. */
  104578. private _isRadiusAtLimit;
  104579. /**
  104580. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  104581. * @param radiusDelta The delta by which to animate to. Can be negative.
  104582. */
  104583. private _applyBoundRadiusAnimation;
  104584. /**
  104585. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  104586. */
  104587. protected _clearAnimationLocks(): void;
  104588. /**
  104589. * Stops and removes all animations that have been applied to the camera
  104590. */
  104591. stopAllAnimations(): void;
  104592. }
  104593. }
  104594. declare module BABYLON {
  104595. /**
  104596. * 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.
  104597. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104598. */
  104599. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  104600. /**
  104601. * Gets the name of the behavior.
  104602. */
  104603. readonly name: string;
  104604. private _mode;
  104605. private _radiusScale;
  104606. private _positionScale;
  104607. private _defaultElevation;
  104608. private _elevationReturnTime;
  104609. private _elevationReturnWaitTime;
  104610. private _zoomStopsAnimation;
  104611. private _framingTime;
  104612. /**
  104613. * The easing function used by animations
  104614. */
  104615. static EasingFunction: ExponentialEase;
  104616. /**
  104617. * The easing mode used by animations
  104618. */
  104619. static EasingMode: number;
  104620. /**
  104621. * Sets the current mode used by the behavior
  104622. */
  104623. /**
  104624. * Gets current mode used by the behavior.
  104625. */
  104626. mode: number;
  104627. /**
  104628. * Sets the scale applied to the radius (1 by default)
  104629. */
  104630. /**
  104631. * Gets the scale applied to the radius
  104632. */
  104633. radiusScale: number;
  104634. /**
  104635. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104636. */
  104637. /**
  104638. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104639. */
  104640. positionScale: number;
  104641. /**
  104642. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104643. * behaviour is triggered, in radians.
  104644. */
  104645. /**
  104646. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104647. * behaviour is triggered, in radians.
  104648. */
  104649. defaultElevation: number;
  104650. /**
  104651. * Sets the time (in milliseconds) taken to return to the default beta position.
  104652. * Negative value indicates camera should not return to default.
  104653. */
  104654. /**
  104655. * Gets the time (in milliseconds) taken to return to the default beta position.
  104656. * Negative value indicates camera should not return to default.
  104657. */
  104658. elevationReturnTime: number;
  104659. /**
  104660. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104661. */
  104662. /**
  104663. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104664. */
  104665. elevationReturnWaitTime: number;
  104666. /**
  104667. * Sets the flag that indicates if user zooming should stop animation.
  104668. */
  104669. /**
  104670. * Gets the flag that indicates if user zooming should stop animation.
  104671. */
  104672. zoomStopsAnimation: boolean;
  104673. /**
  104674. * Sets the transition time when framing the mesh, in milliseconds
  104675. */
  104676. /**
  104677. * Gets the transition time when framing the mesh, in milliseconds
  104678. */
  104679. framingTime: number;
  104680. /**
  104681. * Define if the behavior should automatically change the configured
  104682. * camera limits and sensibilities.
  104683. */
  104684. autoCorrectCameraLimitsAndSensibility: boolean;
  104685. private _onPrePointerObservableObserver;
  104686. private _onAfterCheckInputsObserver;
  104687. private _onMeshTargetChangedObserver;
  104688. private _attachedCamera;
  104689. private _isPointerDown;
  104690. private _lastInteractionTime;
  104691. /**
  104692. * Initializes the behavior.
  104693. */
  104694. init(): void;
  104695. /**
  104696. * Attaches the behavior to its arc rotate camera.
  104697. * @param camera Defines the camera to attach the behavior to
  104698. */
  104699. attach(camera: ArcRotateCamera): void;
  104700. /**
  104701. * Detaches the behavior from its current arc rotate camera.
  104702. */
  104703. detach(): void;
  104704. private _animatables;
  104705. private _betaIsAnimating;
  104706. private _betaTransition;
  104707. private _radiusTransition;
  104708. private _vectorTransition;
  104709. /**
  104710. * Targets the given mesh and updates zoom level accordingly.
  104711. * @param mesh The mesh to target.
  104712. * @param radius Optional. If a cached radius position already exists, overrides default.
  104713. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104714. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104715. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104716. */
  104717. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104718. /**
  104719. * Targets the given mesh with its children and updates zoom level accordingly.
  104720. * @param mesh The mesh to target.
  104721. * @param radius Optional. If a cached radius position already exists, overrides default.
  104722. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104723. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104724. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104725. */
  104726. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104727. /**
  104728. * Targets the given meshes with their children and updates zoom level accordingly.
  104729. * @param meshes The mesh to target.
  104730. * @param radius Optional. If a cached radius position already exists, overrides default.
  104731. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104732. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104733. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104734. */
  104735. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104736. /**
  104737. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  104738. * @param minimumWorld Determines the smaller position of the bounding box extend
  104739. * @param maximumWorld Determines the bigger position of the bounding box extend
  104740. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104741. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104742. */
  104743. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104744. /**
  104745. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  104746. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  104747. * frustum width.
  104748. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  104749. * to fully enclose the mesh in the viewing frustum.
  104750. */
  104751. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  104752. /**
  104753. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  104754. * is automatically returned to its default position (expected to be above ground plane).
  104755. */
  104756. private _maintainCameraAboveGround;
  104757. /**
  104758. * Returns the frustum slope based on the canvas ratio and camera FOV
  104759. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  104760. */
  104761. private _getFrustumSlope;
  104762. /**
  104763. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  104764. */
  104765. private _clearAnimationLocks;
  104766. /**
  104767. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  104768. */
  104769. private _applyUserInteraction;
  104770. /**
  104771. * Stops and removes all animations that have been applied to the camera
  104772. */
  104773. stopAllAnimations(): void;
  104774. /**
  104775. * Gets a value indicating if the user is moving the camera
  104776. */
  104777. readonly isUserIsMoving: boolean;
  104778. /**
  104779. * The camera can move all the way towards the mesh.
  104780. */
  104781. static IgnoreBoundsSizeMode: number;
  104782. /**
  104783. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  104784. */
  104785. static FitFrustumSidesMode: number;
  104786. }
  104787. }
  104788. declare module BABYLON {
  104789. /**
  104790. * Base class for Camera Pointer Inputs.
  104791. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  104792. * for example usage.
  104793. */
  104794. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  104795. /**
  104796. * Defines the camera the input is attached to.
  104797. */
  104798. abstract camera: Camera;
  104799. /**
  104800. * Whether keyboard modifier keys are pressed at time of last mouse event.
  104801. */
  104802. protected _altKey: boolean;
  104803. protected _ctrlKey: boolean;
  104804. protected _metaKey: boolean;
  104805. protected _shiftKey: boolean;
  104806. /**
  104807. * Which mouse buttons were pressed at time of last mouse event.
  104808. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  104809. */
  104810. protected _buttonsPressed: number;
  104811. /**
  104812. * Defines the buttons associated with the input to handle camera move.
  104813. */
  104814. buttons: number[];
  104815. /**
  104816. * Attach the input controls to a specific dom element to get the input from.
  104817. * @param element Defines the element the controls should be listened from
  104818. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104819. */
  104820. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104821. /**
  104822. * Detach the current controls from the specified dom element.
  104823. * @param element Defines the element to stop listening the inputs from
  104824. */
  104825. detachControl(element: Nullable<HTMLElement>): void;
  104826. /**
  104827. * Gets the class name of the current input.
  104828. * @returns the class name
  104829. */
  104830. getClassName(): string;
  104831. /**
  104832. * Get the friendly name associated with the input class.
  104833. * @returns the input friendly name
  104834. */
  104835. getSimpleName(): string;
  104836. /**
  104837. * Called on pointer POINTERDOUBLETAP event.
  104838. * Override this method to provide functionality on POINTERDOUBLETAP event.
  104839. */
  104840. protected onDoubleTap(type: string): void;
  104841. /**
  104842. * Called on pointer POINTERMOVE event if only a single touch is active.
  104843. * Override this method to provide functionality.
  104844. */
  104845. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  104846. /**
  104847. * Called on pointer POINTERMOVE event if multiple touches are active.
  104848. * Override this method to provide functionality.
  104849. */
  104850. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  104851. /**
  104852. * Called on JS contextmenu event.
  104853. * Override this method to provide functionality.
  104854. */
  104855. protected onContextMenu(evt: PointerEvent): void;
  104856. /**
  104857. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  104858. * press.
  104859. * Override this method to provide functionality.
  104860. */
  104861. protected onButtonDown(evt: PointerEvent): void;
  104862. /**
  104863. * Called each time a new POINTERUP event occurs. Ie, for each button
  104864. * release.
  104865. * Override this method to provide functionality.
  104866. */
  104867. protected onButtonUp(evt: PointerEvent): void;
  104868. /**
  104869. * Called when window becomes inactive.
  104870. * Override this method to provide functionality.
  104871. */
  104872. protected onLostFocus(): void;
  104873. private _pointerInput;
  104874. private _observer;
  104875. private _onLostFocus;
  104876. private pointA;
  104877. private pointB;
  104878. }
  104879. }
  104880. declare module BABYLON {
  104881. /**
  104882. * Manage the pointers inputs to control an arc rotate camera.
  104883. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104884. */
  104885. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  104886. /**
  104887. * Defines the camera the input is attached to.
  104888. */
  104889. camera: ArcRotateCamera;
  104890. /**
  104891. * Gets the class name of the current input.
  104892. * @returns the class name
  104893. */
  104894. getClassName(): string;
  104895. /**
  104896. * Defines the buttons associated with the input to handle camera move.
  104897. */
  104898. buttons: number[];
  104899. /**
  104900. * Defines the pointer angular sensibility along the X axis or how fast is
  104901. * the camera rotating.
  104902. */
  104903. angularSensibilityX: number;
  104904. /**
  104905. * Defines the pointer angular sensibility along the Y axis or how fast is
  104906. * the camera rotating.
  104907. */
  104908. angularSensibilityY: number;
  104909. /**
  104910. * Defines the pointer pinch precision or how fast is the camera zooming.
  104911. */
  104912. pinchPrecision: number;
  104913. /**
  104914. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  104915. * from 0.
  104916. * It defines the percentage of current camera.radius to use as delta when
  104917. * pinch zoom is used.
  104918. */
  104919. pinchDeltaPercentage: number;
  104920. /**
  104921. * Defines the pointer panning sensibility or how fast is the camera moving.
  104922. */
  104923. panningSensibility: number;
  104924. /**
  104925. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  104926. */
  104927. multiTouchPanning: boolean;
  104928. /**
  104929. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  104930. * zoom (pinch) through multitouch.
  104931. */
  104932. multiTouchPanAndZoom: boolean;
  104933. /**
  104934. * Revers pinch action direction.
  104935. */
  104936. pinchInwards: boolean;
  104937. private _isPanClick;
  104938. private _twoFingerActivityCount;
  104939. private _isPinching;
  104940. /**
  104941. * Called on pointer POINTERMOVE event if only a single touch is active.
  104942. */
  104943. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  104944. /**
  104945. * Called on pointer POINTERDOUBLETAP event.
  104946. */
  104947. protected onDoubleTap(type: string): void;
  104948. /**
  104949. * Called on pointer POINTERMOVE event if multiple touches are active.
  104950. */
  104951. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  104952. /**
  104953. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  104954. * press.
  104955. */
  104956. protected onButtonDown(evt: PointerEvent): void;
  104957. /**
  104958. * Called each time a new POINTERUP event occurs. Ie, for each button
  104959. * release.
  104960. */
  104961. protected onButtonUp(evt: PointerEvent): void;
  104962. /**
  104963. * Called when window becomes inactive.
  104964. */
  104965. protected onLostFocus(): void;
  104966. }
  104967. }
  104968. declare module BABYLON {
  104969. /**
  104970. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  104971. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104972. */
  104973. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  104974. /**
  104975. * Defines the camera the input is attached to.
  104976. */
  104977. camera: ArcRotateCamera;
  104978. /**
  104979. * Defines the list of key codes associated with the up action (increase alpha)
  104980. */
  104981. keysUp: number[];
  104982. /**
  104983. * Defines the list of key codes associated with the down action (decrease alpha)
  104984. */
  104985. keysDown: number[];
  104986. /**
  104987. * Defines the list of key codes associated with the left action (increase beta)
  104988. */
  104989. keysLeft: number[];
  104990. /**
  104991. * Defines the list of key codes associated with the right action (decrease beta)
  104992. */
  104993. keysRight: number[];
  104994. /**
  104995. * Defines the list of key codes associated with the reset action.
  104996. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  104997. */
  104998. keysReset: number[];
  104999. /**
  105000. * Defines the panning sensibility of the inputs.
  105001. * (How fast is the camera paning)
  105002. */
  105003. panningSensibility: number;
  105004. /**
  105005. * Defines the zooming sensibility of the inputs.
  105006. * (How fast is the camera zooming)
  105007. */
  105008. zoomingSensibility: number;
  105009. /**
  105010. * Defines wether maintaining the alt key down switch the movement mode from
  105011. * orientation to zoom.
  105012. */
  105013. useAltToZoom: boolean;
  105014. /**
  105015. * Rotation speed of the camera
  105016. */
  105017. angularSpeed: number;
  105018. private _keys;
  105019. private _ctrlPressed;
  105020. private _altPressed;
  105021. private _onCanvasBlurObserver;
  105022. private _onKeyboardObserver;
  105023. private _engine;
  105024. private _scene;
  105025. /**
  105026. * Attach the input controls to a specific dom element to get the input from.
  105027. * @param element Defines the element the controls should be listened from
  105028. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105029. */
  105030. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105031. /**
  105032. * Detach the current controls from the specified dom element.
  105033. * @param element Defines the element to stop listening the inputs from
  105034. */
  105035. detachControl(element: Nullable<HTMLElement>): void;
  105036. /**
  105037. * Update the current camera state depending on the inputs that have been used this frame.
  105038. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105039. */
  105040. checkInputs(): void;
  105041. /**
  105042. * Gets the class name of the current intput.
  105043. * @returns the class name
  105044. */
  105045. getClassName(): string;
  105046. /**
  105047. * Get the friendly name associated with the input class.
  105048. * @returns the input friendly name
  105049. */
  105050. getSimpleName(): string;
  105051. }
  105052. }
  105053. declare module BABYLON {
  105054. /**
  105055. * Manage the mouse wheel inputs to control an arc rotate camera.
  105056. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105057. */
  105058. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  105059. /**
  105060. * Defines the camera the input is attached to.
  105061. */
  105062. camera: ArcRotateCamera;
  105063. /**
  105064. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  105065. */
  105066. wheelPrecision: number;
  105067. /**
  105068. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  105069. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  105070. */
  105071. wheelDeltaPercentage: number;
  105072. private _wheel;
  105073. private _observer;
  105074. private computeDeltaFromMouseWheelLegacyEvent;
  105075. /**
  105076. * Attach the input controls to a specific dom element to get the input from.
  105077. * @param element Defines the element the controls should be listened from
  105078. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105079. */
  105080. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105081. /**
  105082. * Detach the current controls from the specified dom element.
  105083. * @param element Defines the element to stop listening the inputs from
  105084. */
  105085. detachControl(element: Nullable<HTMLElement>): void;
  105086. /**
  105087. * Gets the class name of the current intput.
  105088. * @returns the class name
  105089. */
  105090. getClassName(): string;
  105091. /**
  105092. * Get the friendly name associated with the input class.
  105093. * @returns the input friendly name
  105094. */
  105095. getSimpleName(): string;
  105096. }
  105097. }
  105098. declare module BABYLON {
  105099. /**
  105100. * Default Inputs manager for the ArcRotateCamera.
  105101. * It groups all the default supported inputs for ease of use.
  105102. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105103. */
  105104. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  105105. /**
  105106. * Instantiates a new ArcRotateCameraInputsManager.
  105107. * @param camera Defines the camera the inputs belong to
  105108. */
  105109. constructor(camera: ArcRotateCamera);
  105110. /**
  105111. * Add mouse wheel input support to the input manager.
  105112. * @returns the current input manager
  105113. */
  105114. addMouseWheel(): ArcRotateCameraInputsManager;
  105115. /**
  105116. * Add pointers input support to the input manager.
  105117. * @returns the current input manager
  105118. */
  105119. addPointers(): ArcRotateCameraInputsManager;
  105120. /**
  105121. * Add keyboard input support to the input manager.
  105122. * @returns the current input manager
  105123. */
  105124. addKeyboard(): ArcRotateCameraInputsManager;
  105125. }
  105126. }
  105127. declare module BABYLON {
  105128. /**
  105129. * This represents an orbital type of camera.
  105130. *
  105131. * 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.
  105132. * 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.
  105133. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  105134. */
  105135. export class ArcRotateCamera extends TargetCamera {
  105136. /**
  105137. * Defines the rotation angle of the camera along the longitudinal axis.
  105138. */
  105139. alpha: number;
  105140. /**
  105141. * Defines the rotation angle of the camera along the latitudinal axis.
  105142. */
  105143. beta: number;
  105144. /**
  105145. * Defines the radius of the camera from it s target point.
  105146. */
  105147. radius: number;
  105148. protected _target: Vector3;
  105149. protected _targetHost: Nullable<AbstractMesh>;
  105150. /**
  105151. * Defines the target point of the camera.
  105152. * The camera looks towards it form the radius distance.
  105153. */
  105154. target: Vector3;
  105155. /**
  105156. * Define the current local position of the camera in the scene
  105157. */
  105158. position: Vector3;
  105159. protected _upVector: Vector3;
  105160. protected _upToYMatrix: Matrix;
  105161. protected _YToUpMatrix: Matrix;
  105162. /**
  105163. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  105164. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  105165. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  105166. */
  105167. upVector: Vector3;
  105168. /**
  105169. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  105170. */
  105171. setMatUp(): void;
  105172. /**
  105173. * Current inertia value on the longitudinal axis.
  105174. * The bigger this number the longer it will take for the camera to stop.
  105175. */
  105176. inertialAlphaOffset: number;
  105177. /**
  105178. * Current inertia value on the latitudinal axis.
  105179. * The bigger this number the longer it will take for the camera to stop.
  105180. */
  105181. inertialBetaOffset: number;
  105182. /**
  105183. * Current inertia value on the radius axis.
  105184. * The bigger this number the longer it will take for the camera to stop.
  105185. */
  105186. inertialRadiusOffset: number;
  105187. /**
  105188. * Minimum allowed angle on the longitudinal axis.
  105189. * This can help limiting how the Camera is able to move in the scene.
  105190. */
  105191. lowerAlphaLimit: Nullable<number>;
  105192. /**
  105193. * Maximum allowed angle on the longitudinal axis.
  105194. * This can help limiting how the Camera is able to move in the scene.
  105195. */
  105196. upperAlphaLimit: Nullable<number>;
  105197. /**
  105198. * Minimum allowed angle on the latitudinal axis.
  105199. * This can help limiting how the Camera is able to move in the scene.
  105200. */
  105201. lowerBetaLimit: number;
  105202. /**
  105203. * Maximum allowed angle on the latitudinal axis.
  105204. * This can help limiting how the Camera is able to move in the scene.
  105205. */
  105206. upperBetaLimit: number;
  105207. /**
  105208. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  105209. * This can help limiting how the Camera is able to move in the scene.
  105210. */
  105211. lowerRadiusLimit: Nullable<number>;
  105212. /**
  105213. * Maximum allowed distance of the camera to the target (The camera can not get further).
  105214. * This can help limiting how the Camera is able to move in the scene.
  105215. */
  105216. upperRadiusLimit: Nullable<number>;
  105217. /**
  105218. * Defines the current inertia value used during panning of the camera along the X axis.
  105219. */
  105220. inertialPanningX: number;
  105221. /**
  105222. * Defines the current inertia value used during panning of the camera along the Y axis.
  105223. */
  105224. inertialPanningY: number;
  105225. /**
  105226. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  105227. * Basically if your fingers moves away from more than this distance you will be considered
  105228. * in pinch mode.
  105229. */
  105230. pinchToPanMaxDistance: number;
  105231. /**
  105232. * Defines the maximum distance the camera can pan.
  105233. * This could help keeping the cammera always in your scene.
  105234. */
  105235. panningDistanceLimit: Nullable<number>;
  105236. /**
  105237. * Defines the target of the camera before paning.
  105238. */
  105239. panningOriginTarget: Vector3;
  105240. /**
  105241. * Defines the value of the inertia used during panning.
  105242. * 0 would mean stop inertia and one would mean no decelleration at all.
  105243. */
  105244. panningInertia: number;
  105245. /**
  105246. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  105247. */
  105248. angularSensibilityX: number;
  105249. /**
  105250. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  105251. */
  105252. angularSensibilityY: number;
  105253. /**
  105254. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  105255. */
  105256. pinchPrecision: number;
  105257. /**
  105258. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  105259. * It will be used instead of pinchDeltaPrecision if different from 0.
  105260. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  105261. */
  105262. pinchDeltaPercentage: number;
  105263. /**
  105264. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  105265. */
  105266. panningSensibility: number;
  105267. /**
  105268. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  105269. */
  105270. keysUp: number[];
  105271. /**
  105272. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  105273. */
  105274. keysDown: number[];
  105275. /**
  105276. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  105277. */
  105278. keysLeft: number[];
  105279. /**
  105280. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  105281. */
  105282. keysRight: number[];
  105283. /**
  105284. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  105285. */
  105286. wheelPrecision: number;
  105287. /**
  105288. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  105289. * It will be used instead of pinchDeltaPrecision if different from 0.
  105290. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  105291. */
  105292. wheelDeltaPercentage: number;
  105293. /**
  105294. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  105295. */
  105296. zoomOnFactor: number;
  105297. /**
  105298. * Defines a screen offset for the camera position.
  105299. */
  105300. targetScreenOffset: Vector2;
  105301. /**
  105302. * Allows the camera to be completely reversed.
  105303. * If false the camera can not arrive upside down.
  105304. */
  105305. allowUpsideDown: boolean;
  105306. /**
  105307. * Define if double tap/click is used to restore the previously saved state of the camera.
  105308. */
  105309. useInputToRestoreState: boolean;
  105310. /** @hidden */
  105311. _viewMatrix: Matrix;
  105312. /** @hidden */
  105313. _useCtrlForPanning: boolean;
  105314. /** @hidden */
  105315. _panningMouseButton: number;
  105316. /**
  105317. * Defines the input associated to the camera.
  105318. */
  105319. inputs: ArcRotateCameraInputsManager;
  105320. /** @hidden */
  105321. _reset: () => void;
  105322. /**
  105323. * Defines the allowed panning axis.
  105324. */
  105325. panningAxis: Vector3;
  105326. protected _localDirection: Vector3;
  105327. protected _transformedDirection: Vector3;
  105328. private _bouncingBehavior;
  105329. /**
  105330. * Gets the bouncing behavior of the camera if it has been enabled.
  105331. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  105332. */
  105333. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  105334. /**
  105335. * Defines if the bouncing behavior of the camera is enabled on the camera.
  105336. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  105337. */
  105338. useBouncingBehavior: boolean;
  105339. private _framingBehavior;
  105340. /**
  105341. * Gets the framing behavior of the camera if it has been enabled.
  105342. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  105343. */
  105344. readonly framingBehavior: Nullable<FramingBehavior>;
  105345. /**
  105346. * Defines if the framing behavior of the camera is enabled on the camera.
  105347. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  105348. */
  105349. useFramingBehavior: boolean;
  105350. private _autoRotationBehavior;
  105351. /**
  105352. * Gets the auto rotation behavior of the camera if it has been enabled.
  105353. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105354. */
  105355. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  105356. /**
  105357. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  105358. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105359. */
  105360. useAutoRotationBehavior: boolean;
  105361. /**
  105362. * Observable triggered when the mesh target has been changed on the camera.
  105363. */
  105364. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  105365. /**
  105366. * Event raised when the camera is colliding with a mesh.
  105367. */
  105368. onCollide: (collidedMesh: AbstractMesh) => void;
  105369. /**
  105370. * Defines whether the camera should check collision with the objects oh the scene.
  105371. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  105372. */
  105373. checkCollisions: boolean;
  105374. /**
  105375. * Defines the collision radius of the camera.
  105376. * This simulates a sphere around the camera.
  105377. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  105378. */
  105379. collisionRadius: Vector3;
  105380. protected _collider: Collider;
  105381. protected _previousPosition: Vector3;
  105382. protected _collisionVelocity: Vector3;
  105383. protected _newPosition: Vector3;
  105384. protected _previousAlpha: number;
  105385. protected _previousBeta: number;
  105386. protected _previousRadius: number;
  105387. protected _collisionTriggered: boolean;
  105388. protected _targetBoundingCenter: Nullable<Vector3>;
  105389. private _computationVector;
  105390. /**
  105391. * Instantiates a new ArcRotateCamera in a given scene
  105392. * @param name Defines the name of the camera
  105393. * @param alpha Defines the camera rotation along the logitudinal axis
  105394. * @param beta Defines the camera rotation along the latitudinal axis
  105395. * @param radius Defines the camera distance from its target
  105396. * @param target Defines the camera target
  105397. * @param scene Defines the scene the camera belongs to
  105398. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  105399. */
  105400. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  105401. /** @hidden */
  105402. _initCache(): void;
  105403. /** @hidden */
  105404. _updateCache(ignoreParentClass?: boolean): void;
  105405. protected _getTargetPosition(): Vector3;
  105406. private _storedAlpha;
  105407. private _storedBeta;
  105408. private _storedRadius;
  105409. private _storedTarget;
  105410. private _storedTargetScreenOffset;
  105411. /**
  105412. * Stores the current state of the camera (alpha, beta, radius and target)
  105413. * @returns the camera itself
  105414. */
  105415. storeState(): Camera;
  105416. /**
  105417. * @hidden
  105418. * Restored camera state. You must call storeState() first
  105419. */
  105420. _restoreStateValues(): boolean;
  105421. /** @hidden */
  105422. _isSynchronizedViewMatrix(): boolean;
  105423. /**
  105424. * Attached controls to the current camera.
  105425. * @param element Defines the element the controls should be listened from
  105426. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105427. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  105428. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  105429. */
  105430. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  105431. /**
  105432. * Detach the current controls from the camera.
  105433. * The camera will stop reacting to inputs.
  105434. * @param element Defines the element to stop listening the inputs from
  105435. */
  105436. detachControl(element: HTMLElement): void;
  105437. /** @hidden */
  105438. _checkInputs(): void;
  105439. protected _checkLimits(): void;
  105440. /**
  105441. * Rebuilds angles (alpha, beta) and radius from the give position and target
  105442. */
  105443. rebuildAnglesAndRadius(): void;
  105444. /**
  105445. * Use a position to define the current camera related information like alpha, beta and radius
  105446. * @param position Defines the position to set the camera at
  105447. */
  105448. setPosition(position: Vector3): void;
  105449. /**
  105450. * Defines the target the camera should look at.
  105451. * This will automatically adapt alpha beta and radius to fit within the new target.
  105452. * @param target Defines the new target as a Vector or a mesh
  105453. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  105454. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  105455. */
  105456. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  105457. /** @hidden */
  105458. _getViewMatrix(): Matrix;
  105459. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  105460. /**
  105461. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  105462. * @param meshes Defines the mesh to zoom on
  105463. * @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)
  105464. */
  105465. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  105466. /**
  105467. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  105468. * The target will be changed but the radius
  105469. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  105470. * @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)
  105471. */
  105472. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  105473. min: Vector3;
  105474. max: Vector3;
  105475. distance: number;
  105476. }, doNotUpdateMaxZ?: boolean): void;
  105477. /**
  105478. * @override
  105479. * Override Camera.createRigCamera
  105480. */
  105481. createRigCamera(name: string, cameraIndex: number): Camera;
  105482. /**
  105483. * @hidden
  105484. * @override
  105485. * Override Camera._updateRigCameras
  105486. */
  105487. _updateRigCameras(): void;
  105488. /**
  105489. * Destroy the camera and release the current resources hold by it.
  105490. */
  105491. dispose(): void;
  105492. /**
  105493. * Gets the current object class name.
  105494. * @return the class name
  105495. */
  105496. getClassName(): string;
  105497. }
  105498. }
  105499. declare module BABYLON {
  105500. /**
  105501. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  105502. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105503. */
  105504. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  105505. /**
  105506. * Gets the name of the behavior.
  105507. */
  105508. readonly name: string;
  105509. private _zoomStopsAnimation;
  105510. private _idleRotationSpeed;
  105511. private _idleRotationWaitTime;
  105512. private _idleRotationSpinupTime;
  105513. /**
  105514. * Sets the flag that indicates if user zooming should stop animation.
  105515. */
  105516. /**
  105517. * Gets the flag that indicates if user zooming should stop animation.
  105518. */
  105519. zoomStopsAnimation: boolean;
  105520. /**
  105521. * Sets the default speed at which the camera rotates around the model.
  105522. */
  105523. /**
  105524. * Gets the default speed at which the camera rotates around the model.
  105525. */
  105526. idleRotationSpeed: number;
  105527. /**
  105528. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  105529. */
  105530. /**
  105531. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  105532. */
  105533. idleRotationWaitTime: number;
  105534. /**
  105535. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105536. */
  105537. /**
  105538. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105539. */
  105540. idleRotationSpinupTime: number;
  105541. /**
  105542. * Gets a value indicating if the camera is currently rotating because of this behavior
  105543. */
  105544. readonly rotationInProgress: boolean;
  105545. private _onPrePointerObservableObserver;
  105546. private _onAfterCheckInputsObserver;
  105547. private _attachedCamera;
  105548. private _isPointerDown;
  105549. private _lastFrameTime;
  105550. private _lastInteractionTime;
  105551. private _cameraRotationSpeed;
  105552. /**
  105553. * Initializes the behavior.
  105554. */
  105555. init(): void;
  105556. /**
  105557. * Attaches the behavior to its arc rotate camera.
  105558. * @param camera Defines the camera to attach the behavior to
  105559. */
  105560. attach(camera: ArcRotateCamera): void;
  105561. /**
  105562. * Detaches the behavior from its current arc rotate camera.
  105563. */
  105564. detach(): void;
  105565. /**
  105566. * Returns true if user is scrolling.
  105567. * @return true if user is scrolling.
  105568. */
  105569. private _userIsZooming;
  105570. private _lastFrameRadius;
  105571. private _shouldAnimationStopForInteraction;
  105572. /**
  105573. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  105574. */
  105575. private _applyUserInteraction;
  105576. private _userIsMoving;
  105577. }
  105578. }
  105579. declare module BABYLON {
  105580. /**
  105581. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  105582. */
  105583. export class AttachToBoxBehavior implements Behavior<Mesh> {
  105584. private ui;
  105585. /**
  105586. * The name of the behavior
  105587. */
  105588. name: string;
  105589. /**
  105590. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  105591. */
  105592. distanceAwayFromFace: number;
  105593. /**
  105594. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  105595. */
  105596. distanceAwayFromBottomOfFace: number;
  105597. private _faceVectors;
  105598. private _target;
  105599. private _scene;
  105600. private _onRenderObserver;
  105601. private _tmpMatrix;
  105602. private _tmpVector;
  105603. /**
  105604. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  105605. * @param ui The transform node that should be attched to the mesh
  105606. */
  105607. constructor(ui: TransformNode);
  105608. /**
  105609. * Initializes the behavior
  105610. */
  105611. init(): void;
  105612. private _closestFace;
  105613. private _zeroVector;
  105614. private _lookAtTmpMatrix;
  105615. private _lookAtToRef;
  105616. /**
  105617. * Attaches the AttachToBoxBehavior to the passed in mesh
  105618. * @param target The mesh that the specified node will be attached to
  105619. */
  105620. attach(target: Mesh): void;
  105621. /**
  105622. * Detaches the behavior from the mesh
  105623. */
  105624. detach(): void;
  105625. }
  105626. }
  105627. declare module BABYLON {
  105628. /**
  105629. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  105630. */
  105631. export class FadeInOutBehavior implements Behavior<Mesh> {
  105632. /**
  105633. * Time in milliseconds to delay before fading in (Default: 0)
  105634. */
  105635. delay: number;
  105636. /**
  105637. * Time in milliseconds for the mesh to fade in (Default: 300)
  105638. */
  105639. fadeInTime: number;
  105640. private _millisecondsPerFrame;
  105641. private _hovered;
  105642. private _hoverValue;
  105643. private _ownerNode;
  105644. /**
  105645. * Instatiates the FadeInOutBehavior
  105646. */
  105647. constructor();
  105648. /**
  105649. * The name of the behavior
  105650. */
  105651. readonly name: string;
  105652. /**
  105653. * Initializes the behavior
  105654. */
  105655. init(): void;
  105656. /**
  105657. * Attaches the fade behavior on the passed in mesh
  105658. * @param ownerNode The mesh that will be faded in/out once attached
  105659. */
  105660. attach(ownerNode: Mesh): void;
  105661. /**
  105662. * Detaches the behavior from the mesh
  105663. */
  105664. detach(): void;
  105665. /**
  105666. * Triggers the mesh to begin fading in or out
  105667. * @param value if the object should fade in or out (true to fade in)
  105668. */
  105669. fadeIn(value: boolean): void;
  105670. private _update;
  105671. private _setAllVisibility;
  105672. }
  105673. }
  105674. declare module BABYLON {
  105675. /**
  105676. * Class containing a set of static utilities functions for managing Pivots
  105677. * @hidden
  105678. */
  105679. export class PivotTools {
  105680. private static _PivotCached;
  105681. private static _OldPivotPoint;
  105682. private static _PivotTranslation;
  105683. private static _PivotTmpVector;
  105684. /** @hidden */
  105685. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  105686. /** @hidden */
  105687. static _RestorePivotPoint(mesh: AbstractMesh): void;
  105688. }
  105689. }
  105690. declare module BABYLON {
  105691. /**
  105692. * Class containing static functions to help procedurally build meshes
  105693. */
  105694. export class PlaneBuilder {
  105695. /**
  105696. * Creates a plane mesh
  105697. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  105698. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  105699. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  105700. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105701. * * 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
  105702. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105703. * @param name defines the name of the mesh
  105704. * @param options defines the options used to create the mesh
  105705. * @param scene defines the hosting scene
  105706. * @returns the plane mesh
  105707. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  105708. */
  105709. static CreatePlane(name: string, options: {
  105710. size?: number;
  105711. width?: number;
  105712. height?: number;
  105713. sideOrientation?: number;
  105714. frontUVs?: Vector4;
  105715. backUVs?: Vector4;
  105716. updatable?: boolean;
  105717. sourcePlane?: Plane;
  105718. }, scene?: Nullable<Scene>): Mesh;
  105719. }
  105720. }
  105721. declare module BABYLON {
  105722. /**
  105723. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  105724. */
  105725. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  105726. private static _AnyMouseID;
  105727. /**
  105728. * Abstract mesh the behavior is set on
  105729. */
  105730. attachedNode: AbstractMesh;
  105731. private _dragPlane;
  105732. private _scene;
  105733. private _pointerObserver;
  105734. private _beforeRenderObserver;
  105735. private static _planeScene;
  105736. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  105737. /**
  105738. * 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)
  105739. */
  105740. maxDragAngle: number;
  105741. /**
  105742. * @hidden
  105743. */
  105744. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  105745. /**
  105746. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  105747. */
  105748. currentDraggingPointerID: number;
  105749. /**
  105750. * The last position where the pointer hit the drag plane in world space
  105751. */
  105752. lastDragPosition: Vector3;
  105753. /**
  105754. * If the behavior is currently in a dragging state
  105755. */
  105756. dragging: boolean;
  105757. /**
  105758. * 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)
  105759. */
  105760. dragDeltaRatio: number;
  105761. /**
  105762. * If the drag plane orientation should be updated during the dragging (Default: true)
  105763. */
  105764. updateDragPlane: boolean;
  105765. private _debugMode;
  105766. private _moving;
  105767. /**
  105768. * Fires each time the attached mesh is dragged with the pointer
  105769. * * delta between last drag position and current drag position in world space
  105770. * * dragDistance along the drag axis
  105771. * * dragPlaneNormal normal of the current drag plane used during the drag
  105772. * * dragPlanePoint in world space where the drag intersects the drag plane
  105773. */
  105774. onDragObservable: Observable<{
  105775. delta: Vector3;
  105776. dragPlanePoint: Vector3;
  105777. dragPlaneNormal: Vector3;
  105778. dragDistance: number;
  105779. pointerId: number;
  105780. }>;
  105781. /**
  105782. * Fires each time a drag begins (eg. mouse down on mesh)
  105783. */
  105784. onDragStartObservable: Observable<{
  105785. dragPlanePoint: Vector3;
  105786. pointerId: number;
  105787. }>;
  105788. /**
  105789. * Fires each time a drag ends (eg. mouse release after drag)
  105790. */
  105791. onDragEndObservable: Observable<{
  105792. dragPlanePoint: Vector3;
  105793. pointerId: number;
  105794. }>;
  105795. /**
  105796. * If the attached mesh should be moved when dragged
  105797. */
  105798. moveAttached: boolean;
  105799. /**
  105800. * If the drag behavior will react to drag events (Default: true)
  105801. */
  105802. enabled: boolean;
  105803. /**
  105804. * If pointer events should start and release the drag (Default: true)
  105805. */
  105806. startAndReleaseDragOnPointerEvents: boolean;
  105807. /**
  105808. * If camera controls should be detached during the drag
  105809. */
  105810. detachCameraControls: boolean;
  105811. /**
  105812. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  105813. */
  105814. useObjectOrienationForDragging: boolean;
  105815. private _options;
  105816. /**
  105817. * Creates a pointer drag behavior that can be attached to a mesh
  105818. * @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)
  105819. */
  105820. constructor(options?: {
  105821. dragAxis?: Vector3;
  105822. dragPlaneNormal?: Vector3;
  105823. });
  105824. /**
  105825. * Predicate to determine if it is valid to move the object to a new position when it is moved
  105826. */
  105827. validateDrag: (targetPosition: Vector3) => boolean;
  105828. /**
  105829. * The name of the behavior
  105830. */
  105831. readonly name: string;
  105832. /**
  105833. * Initializes the behavior
  105834. */
  105835. init(): void;
  105836. private _tmpVector;
  105837. private _alternatePickedPoint;
  105838. private _worldDragAxis;
  105839. private _targetPosition;
  105840. private _attachedElement;
  105841. /**
  105842. * Attaches the drag behavior the passed in mesh
  105843. * @param ownerNode The mesh that will be dragged around once attached
  105844. * @param predicate Predicate to use for pick filtering
  105845. */
  105846. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  105847. /**
  105848. * Force relase the drag action by code.
  105849. */
  105850. releaseDrag(): void;
  105851. private _startDragRay;
  105852. private _lastPointerRay;
  105853. /**
  105854. * Simulates the start of a pointer drag event on the behavior
  105855. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  105856. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  105857. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  105858. */
  105859. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  105860. private _startDrag;
  105861. private _dragDelta;
  105862. private _moveDrag;
  105863. private _pickWithRayOnDragPlane;
  105864. private _pointA;
  105865. private _pointB;
  105866. private _pointC;
  105867. private _lineA;
  105868. private _lineB;
  105869. private _localAxis;
  105870. private _lookAt;
  105871. private _updateDragPlanePosition;
  105872. /**
  105873. * Detaches the behavior from the mesh
  105874. */
  105875. detach(): void;
  105876. }
  105877. }
  105878. declare module BABYLON {
  105879. /**
  105880. * A behavior that when attached to a mesh will allow the mesh to be scaled
  105881. */
  105882. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  105883. private _dragBehaviorA;
  105884. private _dragBehaviorB;
  105885. private _startDistance;
  105886. private _initialScale;
  105887. private _targetScale;
  105888. private _ownerNode;
  105889. private _sceneRenderObserver;
  105890. /**
  105891. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  105892. */
  105893. constructor();
  105894. /**
  105895. * The name of the behavior
  105896. */
  105897. readonly name: string;
  105898. /**
  105899. * Initializes the behavior
  105900. */
  105901. init(): void;
  105902. private _getCurrentDistance;
  105903. /**
  105904. * Attaches the scale behavior the passed in mesh
  105905. * @param ownerNode The mesh that will be scaled around once attached
  105906. */
  105907. attach(ownerNode: Mesh): void;
  105908. /**
  105909. * Detaches the behavior from the mesh
  105910. */
  105911. detach(): void;
  105912. }
  105913. }
  105914. declare module BABYLON {
  105915. /**
  105916. * 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
  105917. */
  105918. export class SixDofDragBehavior implements Behavior<Mesh> {
  105919. private static _virtualScene;
  105920. private _ownerNode;
  105921. private _sceneRenderObserver;
  105922. private _scene;
  105923. private _targetPosition;
  105924. private _virtualOriginMesh;
  105925. private _virtualDragMesh;
  105926. private _pointerObserver;
  105927. private _moving;
  105928. private _startingOrientation;
  105929. /**
  105930. * 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)
  105931. */
  105932. private zDragFactor;
  105933. /**
  105934. * If the object should rotate to face the drag origin
  105935. */
  105936. rotateDraggedObject: boolean;
  105937. /**
  105938. * If the behavior is currently in a dragging state
  105939. */
  105940. dragging: boolean;
  105941. /**
  105942. * 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)
  105943. */
  105944. dragDeltaRatio: number;
  105945. /**
  105946. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  105947. */
  105948. currentDraggingPointerID: number;
  105949. /**
  105950. * If camera controls should be detached during the drag
  105951. */
  105952. detachCameraControls: boolean;
  105953. /**
  105954. * Fires each time a drag starts
  105955. */
  105956. onDragStartObservable: Observable<{}>;
  105957. /**
  105958. * Fires each time a drag ends (eg. mouse release after drag)
  105959. */
  105960. onDragEndObservable: Observable<{}>;
  105961. /**
  105962. * 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
  105963. */
  105964. constructor();
  105965. /**
  105966. * The name of the behavior
  105967. */
  105968. readonly name: string;
  105969. /**
  105970. * Initializes the behavior
  105971. */
  105972. init(): void;
  105973. /**
  105974. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  105975. */
  105976. private readonly _pointerCamera;
  105977. /**
  105978. * Attaches the scale behavior the passed in mesh
  105979. * @param ownerNode The mesh that will be scaled around once attached
  105980. */
  105981. attach(ownerNode: Mesh): void;
  105982. /**
  105983. * Detaches the behavior from the mesh
  105984. */
  105985. detach(): void;
  105986. }
  105987. }
  105988. declare module BABYLON {
  105989. /**
  105990. * Class used to apply inverse kinematics to bones
  105991. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  105992. */
  105993. export class BoneIKController {
  105994. private static _tmpVecs;
  105995. private static _tmpQuat;
  105996. private static _tmpMats;
  105997. /**
  105998. * Gets or sets the target mesh
  105999. */
  106000. targetMesh: AbstractMesh;
  106001. /** Gets or sets the mesh used as pole */
  106002. poleTargetMesh: AbstractMesh;
  106003. /**
  106004. * Gets or sets the bone used as pole
  106005. */
  106006. poleTargetBone: Nullable<Bone>;
  106007. /**
  106008. * Gets or sets the target position
  106009. */
  106010. targetPosition: Vector3;
  106011. /**
  106012. * Gets or sets the pole target position
  106013. */
  106014. poleTargetPosition: Vector3;
  106015. /**
  106016. * Gets or sets the pole target local offset
  106017. */
  106018. poleTargetLocalOffset: Vector3;
  106019. /**
  106020. * Gets or sets the pole angle
  106021. */
  106022. poleAngle: number;
  106023. /**
  106024. * Gets or sets the mesh associated with the controller
  106025. */
  106026. mesh: AbstractMesh;
  106027. /**
  106028. * 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)
  106029. */
  106030. slerpAmount: number;
  106031. private _bone1Quat;
  106032. private _bone1Mat;
  106033. private _bone2Ang;
  106034. private _bone1;
  106035. private _bone2;
  106036. private _bone1Length;
  106037. private _bone2Length;
  106038. private _maxAngle;
  106039. private _maxReach;
  106040. private _rightHandedSystem;
  106041. private _bendAxis;
  106042. private _slerping;
  106043. private _adjustRoll;
  106044. /**
  106045. * Gets or sets maximum allowed angle
  106046. */
  106047. maxAngle: number;
  106048. /**
  106049. * Creates a new BoneIKController
  106050. * @param mesh defines the mesh to control
  106051. * @param bone defines the bone to control
  106052. * @param options defines options to set up the controller
  106053. */
  106054. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  106055. targetMesh?: AbstractMesh;
  106056. poleTargetMesh?: AbstractMesh;
  106057. poleTargetBone?: Bone;
  106058. poleTargetLocalOffset?: Vector3;
  106059. poleAngle?: number;
  106060. bendAxis?: Vector3;
  106061. maxAngle?: number;
  106062. slerpAmount?: number;
  106063. });
  106064. private _setMaxAngle;
  106065. /**
  106066. * Force the controller to update the bones
  106067. */
  106068. update(): void;
  106069. }
  106070. }
  106071. declare module BABYLON {
  106072. /**
  106073. * Class used to make a bone look toward a point in space
  106074. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  106075. */
  106076. export class BoneLookController {
  106077. private static _tmpVecs;
  106078. private static _tmpQuat;
  106079. private static _tmpMats;
  106080. /**
  106081. * The target Vector3 that the bone will look at
  106082. */
  106083. target: Vector3;
  106084. /**
  106085. * The mesh that the bone is attached to
  106086. */
  106087. mesh: AbstractMesh;
  106088. /**
  106089. * The bone that will be looking to the target
  106090. */
  106091. bone: Bone;
  106092. /**
  106093. * The up axis of the coordinate system that is used when the bone is rotated
  106094. */
  106095. upAxis: Vector3;
  106096. /**
  106097. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  106098. */
  106099. upAxisSpace: Space;
  106100. /**
  106101. * Used to make an adjustment to the yaw of the bone
  106102. */
  106103. adjustYaw: number;
  106104. /**
  106105. * Used to make an adjustment to the pitch of the bone
  106106. */
  106107. adjustPitch: number;
  106108. /**
  106109. * Used to make an adjustment to the roll of the bone
  106110. */
  106111. adjustRoll: number;
  106112. /**
  106113. * 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)
  106114. */
  106115. slerpAmount: number;
  106116. private _minYaw;
  106117. private _maxYaw;
  106118. private _minPitch;
  106119. private _maxPitch;
  106120. private _minYawSin;
  106121. private _minYawCos;
  106122. private _maxYawSin;
  106123. private _maxYawCos;
  106124. private _midYawConstraint;
  106125. private _minPitchTan;
  106126. private _maxPitchTan;
  106127. private _boneQuat;
  106128. private _slerping;
  106129. private _transformYawPitch;
  106130. private _transformYawPitchInv;
  106131. private _firstFrameSkipped;
  106132. private _yawRange;
  106133. private _fowardAxis;
  106134. /**
  106135. * Gets or sets the minimum yaw angle that the bone can look to
  106136. */
  106137. minYaw: number;
  106138. /**
  106139. * Gets or sets the maximum yaw angle that the bone can look to
  106140. */
  106141. maxYaw: number;
  106142. /**
  106143. * Gets or sets the minimum pitch angle that the bone can look to
  106144. */
  106145. minPitch: number;
  106146. /**
  106147. * Gets or sets the maximum pitch angle that the bone can look to
  106148. */
  106149. maxPitch: number;
  106150. /**
  106151. * Create a BoneLookController
  106152. * @param mesh the mesh that the bone belongs to
  106153. * @param bone the bone that will be looking to the target
  106154. * @param target the target Vector3 to look at
  106155. * @param options optional settings:
  106156. * * maxYaw: the maximum angle the bone will yaw to
  106157. * * minYaw: the minimum angle the bone will yaw to
  106158. * * maxPitch: the maximum angle the bone will pitch to
  106159. * * minPitch: the minimum angle the bone will yaw to
  106160. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  106161. * * upAxis: the up axis of the coordinate system
  106162. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  106163. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  106164. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  106165. * * adjustYaw: used to make an adjustment to the yaw of the bone
  106166. * * adjustPitch: used to make an adjustment to the pitch of the bone
  106167. * * adjustRoll: used to make an adjustment to the roll of the bone
  106168. **/
  106169. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  106170. maxYaw?: number;
  106171. minYaw?: number;
  106172. maxPitch?: number;
  106173. minPitch?: number;
  106174. slerpAmount?: number;
  106175. upAxis?: Vector3;
  106176. upAxisSpace?: Space;
  106177. yawAxis?: Vector3;
  106178. pitchAxis?: Vector3;
  106179. adjustYaw?: number;
  106180. adjustPitch?: number;
  106181. adjustRoll?: number;
  106182. });
  106183. /**
  106184. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  106185. */
  106186. update(): void;
  106187. private _getAngleDiff;
  106188. private _getAngleBetween;
  106189. private _isAngleBetween;
  106190. }
  106191. }
  106192. declare module BABYLON {
  106193. /**
  106194. * Manage the gamepad inputs to control an arc rotate camera.
  106195. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106196. */
  106197. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  106198. /**
  106199. * Defines the camera the input is attached to.
  106200. */
  106201. camera: ArcRotateCamera;
  106202. /**
  106203. * Defines the gamepad the input is gathering event from.
  106204. */
  106205. gamepad: Nullable<Gamepad>;
  106206. /**
  106207. * Defines the gamepad rotation sensiblity.
  106208. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  106209. */
  106210. gamepadRotationSensibility: number;
  106211. /**
  106212. * Defines the gamepad move sensiblity.
  106213. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  106214. */
  106215. gamepadMoveSensibility: number;
  106216. private _yAxisScale;
  106217. /**
  106218. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  106219. */
  106220. invertYAxis: boolean;
  106221. private _onGamepadConnectedObserver;
  106222. private _onGamepadDisconnectedObserver;
  106223. /**
  106224. * Attach the input controls to a specific dom element to get the input from.
  106225. * @param element Defines the element the controls should be listened from
  106226. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106227. */
  106228. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106229. /**
  106230. * Detach the current controls from the specified dom element.
  106231. * @param element Defines the element to stop listening the inputs from
  106232. */
  106233. detachControl(element: Nullable<HTMLElement>): void;
  106234. /**
  106235. * Update the current camera state depending on the inputs that have been used this frame.
  106236. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106237. */
  106238. checkInputs(): void;
  106239. /**
  106240. * Gets the class name of the current intput.
  106241. * @returns the class name
  106242. */
  106243. getClassName(): string;
  106244. /**
  106245. * Get the friendly name associated with the input class.
  106246. * @returns the input friendly name
  106247. */
  106248. getSimpleName(): string;
  106249. }
  106250. }
  106251. declare module BABYLON {
  106252. interface ArcRotateCameraInputsManager {
  106253. /**
  106254. * Add orientation input support to the input manager.
  106255. * @returns the current input manager
  106256. */
  106257. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  106258. }
  106259. /**
  106260. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  106261. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106262. */
  106263. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  106264. /**
  106265. * Defines the camera the input is attached to.
  106266. */
  106267. camera: ArcRotateCamera;
  106268. /**
  106269. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  106270. */
  106271. alphaCorrection: number;
  106272. /**
  106273. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  106274. */
  106275. gammaCorrection: number;
  106276. private _alpha;
  106277. private _gamma;
  106278. private _dirty;
  106279. private _deviceOrientationHandler;
  106280. /**
  106281. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  106282. */
  106283. constructor();
  106284. /**
  106285. * Attach the input controls to a specific dom element to get the input from.
  106286. * @param element Defines the element the controls should be listened from
  106287. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106288. */
  106289. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106290. /** @hidden */
  106291. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  106292. /**
  106293. * Update the current camera state depending on the inputs that have been used this frame.
  106294. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106295. */
  106296. checkInputs(): void;
  106297. /**
  106298. * Detach the current controls from the specified dom element.
  106299. * @param element Defines the element to stop listening the inputs from
  106300. */
  106301. detachControl(element: Nullable<HTMLElement>): void;
  106302. /**
  106303. * Gets the class name of the current intput.
  106304. * @returns the class name
  106305. */
  106306. getClassName(): string;
  106307. /**
  106308. * Get the friendly name associated with the input class.
  106309. * @returns the input friendly name
  106310. */
  106311. getSimpleName(): string;
  106312. }
  106313. }
  106314. declare module BABYLON {
  106315. /**
  106316. * Listen to mouse events to control the camera.
  106317. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106318. */
  106319. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  106320. /**
  106321. * Defines the camera the input is attached to.
  106322. */
  106323. camera: FlyCamera;
  106324. /**
  106325. * Defines if touch is enabled. (Default is true.)
  106326. */
  106327. touchEnabled: boolean;
  106328. /**
  106329. * Defines the buttons associated with the input to handle camera rotation.
  106330. */
  106331. buttons: number[];
  106332. /**
  106333. * Assign buttons for Yaw control.
  106334. */
  106335. buttonsYaw: number[];
  106336. /**
  106337. * Assign buttons for Pitch control.
  106338. */
  106339. buttonsPitch: number[];
  106340. /**
  106341. * Assign buttons for Roll control.
  106342. */
  106343. buttonsRoll: number[];
  106344. /**
  106345. * Detect if any button is being pressed while mouse is moved.
  106346. * -1 = Mouse locked.
  106347. * 0 = Left button.
  106348. * 1 = Middle Button.
  106349. * 2 = Right Button.
  106350. */
  106351. activeButton: number;
  106352. /**
  106353. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  106354. * Higher values reduce its sensitivity.
  106355. */
  106356. angularSensibility: number;
  106357. private _mousemoveCallback;
  106358. private _observer;
  106359. private _rollObserver;
  106360. private previousPosition;
  106361. private noPreventDefault;
  106362. private element;
  106363. /**
  106364. * Listen to mouse events to control the camera.
  106365. * @param touchEnabled Define if touch is enabled. (Default is true.)
  106366. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106367. */
  106368. constructor(touchEnabled?: boolean);
  106369. /**
  106370. * Attach the mouse control to the HTML DOM element.
  106371. * @param element Defines the element that listens to the input events.
  106372. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  106373. */
  106374. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106375. /**
  106376. * Detach the current controls from the specified dom element.
  106377. * @param element Defines the element to stop listening the inputs from
  106378. */
  106379. detachControl(element: Nullable<HTMLElement>): void;
  106380. /**
  106381. * Gets the class name of the current input.
  106382. * @returns the class name.
  106383. */
  106384. getClassName(): string;
  106385. /**
  106386. * Get the friendly name associated with the input class.
  106387. * @returns the input's friendly name.
  106388. */
  106389. getSimpleName(): string;
  106390. private _pointerInput;
  106391. private _onMouseMove;
  106392. /**
  106393. * Rotate camera by mouse offset.
  106394. */
  106395. private rotateCamera;
  106396. }
  106397. }
  106398. declare module BABYLON {
  106399. /**
  106400. * Default Inputs manager for the FlyCamera.
  106401. * It groups all the default supported inputs for ease of use.
  106402. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106403. */
  106404. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  106405. /**
  106406. * Instantiates a new FlyCameraInputsManager.
  106407. * @param camera Defines the camera the inputs belong to.
  106408. */
  106409. constructor(camera: FlyCamera);
  106410. /**
  106411. * Add keyboard input support to the input manager.
  106412. * @returns the new FlyCameraKeyboardMoveInput().
  106413. */
  106414. addKeyboard(): FlyCameraInputsManager;
  106415. /**
  106416. * Add mouse input support to the input manager.
  106417. * @param touchEnabled Enable touch screen support.
  106418. * @returns the new FlyCameraMouseInput().
  106419. */
  106420. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  106421. }
  106422. }
  106423. declare module BABYLON {
  106424. /**
  106425. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106426. * such as in a 3D Space Shooter or a Flight Simulator.
  106427. */
  106428. export class FlyCamera extends TargetCamera {
  106429. /**
  106430. * Define the collision ellipsoid of the camera.
  106431. * This is helpful for simulating a camera body, like a player's body.
  106432. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  106433. */
  106434. ellipsoid: Vector3;
  106435. /**
  106436. * Define an offset for the position of the ellipsoid around the camera.
  106437. * This can be helpful if the camera is attached away from the player's body center,
  106438. * such as at its head.
  106439. */
  106440. ellipsoidOffset: Vector3;
  106441. /**
  106442. * Enable or disable collisions of the camera with the rest of the scene objects.
  106443. */
  106444. checkCollisions: boolean;
  106445. /**
  106446. * Enable or disable gravity on the camera.
  106447. */
  106448. applyGravity: boolean;
  106449. /**
  106450. * Define the current direction the camera is moving to.
  106451. */
  106452. cameraDirection: Vector3;
  106453. /**
  106454. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  106455. * This overrides and empties cameraRotation.
  106456. */
  106457. rotationQuaternion: Quaternion;
  106458. /**
  106459. * Track Roll to maintain the wanted Rolling when looking around.
  106460. */
  106461. _trackRoll: number;
  106462. /**
  106463. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  106464. */
  106465. rollCorrect: number;
  106466. /**
  106467. * Mimic a banked turn, Rolling the camera when Yawing.
  106468. * It's recommended to use rollCorrect = 10 for faster banking correction.
  106469. */
  106470. bankedTurn: boolean;
  106471. /**
  106472. * Limit in radians for how much Roll banking will add. (Default: 90°)
  106473. */
  106474. bankedTurnLimit: number;
  106475. /**
  106476. * Value of 0 disables the banked Roll.
  106477. * Value of 1 is equal to the Yaw angle in radians.
  106478. */
  106479. bankedTurnMultiplier: number;
  106480. /**
  106481. * The inputs manager loads all the input sources, such as keyboard and mouse.
  106482. */
  106483. inputs: FlyCameraInputsManager;
  106484. /**
  106485. * Gets the input sensibility for mouse input.
  106486. * Higher values reduce sensitivity.
  106487. */
  106488. /**
  106489. * Sets the input sensibility for a mouse input.
  106490. * Higher values reduce sensitivity.
  106491. */
  106492. angularSensibility: number;
  106493. /**
  106494. * Get the keys for camera movement forward.
  106495. */
  106496. /**
  106497. * Set the keys for camera movement forward.
  106498. */
  106499. keysForward: number[];
  106500. /**
  106501. * Get the keys for camera movement backward.
  106502. */
  106503. keysBackward: number[];
  106504. /**
  106505. * Get the keys for camera movement up.
  106506. */
  106507. /**
  106508. * Set the keys for camera movement up.
  106509. */
  106510. keysUp: number[];
  106511. /**
  106512. * Get the keys for camera movement down.
  106513. */
  106514. /**
  106515. * Set the keys for camera movement down.
  106516. */
  106517. keysDown: number[];
  106518. /**
  106519. * Get the keys for camera movement left.
  106520. */
  106521. /**
  106522. * Set the keys for camera movement left.
  106523. */
  106524. keysLeft: number[];
  106525. /**
  106526. * Set the keys for camera movement right.
  106527. */
  106528. /**
  106529. * Set the keys for camera movement right.
  106530. */
  106531. keysRight: number[];
  106532. /**
  106533. * Event raised when the camera collides with a mesh in the scene.
  106534. */
  106535. onCollide: (collidedMesh: AbstractMesh) => void;
  106536. private _collider;
  106537. private _needMoveForGravity;
  106538. private _oldPosition;
  106539. private _diffPosition;
  106540. private _newPosition;
  106541. /** @hidden */
  106542. _localDirection: Vector3;
  106543. /** @hidden */
  106544. _transformedDirection: Vector3;
  106545. /**
  106546. * Instantiates a FlyCamera.
  106547. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106548. * such as in a 3D Space Shooter or a Flight Simulator.
  106549. * @param name Define the name of the camera in the scene.
  106550. * @param position Define the starting position of the camera in the scene.
  106551. * @param scene Define the scene the camera belongs to.
  106552. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  106553. */
  106554. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  106555. /**
  106556. * Attach a control to the HTML DOM element.
  106557. * @param element Defines the element that listens to the input events.
  106558. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  106559. */
  106560. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106561. /**
  106562. * Detach a control from the HTML DOM element.
  106563. * The camera will stop reacting to that input.
  106564. * @param element Defines the element that listens to the input events.
  106565. */
  106566. detachControl(element: HTMLElement): void;
  106567. private _collisionMask;
  106568. /**
  106569. * Get the mask that the camera ignores in collision events.
  106570. */
  106571. /**
  106572. * Set the mask that the camera ignores in collision events.
  106573. */
  106574. collisionMask: number;
  106575. /** @hidden */
  106576. _collideWithWorld(displacement: Vector3): void;
  106577. /** @hidden */
  106578. private _onCollisionPositionChange;
  106579. /** @hidden */
  106580. _checkInputs(): void;
  106581. /** @hidden */
  106582. _decideIfNeedsToMove(): boolean;
  106583. /** @hidden */
  106584. _updatePosition(): void;
  106585. /**
  106586. * Restore the Roll to its target value at the rate specified.
  106587. * @param rate - Higher means slower restoring.
  106588. * @hidden
  106589. */
  106590. restoreRoll(rate: number): void;
  106591. /**
  106592. * Destroy the camera and release the current resources held by it.
  106593. */
  106594. dispose(): void;
  106595. /**
  106596. * Get the current object class name.
  106597. * @returns the class name.
  106598. */
  106599. getClassName(): string;
  106600. }
  106601. }
  106602. declare module BABYLON {
  106603. /**
  106604. * Listen to keyboard events to control the camera.
  106605. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106606. */
  106607. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  106608. /**
  106609. * Defines the camera the input is attached to.
  106610. */
  106611. camera: FlyCamera;
  106612. /**
  106613. * The list of keyboard keys used to control the forward move of the camera.
  106614. */
  106615. keysForward: number[];
  106616. /**
  106617. * The list of keyboard keys used to control the backward move of the camera.
  106618. */
  106619. keysBackward: number[];
  106620. /**
  106621. * The list of keyboard keys used to control the forward move of the camera.
  106622. */
  106623. keysUp: number[];
  106624. /**
  106625. * The list of keyboard keys used to control the backward move of the camera.
  106626. */
  106627. keysDown: number[];
  106628. /**
  106629. * The list of keyboard keys used to control the right strafe move of the camera.
  106630. */
  106631. keysRight: number[];
  106632. /**
  106633. * The list of keyboard keys used to control the left strafe move of the camera.
  106634. */
  106635. keysLeft: number[];
  106636. private _keys;
  106637. private _onCanvasBlurObserver;
  106638. private _onKeyboardObserver;
  106639. private _engine;
  106640. private _scene;
  106641. /**
  106642. * Attach the input controls to a specific dom element to get the input from.
  106643. * @param element Defines the element the controls should be listened from
  106644. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106645. */
  106646. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106647. /**
  106648. * Detach the current controls from the specified dom element.
  106649. * @param element Defines the element to stop listening the inputs from
  106650. */
  106651. detachControl(element: Nullable<HTMLElement>): void;
  106652. /**
  106653. * Gets the class name of the current intput.
  106654. * @returns the class name
  106655. */
  106656. getClassName(): string;
  106657. /** @hidden */
  106658. _onLostFocus(e: FocusEvent): void;
  106659. /**
  106660. * Get the friendly name associated with the input class.
  106661. * @returns the input friendly name
  106662. */
  106663. getSimpleName(): string;
  106664. /**
  106665. * Update the current camera state depending on the inputs that have been used this frame.
  106666. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106667. */
  106668. checkInputs(): void;
  106669. }
  106670. }
  106671. declare module BABYLON {
  106672. /**
  106673. * Manage the mouse wheel inputs to control a follow camera.
  106674. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106675. */
  106676. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  106677. /**
  106678. * Defines the camera the input is attached to.
  106679. */
  106680. camera: FollowCamera;
  106681. /**
  106682. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  106683. */
  106684. axisControlRadius: boolean;
  106685. /**
  106686. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  106687. */
  106688. axisControlHeight: boolean;
  106689. /**
  106690. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  106691. */
  106692. axisControlRotation: boolean;
  106693. /**
  106694. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  106695. * relation to mouseWheel events.
  106696. */
  106697. wheelPrecision: number;
  106698. /**
  106699. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  106700. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  106701. */
  106702. wheelDeltaPercentage: number;
  106703. private _wheel;
  106704. private _observer;
  106705. /**
  106706. * Attach the input controls to a specific dom element to get the input from.
  106707. * @param element Defines the element the controls should be listened from
  106708. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106709. */
  106710. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106711. /**
  106712. * Detach the current controls from the specified dom element.
  106713. * @param element Defines the element to stop listening the inputs from
  106714. */
  106715. detachControl(element: Nullable<HTMLElement>): void;
  106716. /**
  106717. * Gets the class name of the current intput.
  106718. * @returns the class name
  106719. */
  106720. getClassName(): string;
  106721. /**
  106722. * Get the friendly name associated with the input class.
  106723. * @returns the input friendly name
  106724. */
  106725. getSimpleName(): string;
  106726. }
  106727. }
  106728. declare module BABYLON {
  106729. /**
  106730. * Manage the pointers inputs to control an follow camera.
  106731. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106732. */
  106733. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  106734. /**
  106735. * Defines the camera the input is attached to.
  106736. */
  106737. camera: FollowCamera;
  106738. /**
  106739. * Gets the class name of the current input.
  106740. * @returns the class name
  106741. */
  106742. getClassName(): string;
  106743. /**
  106744. * Defines the pointer angular sensibility along the X axis or how fast is
  106745. * the camera rotating.
  106746. * A negative number will reverse the axis direction.
  106747. */
  106748. angularSensibilityX: number;
  106749. /**
  106750. * Defines the pointer angular sensibility along the Y axis or how fast is
  106751. * the camera rotating.
  106752. * A negative number will reverse the axis direction.
  106753. */
  106754. angularSensibilityY: number;
  106755. /**
  106756. * Defines the pointer pinch precision or how fast is the camera zooming.
  106757. * A negative number will reverse the axis direction.
  106758. */
  106759. pinchPrecision: number;
  106760. /**
  106761. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  106762. * from 0.
  106763. * It defines the percentage of current camera.radius to use as delta when
  106764. * pinch zoom is used.
  106765. */
  106766. pinchDeltaPercentage: number;
  106767. /**
  106768. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  106769. */
  106770. axisXControlRadius: boolean;
  106771. /**
  106772. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  106773. */
  106774. axisXControlHeight: boolean;
  106775. /**
  106776. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  106777. */
  106778. axisXControlRotation: boolean;
  106779. /**
  106780. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  106781. */
  106782. axisYControlRadius: boolean;
  106783. /**
  106784. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  106785. */
  106786. axisYControlHeight: boolean;
  106787. /**
  106788. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  106789. */
  106790. axisYControlRotation: boolean;
  106791. /**
  106792. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  106793. */
  106794. axisPinchControlRadius: boolean;
  106795. /**
  106796. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  106797. */
  106798. axisPinchControlHeight: boolean;
  106799. /**
  106800. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  106801. */
  106802. axisPinchControlRotation: boolean;
  106803. /**
  106804. * Log error messages if basic misconfiguration has occurred.
  106805. */
  106806. warningEnable: boolean;
  106807. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  106808. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  106809. private _warningCounter;
  106810. private _warning;
  106811. }
  106812. }
  106813. declare module BABYLON {
  106814. /**
  106815. * Default Inputs manager for the FollowCamera.
  106816. * It groups all the default supported inputs for ease of use.
  106817. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106818. */
  106819. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  106820. /**
  106821. * Instantiates a new FollowCameraInputsManager.
  106822. * @param camera Defines the camera the inputs belong to
  106823. */
  106824. constructor(camera: FollowCamera);
  106825. /**
  106826. * Add keyboard input support to the input manager.
  106827. * @returns the current input manager
  106828. */
  106829. addKeyboard(): FollowCameraInputsManager;
  106830. /**
  106831. * Add mouse wheel input support to the input manager.
  106832. * @returns the current input manager
  106833. */
  106834. addMouseWheel(): FollowCameraInputsManager;
  106835. /**
  106836. * Add pointers input support to the input manager.
  106837. * @returns the current input manager
  106838. */
  106839. addPointers(): FollowCameraInputsManager;
  106840. /**
  106841. * Add orientation input support to the input manager.
  106842. * @returns the current input manager
  106843. */
  106844. addVRDeviceOrientation(): FollowCameraInputsManager;
  106845. }
  106846. }
  106847. declare module BABYLON {
  106848. /**
  106849. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  106850. * an arc rotate version arcFollowCamera are available.
  106851. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106852. */
  106853. export class FollowCamera extends TargetCamera {
  106854. /**
  106855. * Distance the follow camera should follow an object at
  106856. */
  106857. radius: number;
  106858. /**
  106859. * Minimum allowed distance of the camera to the axis of rotation
  106860. * (The camera can not get closer).
  106861. * This can help limiting how the Camera is able to move in the scene.
  106862. */
  106863. lowerRadiusLimit: Nullable<number>;
  106864. /**
  106865. * Maximum allowed distance of the camera to the axis of rotation
  106866. * (The camera can not get further).
  106867. * This can help limiting how the Camera is able to move in the scene.
  106868. */
  106869. upperRadiusLimit: Nullable<number>;
  106870. /**
  106871. * Define a rotation offset between the camera and the object it follows
  106872. */
  106873. rotationOffset: number;
  106874. /**
  106875. * Minimum allowed angle to camera position relative to target object.
  106876. * This can help limiting how the Camera is able to move in the scene.
  106877. */
  106878. lowerRotationOffsetLimit: Nullable<number>;
  106879. /**
  106880. * Maximum allowed angle to camera position relative to target object.
  106881. * This can help limiting how the Camera is able to move in the scene.
  106882. */
  106883. upperRotationOffsetLimit: Nullable<number>;
  106884. /**
  106885. * Define a height offset between the camera and the object it follows.
  106886. * It can help following an object from the top (like a car chaing a plane)
  106887. */
  106888. heightOffset: number;
  106889. /**
  106890. * Minimum allowed height of camera position relative to target object.
  106891. * This can help limiting how the Camera is able to move in the scene.
  106892. */
  106893. lowerHeightOffsetLimit: Nullable<number>;
  106894. /**
  106895. * Maximum allowed height of camera position relative to target object.
  106896. * This can help limiting how the Camera is able to move in the scene.
  106897. */
  106898. upperHeightOffsetLimit: Nullable<number>;
  106899. /**
  106900. * Define how fast the camera can accelerate to follow it s target.
  106901. */
  106902. cameraAcceleration: number;
  106903. /**
  106904. * Define the speed limit of the camera following an object.
  106905. */
  106906. maxCameraSpeed: number;
  106907. /**
  106908. * Define the target of the camera.
  106909. */
  106910. lockedTarget: Nullable<AbstractMesh>;
  106911. /**
  106912. * Defines the input associated with the camera.
  106913. */
  106914. inputs: FollowCameraInputsManager;
  106915. /**
  106916. * Instantiates the follow camera.
  106917. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106918. * @param name Define the name of the camera in the scene
  106919. * @param position Define the position of the camera
  106920. * @param scene Define the scene the camera belong to
  106921. * @param lockedTarget Define the target of the camera
  106922. */
  106923. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  106924. private _follow;
  106925. /**
  106926. * Attached controls to the current camera.
  106927. * @param element Defines the element the controls should be listened from
  106928. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106929. */
  106930. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106931. /**
  106932. * Detach the current controls from the camera.
  106933. * The camera will stop reacting to inputs.
  106934. * @param element Defines the element to stop listening the inputs from
  106935. */
  106936. detachControl(element: HTMLElement): void;
  106937. /** @hidden */
  106938. _checkInputs(): void;
  106939. private _checkLimits;
  106940. /**
  106941. * Gets the camera class name.
  106942. * @returns the class name
  106943. */
  106944. getClassName(): string;
  106945. }
  106946. /**
  106947. * Arc Rotate version of the follow camera.
  106948. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  106949. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106950. */
  106951. export class ArcFollowCamera extends TargetCamera {
  106952. /** The longitudinal angle of the camera */
  106953. alpha: number;
  106954. /** The latitudinal angle of the camera */
  106955. beta: number;
  106956. /** The radius of the camera from its target */
  106957. radius: number;
  106958. /** Define the camera target (the messh it should follow) */
  106959. target: Nullable<AbstractMesh>;
  106960. private _cartesianCoordinates;
  106961. /**
  106962. * Instantiates a new ArcFollowCamera
  106963. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106964. * @param name Define the name of the camera
  106965. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  106966. * @param beta Define the rotation angle of the camera around the elevation axis
  106967. * @param radius Define the radius of the camera from its target point
  106968. * @param target Define the target of the camera
  106969. * @param scene Define the scene the camera belongs to
  106970. */
  106971. constructor(name: string,
  106972. /** The longitudinal angle of the camera */
  106973. alpha: number,
  106974. /** The latitudinal angle of the camera */
  106975. beta: number,
  106976. /** The radius of the camera from its target */
  106977. radius: number,
  106978. /** Define the camera target (the messh it should follow) */
  106979. target: Nullable<AbstractMesh>, scene: Scene);
  106980. private _follow;
  106981. /** @hidden */
  106982. _checkInputs(): void;
  106983. /**
  106984. * Returns the class name of the object.
  106985. * It is mostly used internally for serialization purposes.
  106986. */
  106987. getClassName(): string;
  106988. }
  106989. }
  106990. declare module BABYLON {
  106991. /**
  106992. * Manage the keyboard inputs to control the movement of a follow camera.
  106993. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106994. */
  106995. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  106996. /**
  106997. * Defines the camera the input is attached to.
  106998. */
  106999. camera: FollowCamera;
  107000. /**
  107001. * Defines the list of key codes associated with the up action (increase heightOffset)
  107002. */
  107003. keysHeightOffsetIncr: number[];
  107004. /**
  107005. * Defines the list of key codes associated with the down action (decrease heightOffset)
  107006. */
  107007. keysHeightOffsetDecr: number[];
  107008. /**
  107009. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  107010. */
  107011. keysHeightOffsetModifierAlt: boolean;
  107012. /**
  107013. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  107014. */
  107015. keysHeightOffsetModifierCtrl: boolean;
  107016. /**
  107017. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  107018. */
  107019. keysHeightOffsetModifierShift: boolean;
  107020. /**
  107021. * Defines the list of key codes associated with the left action (increase rotationOffset)
  107022. */
  107023. keysRotationOffsetIncr: number[];
  107024. /**
  107025. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  107026. */
  107027. keysRotationOffsetDecr: number[];
  107028. /**
  107029. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  107030. */
  107031. keysRotationOffsetModifierAlt: boolean;
  107032. /**
  107033. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  107034. */
  107035. keysRotationOffsetModifierCtrl: boolean;
  107036. /**
  107037. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  107038. */
  107039. keysRotationOffsetModifierShift: boolean;
  107040. /**
  107041. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  107042. */
  107043. keysRadiusIncr: number[];
  107044. /**
  107045. * Defines the list of key codes associated with the zoom-out action (increase radius)
  107046. */
  107047. keysRadiusDecr: number[];
  107048. /**
  107049. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  107050. */
  107051. keysRadiusModifierAlt: boolean;
  107052. /**
  107053. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  107054. */
  107055. keysRadiusModifierCtrl: boolean;
  107056. /**
  107057. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  107058. */
  107059. keysRadiusModifierShift: boolean;
  107060. /**
  107061. * Defines the rate of change of heightOffset.
  107062. */
  107063. heightSensibility: number;
  107064. /**
  107065. * Defines the rate of change of rotationOffset.
  107066. */
  107067. rotationSensibility: number;
  107068. /**
  107069. * Defines the rate of change of radius.
  107070. */
  107071. radiusSensibility: number;
  107072. private _keys;
  107073. private _ctrlPressed;
  107074. private _altPressed;
  107075. private _shiftPressed;
  107076. private _onCanvasBlurObserver;
  107077. private _onKeyboardObserver;
  107078. private _engine;
  107079. private _scene;
  107080. /**
  107081. * Attach the input controls to a specific dom element to get the input from.
  107082. * @param element Defines the element the controls should be listened from
  107083. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107084. */
  107085. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107086. /**
  107087. * Detach the current controls from the specified dom element.
  107088. * @param element Defines the element to stop listening the inputs from
  107089. */
  107090. detachControl(element: Nullable<HTMLElement>): void;
  107091. /**
  107092. * Update the current camera state depending on the inputs that have been used this frame.
  107093. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107094. */
  107095. checkInputs(): void;
  107096. /**
  107097. * Gets the class name of the current input.
  107098. * @returns the class name
  107099. */
  107100. getClassName(): string;
  107101. /**
  107102. * Get the friendly name associated with the input class.
  107103. * @returns the input friendly name
  107104. */
  107105. getSimpleName(): string;
  107106. /**
  107107. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107108. * allow modification of the heightOffset value.
  107109. */
  107110. private _modifierHeightOffset;
  107111. /**
  107112. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107113. * allow modification of the rotationOffset value.
  107114. */
  107115. private _modifierRotationOffset;
  107116. /**
  107117. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107118. * allow modification of the radius value.
  107119. */
  107120. private _modifierRadius;
  107121. }
  107122. }
  107123. declare module BABYLON {
  107124. interface FreeCameraInputsManager {
  107125. /**
  107126. * @hidden
  107127. */
  107128. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  107129. /**
  107130. * Add orientation input support to the input manager.
  107131. * @returns the current input manager
  107132. */
  107133. addDeviceOrientation(): FreeCameraInputsManager;
  107134. }
  107135. /**
  107136. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  107137. * Screen rotation is taken into account.
  107138. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107139. */
  107140. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  107141. private _camera;
  107142. private _screenOrientationAngle;
  107143. private _constantTranform;
  107144. private _screenQuaternion;
  107145. private _alpha;
  107146. private _beta;
  107147. private _gamma;
  107148. /**
  107149. * Can be used to detect if a device orientation sensor is availible on a device
  107150. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  107151. * @returns a promise that will resolve on orientation change
  107152. */
  107153. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  107154. /**
  107155. * @hidden
  107156. */
  107157. _onDeviceOrientationChangedObservable: Observable<void>;
  107158. /**
  107159. * Instantiates a new input
  107160. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107161. */
  107162. constructor();
  107163. /**
  107164. * Define the camera controlled by the input.
  107165. */
  107166. camera: FreeCamera;
  107167. /**
  107168. * Attach the input controls to a specific dom element to get the input from.
  107169. * @param element Defines the element the controls should be listened from
  107170. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107171. */
  107172. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107173. private _orientationChanged;
  107174. private _deviceOrientation;
  107175. /**
  107176. * Detach the current controls from the specified dom element.
  107177. * @param element Defines the element to stop listening the inputs from
  107178. */
  107179. detachControl(element: Nullable<HTMLElement>): void;
  107180. /**
  107181. * Update the current camera state depending on the inputs that have been used this frame.
  107182. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107183. */
  107184. checkInputs(): void;
  107185. /**
  107186. * Gets the class name of the current intput.
  107187. * @returns the class name
  107188. */
  107189. getClassName(): string;
  107190. /**
  107191. * Get the friendly name associated with the input class.
  107192. * @returns the input friendly name
  107193. */
  107194. getSimpleName(): string;
  107195. }
  107196. }
  107197. declare module BABYLON {
  107198. /**
  107199. * Manage the gamepad inputs to control a free camera.
  107200. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107201. */
  107202. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  107203. /**
  107204. * Define the camera the input is attached to.
  107205. */
  107206. camera: FreeCamera;
  107207. /**
  107208. * Define the Gamepad controlling the input
  107209. */
  107210. gamepad: Nullable<Gamepad>;
  107211. /**
  107212. * Defines the gamepad rotation sensiblity.
  107213. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  107214. */
  107215. gamepadAngularSensibility: number;
  107216. /**
  107217. * Defines the gamepad move sensiblity.
  107218. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  107219. */
  107220. gamepadMoveSensibility: number;
  107221. private _yAxisScale;
  107222. /**
  107223. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  107224. */
  107225. invertYAxis: boolean;
  107226. private _onGamepadConnectedObserver;
  107227. private _onGamepadDisconnectedObserver;
  107228. private _cameraTransform;
  107229. private _deltaTransform;
  107230. private _vector3;
  107231. private _vector2;
  107232. /**
  107233. * Attach the input controls to a specific dom element to get the input from.
  107234. * @param element Defines the element the controls should be listened from
  107235. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107236. */
  107237. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107238. /**
  107239. * Detach the current controls from the specified dom element.
  107240. * @param element Defines the element to stop listening the inputs from
  107241. */
  107242. detachControl(element: Nullable<HTMLElement>): void;
  107243. /**
  107244. * Update the current camera state depending on the inputs that have been used this frame.
  107245. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107246. */
  107247. checkInputs(): void;
  107248. /**
  107249. * Gets the class name of the current intput.
  107250. * @returns the class name
  107251. */
  107252. getClassName(): string;
  107253. /**
  107254. * Get the friendly name associated with the input class.
  107255. * @returns the input friendly name
  107256. */
  107257. getSimpleName(): string;
  107258. }
  107259. }
  107260. declare module BABYLON {
  107261. /**
  107262. * Defines the potential axis of a Joystick
  107263. */
  107264. export enum JoystickAxis {
  107265. /** X axis */
  107266. X = 0,
  107267. /** Y axis */
  107268. Y = 1,
  107269. /** Z axis */
  107270. Z = 2
  107271. }
  107272. /**
  107273. * Class used to define virtual joystick (used in touch mode)
  107274. */
  107275. export class VirtualJoystick {
  107276. /**
  107277. * Gets or sets a boolean indicating that left and right values must be inverted
  107278. */
  107279. reverseLeftRight: boolean;
  107280. /**
  107281. * Gets or sets a boolean indicating that up and down values must be inverted
  107282. */
  107283. reverseUpDown: boolean;
  107284. /**
  107285. * Gets the offset value for the position (ie. the change of the position value)
  107286. */
  107287. deltaPosition: Vector3;
  107288. /**
  107289. * Gets a boolean indicating if the virtual joystick was pressed
  107290. */
  107291. pressed: boolean;
  107292. /**
  107293. * Canvas the virtual joystick will render onto, default z-index of this is 5
  107294. */
  107295. static Canvas: Nullable<HTMLCanvasElement>;
  107296. private static _globalJoystickIndex;
  107297. private static vjCanvasContext;
  107298. private static vjCanvasWidth;
  107299. private static vjCanvasHeight;
  107300. private static halfWidth;
  107301. private _action;
  107302. private _axisTargetedByLeftAndRight;
  107303. private _axisTargetedByUpAndDown;
  107304. private _joystickSensibility;
  107305. private _inversedSensibility;
  107306. private _joystickPointerID;
  107307. private _joystickColor;
  107308. private _joystickPointerPos;
  107309. private _joystickPreviousPointerPos;
  107310. private _joystickPointerStartPos;
  107311. private _deltaJoystickVector;
  107312. private _leftJoystick;
  107313. private _touches;
  107314. private _onPointerDownHandlerRef;
  107315. private _onPointerMoveHandlerRef;
  107316. private _onPointerUpHandlerRef;
  107317. private _onResize;
  107318. /**
  107319. * Creates a new virtual joystick
  107320. * @param leftJoystick defines that the joystick is for left hand (false by default)
  107321. */
  107322. constructor(leftJoystick?: boolean);
  107323. /**
  107324. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  107325. * @param newJoystickSensibility defines the new sensibility
  107326. */
  107327. setJoystickSensibility(newJoystickSensibility: number): void;
  107328. private _onPointerDown;
  107329. private _onPointerMove;
  107330. private _onPointerUp;
  107331. /**
  107332. * Change the color of the virtual joystick
  107333. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  107334. */
  107335. setJoystickColor(newColor: string): void;
  107336. /**
  107337. * Defines a callback to call when the joystick is touched
  107338. * @param action defines the callback
  107339. */
  107340. setActionOnTouch(action: () => any): void;
  107341. /**
  107342. * Defines which axis you'd like to control for left & right
  107343. * @param axis defines the axis to use
  107344. */
  107345. setAxisForLeftRight(axis: JoystickAxis): void;
  107346. /**
  107347. * Defines which axis you'd like to control for up & down
  107348. * @param axis defines the axis to use
  107349. */
  107350. setAxisForUpDown(axis: JoystickAxis): void;
  107351. private _drawVirtualJoystick;
  107352. /**
  107353. * Release internal HTML canvas
  107354. */
  107355. releaseCanvas(): void;
  107356. }
  107357. }
  107358. declare module BABYLON {
  107359. interface FreeCameraInputsManager {
  107360. /**
  107361. * Add virtual joystick input support to the input manager.
  107362. * @returns the current input manager
  107363. */
  107364. addVirtualJoystick(): FreeCameraInputsManager;
  107365. }
  107366. /**
  107367. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  107368. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107369. */
  107370. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  107371. /**
  107372. * Defines the camera the input is attached to.
  107373. */
  107374. camera: FreeCamera;
  107375. private _leftjoystick;
  107376. private _rightjoystick;
  107377. /**
  107378. * Gets the left stick of the virtual joystick.
  107379. * @returns The virtual Joystick
  107380. */
  107381. getLeftJoystick(): VirtualJoystick;
  107382. /**
  107383. * Gets the right stick of the virtual joystick.
  107384. * @returns The virtual Joystick
  107385. */
  107386. getRightJoystick(): VirtualJoystick;
  107387. /**
  107388. * Update the current camera state depending on the inputs that have been used this frame.
  107389. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107390. */
  107391. checkInputs(): void;
  107392. /**
  107393. * Attach the input controls to a specific dom element to get the input from.
  107394. * @param element Defines the element the controls should be listened from
  107395. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107396. */
  107397. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107398. /**
  107399. * Detach the current controls from the specified dom element.
  107400. * @param element Defines the element to stop listening the inputs from
  107401. */
  107402. detachControl(element: Nullable<HTMLElement>): void;
  107403. /**
  107404. * Gets the class name of the current intput.
  107405. * @returns the class name
  107406. */
  107407. getClassName(): string;
  107408. /**
  107409. * Get the friendly name associated with the input class.
  107410. * @returns the input friendly name
  107411. */
  107412. getSimpleName(): string;
  107413. }
  107414. }
  107415. declare module BABYLON {
  107416. /**
  107417. * This represents a FPS type of camera controlled by touch.
  107418. * This is like a universal camera minus the Gamepad controls.
  107419. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107420. */
  107421. export class TouchCamera extends FreeCamera {
  107422. /**
  107423. * Defines the touch sensibility for rotation.
  107424. * The higher the faster.
  107425. */
  107426. touchAngularSensibility: number;
  107427. /**
  107428. * Defines the touch sensibility for move.
  107429. * The higher the faster.
  107430. */
  107431. touchMoveSensibility: number;
  107432. /**
  107433. * Instantiates a new touch camera.
  107434. * This represents a FPS type of camera controlled by touch.
  107435. * This is like a universal camera minus the Gamepad controls.
  107436. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107437. * @param name Define the name of the camera in the scene
  107438. * @param position Define the start position of the camera in the scene
  107439. * @param scene Define the scene the camera belongs to
  107440. */
  107441. constructor(name: string, position: Vector3, scene: Scene);
  107442. /**
  107443. * Gets the current object class name.
  107444. * @return the class name
  107445. */
  107446. getClassName(): string;
  107447. /** @hidden */
  107448. _setupInputs(): void;
  107449. }
  107450. }
  107451. declare module BABYLON {
  107452. /**
  107453. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107454. * being tilted forward or back and left or right.
  107455. */
  107456. export class DeviceOrientationCamera extends FreeCamera {
  107457. private _initialQuaternion;
  107458. private _quaternionCache;
  107459. private _tmpDragQuaternion;
  107460. private _disablePointerInputWhenUsingDeviceOrientation;
  107461. /**
  107462. * Creates a new device orientation camera
  107463. * @param name The name of the camera
  107464. * @param position The start position camera
  107465. * @param scene The scene the camera belongs to
  107466. */
  107467. constructor(name: string, position: Vector3, scene: Scene);
  107468. /**
  107469. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  107470. */
  107471. disablePointerInputWhenUsingDeviceOrientation: boolean;
  107472. private _dragFactor;
  107473. /**
  107474. * Enabled turning on the y axis when the orientation sensor is active
  107475. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  107476. */
  107477. enableHorizontalDragging(dragFactor?: number): void;
  107478. /**
  107479. * Gets the current instance class name ("DeviceOrientationCamera").
  107480. * This helps avoiding instanceof at run time.
  107481. * @returns the class name
  107482. */
  107483. getClassName(): string;
  107484. /**
  107485. * @hidden
  107486. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107487. */
  107488. _checkInputs(): void;
  107489. /**
  107490. * Reset the camera to its default orientation on the specified axis only.
  107491. * @param axis The axis to reset
  107492. */
  107493. resetToCurrentRotation(axis?: Axis): void;
  107494. }
  107495. }
  107496. declare module BABYLON {
  107497. /**
  107498. * Defines supported buttons for XBox360 compatible gamepads
  107499. */
  107500. export enum Xbox360Button {
  107501. /** A */
  107502. A = 0,
  107503. /** B */
  107504. B = 1,
  107505. /** X */
  107506. X = 2,
  107507. /** Y */
  107508. Y = 3,
  107509. /** Start */
  107510. Start = 4,
  107511. /** Back */
  107512. Back = 5,
  107513. /** Left button */
  107514. LB = 6,
  107515. /** Right button */
  107516. RB = 7,
  107517. /** Left stick */
  107518. LeftStick = 8,
  107519. /** Right stick */
  107520. RightStick = 9
  107521. }
  107522. /** Defines values for XBox360 DPad */
  107523. export enum Xbox360Dpad {
  107524. /** Up */
  107525. Up = 0,
  107526. /** Down */
  107527. Down = 1,
  107528. /** Left */
  107529. Left = 2,
  107530. /** Right */
  107531. Right = 3
  107532. }
  107533. /**
  107534. * Defines a XBox360 gamepad
  107535. */
  107536. export class Xbox360Pad extends Gamepad {
  107537. private _leftTrigger;
  107538. private _rightTrigger;
  107539. private _onlefttriggerchanged;
  107540. private _onrighttriggerchanged;
  107541. private _onbuttondown;
  107542. private _onbuttonup;
  107543. private _ondpaddown;
  107544. private _ondpadup;
  107545. /** Observable raised when a button is pressed */
  107546. onButtonDownObservable: Observable<Xbox360Button>;
  107547. /** Observable raised when a button is released */
  107548. onButtonUpObservable: Observable<Xbox360Button>;
  107549. /** Observable raised when a pad is pressed */
  107550. onPadDownObservable: Observable<Xbox360Dpad>;
  107551. /** Observable raised when a pad is released */
  107552. onPadUpObservable: Observable<Xbox360Dpad>;
  107553. private _buttonA;
  107554. private _buttonB;
  107555. private _buttonX;
  107556. private _buttonY;
  107557. private _buttonBack;
  107558. private _buttonStart;
  107559. private _buttonLB;
  107560. private _buttonRB;
  107561. private _buttonLeftStick;
  107562. private _buttonRightStick;
  107563. private _dPadUp;
  107564. private _dPadDown;
  107565. private _dPadLeft;
  107566. private _dPadRight;
  107567. private _isXboxOnePad;
  107568. /**
  107569. * Creates a new XBox360 gamepad object
  107570. * @param id defines the id of this gamepad
  107571. * @param index defines its index
  107572. * @param gamepad defines the internal HTML gamepad object
  107573. * @param xboxOne defines if it is a XBox One gamepad
  107574. */
  107575. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  107576. /**
  107577. * Defines the callback to call when left trigger is pressed
  107578. * @param callback defines the callback to use
  107579. */
  107580. onlefttriggerchanged(callback: (value: number) => void): void;
  107581. /**
  107582. * Defines the callback to call when right trigger is pressed
  107583. * @param callback defines the callback to use
  107584. */
  107585. onrighttriggerchanged(callback: (value: number) => void): void;
  107586. /**
  107587. * Gets the left trigger value
  107588. */
  107589. /**
  107590. * Sets the left trigger value
  107591. */
  107592. leftTrigger: number;
  107593. /**
  107594. * Gets the right trigger value
  107595. */
  107596. /**
  107597. * Sets the right trigger value
  107598. */
  107599. rightTrigger: number;
  107600. /**
  107601. * Defines the callback to call when a button is pressed
  107602. * @param callback defines the callback to use
  107603. */
  107604. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  107605. /**
  107606. * Defines the callback to call when a button is released
  107607. * @param callback defines the callback to use
  107608. */
  107609. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  107610. /**
  107611. * Defines the callback to call when a pad is pressed
  107612. * @param callback defines the callback to use
  107613. */
  107614. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  107615. /**
  107616. * Defines the callback to call when a pad is released
  107617. * @param callback defines the callback to use
  107618. */
  107619. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  107620. private _setButtonValue;
  107621. private _setDPadValue;
  107622. /**
  107623. * Gets the value of the `A` button
  107624. */
  107625. /**
  107626. * Sets the value of the `A` button
  107627. */
  107628. buttonA: number;
  107629. /**
  107630. * Gets the value of the `B` button
  107631. */
  107632. /**
  107633. * Sets the value of the `B` button
  107634. */
  107635. buttonB: number;
  107636. /**
  107637. * Gets the value of the `X` button
  107638. */
  107639. /**
  107640. * Sets the value of the `X` button
  107641. */
  107642. buttonX: number;
  107643. /**
  107644. * Gets the value of the `Y` button
  107645. */
  107646. /**
  107647. * Sets the value of the `Y` button
  107648. */
  107649. buttonY: number;
  107650. /**
  107651. * Gets the value of the `Start` button
  107652. */
  107653. /**
  107654. * Sets the value of the `Start` button
  107655. */
  107656. buttonStart: number;
  107657. /**
  107658. * Gets the value of the `Back` button
  107659. */
  107660. /**
  107661. * Sets the value of the `Back` button
  107662. */
  107663. buttonBack: number;
  107664. /**
  107665. * Gets the value of the `Left` button
  107666. */
  107667. /**
  107668. * Sets the value of the `Left` button
  107669. */
  107670. buttonLB: number;
  107671. /**
  107672. * Gets the value of the `Right` button
  107673. */
  107674. /**
  107675. * Sets the value of the `Right` button
  107676. */
  107677. buttonRB: number;
  107678. /**
  107679. * Gets the value of the Left joystick
  107680. */
  107681. /**
  107682. * Sets the value of the Left joystick
  107683. */
  107684. buttonLeftStick: number;
  107685. /**
  107686. * Gets the value of the Right joystick
  107687. */
  107688. /**
  107689. * Sets the value of the Right joystick
  107690. */
  107691. buttonRightStick: number;
  107692. /**
  107693. * Gets the value of D-pad up
  107694. */
  107695. /**
  107696. * Sets the value of D-pad up
  107697. */
  107698. dPadUp: number;
  107699. /**
  107700. * Gets the value of D-pad down
  107701. */
  107702. /**
  107703. * Sets the value of D-pad down
  107704. */
  107705. dPadDown: number;
  107706. /**
  107707. * Gets the value of D-pad left
  107708. */
  107709. /**
  107710. * Sets the value of D-pad left
  107711. */
  107712. dPadLeft: number;
  107713. /**
  107714. * Gets the value of D-pad right
  107715. */
  107716. /**
  107717. * Sets the value of D-pad right
  107718. */
  107719. dPadRight: number;
  107720. /**
  107721. * Force the gamepad to synchronize with device values
  107722. */
  107723. update(): void;
  107724. /**
  107725. * Disposes the gamepad
  107726. */
  107727. dispose(): void;
  107728. }
  107729. }
  107730. declare module BABYLON {
  107731. /**
  107732. * Defines supported buttons for DualShock compatible gamepads
  107733. */
  107734. export enum DualShockButton {
  107735. /** Cross */
  107736. Cross = 0,
  107737. /** Circle */
  107738. Circle = 1,
  107739. /** Square */
  107740. Square = 2,
  107741. /** Triangle */
  107742. Triangle = 3,
  107743. /** Options */
  107744. Options = 4,
  107745. /** Share */
  107746. Share = 5,
  107747. /** L1 */
  107748. L1 = 6,
  107749. /** R1 */
  107750. R1 = 7,
  107751. /** Left stick */
  107752. LeftStick = 8,
  107753. /** Right stick */
  107754. RightStick = 9
  107755. }
  107756. /** Defines values for DualShock DPad */
  107757. export enum DualShockDpad {
  107758. /** Up */
  107759. Up = 0,
  107760. /** Down */
  107761. Down = 1,
  107762. /** Left */
  107763. Left = 2,
  107764. /** Right */
  107765. Right = 3
  107766. }
  107767. /**
  107768. * Defines a DualShock gamepad
  107769. */
  107770. export class DualShockPad extends Gamepad {
  107771. private _leftTrigger;
  107772. private _rightTrigger;
  107773. private _onlefttriggerchanged;
  107774. private _onrighttriggerchanged;
  107775. private _onbuttondown;
  107776. private _onbuttonup;
  107777. private _ondpaddown;
  107778. private _ondpadup;
  107779. /** Observable raised when a button is pressed */
  107780. onButtonDownObservable: Observable<DualShockButton>;
  107781. /** Observable raised when a button is released */
  107782. onButtonUpObservable: Observable<DualShockButton>;
  107783. /** Observable raised when a pad is pressed */
  107784. onPadDownObservable: Observable<DualShockDpad>;
  107785. /** Observable raised when a pad is released */
  107786. onPadUpObservable: Observable<DualShockDpad>;
  107787. private _buttonCross;
  107788. private _buttonCircle;
  107789. private _buttonSquare;
  107790. private _buttonTriangle;
  107791. private _buttonShare;
  107792. private _buttonOptions;
  107793. private _buttonL1;
  107794. private _buttonR1;
  107795. private _buttonLeftStick;
  107796. private _buttonRightStick;
  107797. private _dPadUp;
  107798. private _dPadDown;
  107799. private _dPadLeft;
  107800. private _dPadRight;
  107801. /**
  107802. * Creates a new DualShock gamepad object
  107803. * @param id defines the id of this gamepad
  107804. * @param index defines its index
  107805. * @param gamepad defines the internal HTML gamepad object
  107806. */
  107807. constructor(id: string, index: number, gamepad: any);
  107808. /**
  107809. * Defines the callback to call when left trigger is pressed
  107810. * @param callback defines the callback to use
  107811. */
  107812. onlefttriggerchanged(callback: (value: number) => void): void;
  107813. /**
  107814. * Defines the callback to call when right trigger is pressed
  107815. * @param callback defines the callback to use
  107816. */
  107817. onrighttriggerchanged(callback: (value: number) => void): void;
  107818. /**
  107819. * Gets the left trigger value
  107820. */
  107821. /**
  107822. * Sets the left trigger value
  107823. */
  107824. leftTrigger: number;
  107825. /**
  107826. * Gets the right trigger value
  107827. */
  107828. /**
  107829. * Sets the right trigger value
  107830. */
  107831. rightTrigger: number;
  107832. /**
  107833. * Defines the callback to call when a button is pressed
  107834. * @param callback defines the callback to use
  107835. */
  107836. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  107837. /**
  107838. * Defines the callback to call when a button is released
  107839. * @param callback defines the callback to use
  107840. */
  107841. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  107842. /**
  107843. * Defines the callback to call when a pad is pressed
  107844. * @param callback defines the callback to use
  107845. */
  107846. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  107847. /**
  107848. * Defines the callback to call when a pad is released
  107849. * @param callback defines the callback to use
  107850. */
  107851. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  107852. private _setButtonValue;
  107853. private _setDPadValue;
  107854. /**
  107855. * Gets the value of the `Cross` button
  107856. */
  107857. /**
  107858. * Sets the value of the `Cross` button
  107859. */
  107860. buttonCross: number;
  107861. /**
  107862. * Gets the value of the `Circle` button
  107863. */
  107864. /**
  107865. * Sets the value of the `Circle` button
  107866. */
  107867. buttonCircle: number;
  107868. /**
  107869. * Gets the value of the `Square` button
  107870. */
  107871. /**
  107872. * Sets the value of the `Square` button
  107873. */
  107874. buttonSquare: number;
  107875. /**
  107876. * Gets the value of the `Triangle` button
  107877. */
  107878. /**
  107879. * Sets the value of the `Triangle` button
  107880. */
  107881. buttonTriangle: number;
  107882. /**
  107883. * Gets the value of the `Options` button
  107884. */
  107885. /**
  107886. * Sets the value of the `Options` button
  107887. */
  107888. buttonOptions: number;
  107889. /**
  107890. * Gets the value of the `Share` button
  107891. */
  107892. /**
  107893. * Sets the value of the `Share` button
  107894. */
  107895. buttonShare: number;
  107896. /**
  107897. * Gets the value of the `L1` button
  107898. */
  107899. /**
  107900. * Sets the value of the `L1` button
  107901. */
  107902. buttonL1: number;
  107903. /**
  107904. * Gets the value of the `R1` button
  107905. */
  107906. /**
  107907. * Sets the value of the `R1` button
  107908. */
  107909. buttonR1: number;
  107910. /**
  107911. * Gets the value of the Left joystick
  107912. */
  107913. /**
  107914. * Sets the value of the Left joystick
  107915. */
  107916. buttonLeftStick: number;
  107917. /**
  107918. * Gets the value of the Right joystick
  107919. */
  107920. /**
  107921. * Sets the value of the Right joystick
  107922. */
  107923. buttonRightStick: number;
  107924. /**
  107925. * Gets the value of D-pad up
  107926. */
  107927. /**
  107928. * Sets the value of D-pad up
  107929. */
  107930. dPadUp: number;
  107931. /**
  107932. * Gets the value of D-pad down
  107933. */
  107934. /**
  107935. * Sets the value of D-pad down
  107936. */
  107937. dPadDown: number;
  107938. /**
  107939. * Gets the value of D-pad left
  107940. */
  107941. /**
  107942. * Sets the value of D-pad left
  107943. */
  107944. dPadLeft: number;
  107945. /**
  107946. * Gets the value of D-pad right
  107947. */
  107948. /**
  107949. * Sets the value of D-pad right
  107950. */
  107951. dPadRight: number;
  107952. /**
  107953. * Force the gamepad to synchronize with device values
  107954. */
  107955. update(): void;
  107956. /**
  107957. * Disposes the gamepad
  107958. */
  107959. dispose(): void;
  107960. }
  107961. }
  107962. declare module BABYLON {
  107963. /**
  107964. * Manager for handling gamepads
  107965. */
  107966. export class GamepadManager {
  107967. private _scene?;
  107968. private _babylonGamepads;
  107969. private _oneGamepadConnected;
  107970. /** @hidden */
  107971. _isMonitoring: boolean;
  107972. private _gamepadEventSupported;
  107973. private _gamepadSupport;
  107974. /**
  107975. * observable to be triggered when the gamepad controller has been connected
  107976. */
  107977. onGamepadConnectedObservable: Observable<Gamepad>;
  107978. /**
  107979. * observable to be triggered when the gamepad controller has been disconnected
  107980. */
  107981. onGamepadDisconnectedObservable: Observable<Gamepad>;
  107982. private _onGamepadConnectedEvent;
  107983. private _onGamepadDisconnectedEvent;
  107984. /**
  107985. * Initializes the gamepad manager
  107986. * @param _scene BabylonJS scene
  107987. */
  107988. constructor(_scene?: Scene | undefined);
  107989. /**
  107990. * The gamepads in the game pad manager
  107991. */
  107992. readonly gamepads: Gamepad[];
  107993. /**
  107994. * Get the gamepad controllers based on type
  107995. * @param type The type of gamepad controller
  107996. * @returns Nullable gamepad
  107997. */
  107998. getGamepadByType(type?: number): Nullable<Gamepad>;
  107999. /**
  108000. * Disposes the gamepad manager
  108001. */
  108002. dispose(): void;
  108003. private _addNewGamepad;
  108004. private _startMonitoringGamepads;
  108005. private _stopMonitoringGamepads;
  108006. /** @hidden */
  108007. _checkGamepadsStatus(): void;
  108008. private _updateGamepadObjects;
  108009. }
  108010. }
  108011. declare module BABYLON {
  108012. interface Scene {
  108013. /** @hidden */
  108014. _gamepadManager: Nullable<GamepadManager>;
  108015. /**
  108016. * Gets the gamepad manager associated with the scene
  108017. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  108018. */
  108019. gamepadManager: GamepadManager;
  108020. }
  108021. /**
  108022. * Interface representing a free camera inputs manager
  108023. */
  108024. interface FreeCameraInputsManager {
  108025. /**
  108026. * Adds gamepad input support to the FreeCameraInputsManager.
  108027. * @returns the FreeCameraInputsManager
  108028. */
  108029. addGamepad(): FreeCameraInputsManager;
  108030. }
  108031. /**
  108032. * Interface representing an arc rotate camera inputs manager
  108033. */
  108034. interface ArcRotateCameraInputsManager {
  108035. /**
  108036. * Adds gamepad input support to the ArcRotateCamera InputManager.
  108037. * @returns the camera inputs manager
  108038. */
  108039. addGamepad(): ArcRotateCameraInputsManager;
  108040. }
  108041. /**
  108042. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  108043. */
  108044. export class GamepadSystemSceneComponent implements ISceneComponent {
  108045. /**
  108046. * The component name helpfull to identify the component in the list of scene components.
  108047. */
  108048. readonly name: string;
  108049. /**
  108050. * The scene the component belongs to.
  108051. */
  108052. scene: Scene;
  108053. /**
  108054. * Creates a new instance of the component for the given scene
  108055. * @param scene Defines the scene to register the component in
  108056. */
  108057. constructor(scene: Scene);
  108058. /**
  108059. * Registers the component in a given scene
  108060. */
  108061. register(): void;
  108062. /**
  108063. * Rebuilds the elements related to this component in case of
  108064. * context lost for instance.
  108065. */
  108066. rebuild(): void;
  108067. /**
  108068. * Disposes the component and the associated ressources
  108069. */
  108070. dispose(): void;
  108071. private _beforeCameraUpdate;
  108072. }
  108073. }
  108074. declare module BABYLON {
  108075. /**
  108076. * 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,
  108077. * which still works and will still be found in many Playgrounds.
  108078. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108079. */
  108080. export class UniversalCamera extends TouchCamera {
  108081. /**
  108082. * Defines the gamepad rotation sensiblity.
  108083. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  108084. */
  108085. gamepadAngularSensibility: number;
  108086. /**
  108087. * Defines the gamepad move sensiblity.
  108088. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  108089. */
  108090. gamepadMoveSensibility: number;
  108091. /**
  108092. * 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,
  108093. * which still works and will still be found in many Playgrounds.
  108094. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108095. * @param name Define the name of the camera in the scene
  108096. * @param position Define the start position of the camera in the scene
  108097. * @param scene Define the scene the camera belongs to
  108098. */
  108099. constructor(name: string, position: Vector3, scene: Scene);
  108100. /**
  108101. * Gets the current object class name.
  108102. * @return the class name
  108103. */
  108104. getClassName(): string;
  108105. }
  108106. }
  108107. declare module BABYLON {
  108108. /**
  108109. * This represents a FPS type of camera. This is only here for back compat purpose.
  108110. * Please use the UniversalCamera instead as both are identical.
  108111. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108112. */
  108113. export class GamepadCamera extends UniversalCamera {
  108114. /**
  108115. * Instantiates a new Gamepad Camera
  108116. * This represents a FPS type of camera. This is only here for back compat purpose.
  108117. * Please use the UniversalCamera instead as both are identical.
  108118. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108119. * @param name Define the name of the camera in the scene
  108120. * @param position Define the start position of the camera in the scene
  108121. * @param scene Define the scene the camera belongs to
  108122. */
  108123. constructor(name: string, position: Vector3, scene: Scene);
  108124. /**
  108125. * Gets the current object class name.
  108126. * @return the class name
  108127. */
  108128. getClassName(): string;
  108129. }
  108130. }
  108131. declare module BABYLON {
  108132. /** @hidden */
  108133. export var passPixelShader: {
  108134. name: string;
  108135. shader: string;
  108136. };
  108137. }
  108138. declare module BABYLON {
  108139. /** @hidden */
  108140. export var passCubePixelShader: {
  108141. name: string;
  108142. shader: string;
  108143. };
  108144. }
  108145. declare module BABYLON {
  108146. /**
  108147. * PassPostProcess which produces an output the same as it's input
  108148. */
  108149. export class PassPostProcess extends PostProcess {
  108150. /**
  108151. * Creates the PassPostProcess
  108152. * @param name The name of the effect.
  108153. * @param options The required width/height ratio to downsize to before computing the render pass.
  108154. * @param camera The camera to apply the render pass to.
  108155. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108156. * @param engine The engine which the post process will be applied. (default: current engine)
  108157. * @param reusable If the post process can be reused on the same frame. (default: false)
  108158. * @param textureType The type of texture to be used when performing the post processing.
  108159. * @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)
  108160. */
  108161. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  108162. }
  108163. /**
  108164. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  108165. */
  108166. export class PassCubePostProcess extends PostProcess {
  108167. private _face;
  108168. /**
  108169. * Gets or sets the cube face to display.
  108170. * * 0 is +X
  108171. * * 1 is -X
  108172. * * 2 is +Y
  108173. * * 3 is -Y
  108174. * * 4 is +Z
  108175. * * 5 is -Z
  108176. */
  108177. face: number;
  108178. /**
  108179. * Creates the PassCubePostProcess
  108180. * @param name The name of the effect.
  108181. * @param options The required width/height ratio to downsize to before computing the render pass.
  108182. * @param camera The camera to apply the render pass to.
  108183. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108184. * @param engine The engine which the post process will be applied. (default: current engine)
  108185. * @param reusable If the post process can be reused on the same frame. (default: false)
  108186. * @param textureType The type of texture to be used when performing the post processing.
  108187. * @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)
  108188. */
  108189. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  108190. }
  108191. }
  108192. declare module BABYLON {
  108193. /** @hidden */
  108194. export var anaglyphPixelShader: {
  108195. name: string;
  108196. shader: string;
  108197. };
  108198. }
  108199. declare module BABYLON {
  108200. /**
  108201. * Postprocess used to generate anaglyphic rendering
  108202. */
  108203. export class AnaglyphPostProcess extends PostProcess {
  108204. private _passedProcess;
  108205. /**
  108206. * Creates a new AnaglyphPostProcess
  108207. * @param name defines postprocess name
  108208. * @param options defines creation options or target ratio scale
  108209. * @param rigCameras defines cameras using this postprocess
  108210. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  108211. * @param engine defines hosting engine
  108212. * @param reusable defines if the postprocess will be reused multiple times per frame
  108213. */
  108214. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  108215. }
  108216. }
  108217. declare module BABYLON {
  108218. /**
  108219. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  108220. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108221. */
  108222. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  108223. /**
  108224. * Creates a new AnaglyphArcRotateCamera
  108225. * @param name defines camera name
  108226. * @param alpha defines alpha angle (in radians)
  108227. * @param beta defines beta angle (in radians)
  108228. * @param radius defines radius
  108229. * @param target defines camera target
  108230. * @param interaxialDistance defines distance between each color axis
  108231. * @param scene defines the hosting scene
  108232. */
  108233. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  108234. /**
  108235. * Gets camera class name
  108236. * @returns AnaglyphArcRotateCamera
  108237. */
  108238. getClassName(): string;
  108239. }
  108240. }
  108241. declare module BABYLON {
  108242. /**
  108243. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  108244. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108245. */
  108246. export class AnaglyphFreeCamera extends FreeCamera {
  108247. /**
  108248. * Creates a new AnaglyphFreeCamera
  108249. * @param name defines camera name
  108250. * @param position defines initial position
  108251. * @param interaxialDistance defines distance between each color axis
  108252. * @param scene defines the hosting scene
  108253. */
  108254. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108255. /**
  108256. * Gets camera class name
  108257. * @returns AnaglyphFreeCamera
  108258. */
  108259. getClassName(): string;
  108260. }
  108261. }
  108262. declare module BABYLON {
  108263. /**
  108264. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  108265. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108266. */
  108267. export class AnaglyphGamepadCamera extends GamepadCamera {
  108268. /**
  108269. * Creates a new AnaglyphGamepadCamera
  108270. * @param name defines camera name
  108271. * @param position defines initial position
  108272. * @param interaxialDistance defines distance between each color axis
  108273. * @param scene defines the hosting scene
  108274. */
  108275. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108276. /**
  108277. * Gets camera class name
  108278. * @returns AnaglyphGamepadCamera
  108279. */
  108280. getClassName(): string;
  108281. }
  108282. }
  108283. declare module BABYLON {
  108284. /**
  108285. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  108286. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108287. */
  108288. export class AnaglyphUniversalCamera extends UniversalCamera {
  108289. /**
  108290. * Creates a new AnaglyphUniversalCamera
  108291. * @param name defines camera name
  108292. * @param position defines initial position
  108293. * @param interaxialDistance defines distance between each color axis
  108294. * @param scene defines the hosting scene
  108295. */
  108296. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108297. /**
  108298. * Gets camera class name
  108299. * @returns AnaglyphUniversalCamera
  108300. */
  108301. getClassName(): string;
  108302. }
  108303. }
  108304. declare module BABYLON {
  108305. /** @hidden */
  108306. export var stereoscopicInterlacePixelShader: {
  108307. name: string;
  108308. shader: string;
  108309. };
  108310. }
  108311. declare module BABYLON {
  108312. /**
  108313. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  108314. */
  108315. export class StereoscopicInterlacePostProcess extends PostProcess {
  108316. private _stepSize;
  108317. private _passedProcess;
  108318. /**
  108319. * Initializes a StereoscopicInterlacePostProcess
  108320. * @param name The name of the effect.
  108321. * @param rigCameras The rig cameras to be appled to the post process
  108322. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  108323. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108324. * @param engine The engine which the post process will be applied. (default: current engine)
  108325. * @param reusable If the post process can be reused on the same frame. (default: false)
  108326. */
  108327. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  108328. }
  108329. }
  108330. declare module BABYLON {
  108331. /**
  108332. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  108333. * @see http://doc.babylonjs.com/features/cameras
  108334. */
  108335. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  108336. /**
  108337. * Creates a new StereoscopicArcRotateCamera
  108338. * @param name defines camera name
  108339. * @param alpha defines alpha angle (in radians)
  108340. * @param beta defines beta angle (in radians)
  108341. * @param radius defines radius
  108342. * @param target defines camera target
  108343. * @param interaxialDistance defines distance between each color axis
  108344. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108345. * @param scene defines the hosting scene
  108346. */
  108347. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108348. /**
  108349. * Gets camera class name
  108350. * @returns StereoscopicArcRotateCamera
  108351. */
  108352. getClassName(): string;
  108353. }
  108354. }
  108355. declare module BABYLON {
  108356. /**
  108357. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  108358. * @see http://doc.babylonjs.com/features/cameras
  108359. */
  108360. export class StereoscopicFreeCamera extends FreeCamera {
  108361. /**
  108362. * Creates a new StereoscopicFreeCamera
  108363. * @param name defines camera name
  108364. * @param position defines initial position
  108365. * @param interaxialDistance defines distance between each color axis
  108366. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108367. * @param scene defines the hosting scene
  108368. */
  108369. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108370. /**
  108371. * Gets camera class name
  108372. * @returns StereoscopicFreeCamera
  108373. */
  108374. getClassName(): string;
  108375. }
  108376. }
  108377. declare module BABYLON {
  108378. /**
  108379. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  108380. * @see http://doc.babylonjs.com/features/cameras
  108381. */
  108382. export class StereoscopicGamepadCamera extends GamepadCamera {
  108383. /**
  108384. * Creates a new StereoscopicGamepadCamera
  108385. * @param name defines camera name
  108386. * @param position defines initial position
  108387. * @param interaxialDistance defines distance between each color axis
  108388. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108389. * @param scene defines the hosting scene
  108390. */
  108391. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108392. /**
  108393. * Gets camera class name
  108394. * @returns StereoscopicGamepadCamera
  108395. */
  108396. getClassName(): string;
  108397. }
  108398. }
  108399. declare module BABYLON {
  108400. /**
  108401. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  108402. * @see http://doc.babylonjs.com/features/cameras
  108403. */
  108404. export class StereoscopicUniversalCamera extends UniversalCamera {
  108405. /**
  108406. * Creates a new StereoscopicUniversalCamera
  108407. * @param name defines camera name
  108408. * @param position defines initial position
  108409. * @param interaxialDistance defines distance between each color axis
  108410. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108411. * @param scene defines the hosting scene
  108412. */
  108413. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108414. /**
  108415. * Gets camera class name
  108416. * @returns StereoscopicUniversalCamera
  108417. */
  108418. getClassName(): string;
  108419. }
  108420. }
  108421. declare module BABYLON {
  108422. /**
  108423. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  108424. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108425. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108426. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108427. */
  108428. export class VirtualJoysticksCamera extends FreeCamera {
  108429. /**
  108430. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  108431. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108432. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108433. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108434. * @param name Define the name of the camera in the scene
  108435. * @param position Define the start position of the camera in the scene
  108436. * @param scene Define the scene the camera belongs to
  108437. */
  108438. constructor(name: string, position: Vector3, scene: Scene);
  108439. /**
  108440. * Gets the current object class name.
  108441. * @return the class name
  108442. */
  108443. getClassName(): string;
  108444. }
  108445. }
  108446. declare module BABYLON {
  108447. /**
  108448. * This represents all the required metrics to create a VR camera.
  108449. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  108450. */
  108451. export class VRCameraMetrics {
  108452. /**
  108453. * Define the horizontal resolution off the screen.
  108454. */
  108455. hResolution: number;
  108456. /**
  108457. * Define the vertical resolution off the screen.
  108458. */
  108459. vResolution: number;
  108460. /**
  108461. * Define the horizontal screen size.
  108462. */
  108463. hScreenSize: number;
  108464. /**
  108465. * Define the vertical screen size.
  108466. */
  108467. vScreenSize: number;
  108468. /**
  108469. * Define the vertical screen center position.
  108470. */
  108471. vScreenCenter: number;
  108472. /**
  108473. * Define the distance of the eyes to the screen.
  108474. */
  108475. eyeToScreenDistance: number;
  108476. /**
  108477. * Define the distance between both lenses
  108478. */
  108479. lensSeparationDistance: number;
  108480. /**
  108481. * Define the distance between both viewer's eyes.
  108482. */
  108483. interpupillaryDistance: number;
  108484. /**
  108485. * Define the distortion factor of the VR postprocess.
  108486. * Please, touch with care.
  108487. */
  108488. distortionK: number[];
  108489. /**
  108490. * Define the chromatic aberration correction factors for the VR post process.
  108491. */
  108492. chromaAbCorrection: number[];
  108493. /**
  108494. * Define the scale factor of the post process.
  108495. * The smaller the better but the slower.
  108496. */
  108497. postProcessScaleFactor: number;
  108498. /**
  108499. * Define an offset for the lens center.
  108500. */
  108501. lensCenterOffset: number;
  108502. /**
  108503. * Define if the current vr camera should compensate the distortion of the lense or not.
  108504. */
  108505. compensateDistortion: boolean;
  108506. /**
  108507. * Defines if multiview should be enabled when rendering (Default: false)
  108508. */
  108509. multiviewEnabled: boolean;
  108510. /**
  108511. * Gets the rendering aspect ratio based on the provided resolutions.
  108512. */
  108513. readonly aspectRatio: number;
  108514. /**
  108515. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  108516. */
  108517. readonly aspectRatioFov: number;
  108518. /**
  108519. * @hidden
  108520. */
  108521. readonly leftHMatrix: Matrix;
  108522. /**
  108523. * @hidden
  108524. */
  108525. readonly rightHMatrix: Matrix;
  108526. /**
  108527. * @hidden
  108528. */
  108529. readonly leftPreViewMatrix: Matrix;
  108530. /**
  108531. * @hidden
  108532. */
  108533. readonly rightPreViewMatrix: Matrix;
  108534. /**
  108535. * Get the default VRMetrics based on the most generic setup.
  108536. * @returns the default vr metrics
  108537. */
  108538. static GetDefault(): VRCameraMetrics;
  108539. }
  108540. }
  108541. declare module BABYLON {
  108542. /** @hidden */
  108543. export var vrDistortionCorrectionPixelShader: {
  108544. name: string;
  108545. shader: string;
  108546. };
  108547. }
  108548. declare module BABYLON {
  108549. /**
  108550. * VRDistortionCorrectionPostProcess used for mobile VR
  108551. */
  108552. export class VRDistortionCorrectionPostProcess extends PostProcess {
  108553. private _isRightEye;
  108554. private _distortionFactors;
  108555. private _postProcessScaleFactor;
  108556. private _lensCenterOffset;
  108557. private _scaleIn;
  108558. private _scaleFactor;
  108559. private _lensCenter;
  108560. /**
  108561. * Initializes the VRDistortionCorrectionPostProcess
  108562. * @param name The name of the effect.
  108563. * @param camera The camera to apply the render pass to.
  108564. * @param isRightEye If this is for the right eye distortion
  108565. * @param vrMetrics All the required metrics for the VR camera
  108566. */
  108567. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  108568. }
  108569. }
  108570. declare module BABYLON {
  108571. /**
  108572. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  108573. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108574. */
  108575. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  108576. /**
  108577. * Creates a new VRDeviceOrientationArcRotateCamera
  108578. * @param name defines camera name
  108579. * @param alpha defines the camera rotation along the logitudinal axis
  108580. * @param beta defines the camera rotation along the latitudinal axis
  108581. * @param radius defines the camera distance from its target
  108582. * @param target defines the camera target
  108583. * @param scene defines the scene the camera belongs to
  108584. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108585. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108586. */
  108587. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108588. /**
  108589. * Gets camera class name
  108590. * @returns VRDeviceOrientationArcRotateCamera
  108591. */
  108592. getClassName(): string;
  108593. }
  108594. }
  108595. declare module BABYLON {
  108596. /**
  108597. * Camera used to simulate VR rendering (based on FreeCamera)
  108598. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108599. */
  108600. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  108601. /**
  108602. * Creates a new VRDeviceOrientationFreeCamera
  108603. * @param name defines camera name
  108604. * @param position defines the start position of the camera
  108605. * @param scene defines the scene the camera belongs to
  108606. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108607. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108608. */
  108609. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108610. /**
  108611. * Gets camera class name
  108612. * @returns VRDeviceOrientationFreeCamera
  108613. */
  108614. getClassName(): string;
  108615. }
  108616. }
  108617. declare module BABYLON {
  108618. /**
  108619. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  108620. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108621. */
  108622. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  108623. /**
  108624. * Creates a new VRDeviceOrientationGamepadCamera
  108625. * @param name defines camera name
  108626. * @param position defines the start position of the camera
  108627. * @param scene defines the scene the camera belongs to
  108628. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108629. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108630. */
  108631. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108632. /**
  108633. * Gets camera class name
  108634. * @returns VRDeviceOrientationGamepadCamera
  108635. */
  108636. getClassName(): string;
  108637. }
  108638. }
  108639. declare module BABYLON {
  108640. /**
  108641. * Base class of materials working in push mode in babylon JS
  108642. * @hidden
  108643. */
  108644. export class PushMaterial extends Material {
  108645. protected _activeEffect: Effect;
  108646. protected _normalMatrix: Matrix;
  108647. /**
  108648. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  108649. * This means that the material can keep using a previous shader while a new one is being compiled.
  108650. * This is mostly used when shader parallel compilation is supported (true by default)
  108651. */
  108652. allowShaderHotSwapping: boolean;
  108653. constructor(name: string, scene: Scene);
  108654. getEffect(): Effect;
  108655. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  108656. /**
  108657. * Binds the given world matrix to the active effect
  108658. *
  108659. * @param world the matrix to bind
  108660. */
  108661. bindOnlyWorldMatrix(world: Matrix): void;
  108662. /**
  108663. * Binds the given normal matrix to the active effect
  108664. *
  108665. * @param normalMatrix the matrix to bind
  108666. */
  108667. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  108668. bind(world: Matrix, mesh?: Mesh): void;
  108669. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  108670. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  108671. }
  108672. }
  108673. declare module BABYLON {
  108674. /**
  108675. * This groups all the flags used to control the materials channel.
  108676. */
  108677. export class MaterialFlags {
  108678. private static _DiffuseTextureEnabled;
  108679. /**
  108680. * Are diffuse textures enabled in the application.
  108681. */
  108682. static DiffuseTextureEnabled: boolean;
  108683. private static _AmbientTextureEnabled;
  108684. /**
  108685. * Are ambient textures enabled in the application.
  108686. */
  108687. static AmbientTextureEnabled: boolean;
  108688. private static _OpacityTextureEnabled;
  108689. /**
  108690. * Are opacity textures enabled in the application.
  108691. */
  108692. static OpacityTextureEnabled: boolean;
  108693. private static _ReflectionTextureEnabled;
  108694. /**
  108695. * Are reflection textures enabled in the application.
  108696. */
  108697. static ReflectionTextureEnabled: boolean;
  108698. private static _EmissiveTextureEnabled;
  108699. /**
  108700. * Are emissive textures enabled in the application.
  108701. */
  108702. static EmissiveTextureEnabled: boolean;
  108703. private static _SpecularTextureEnabled;
  108704. /**
  108705. * Are specular textures enabled in the application.
  108706. */
  108707. static SpecularTextureEnabled: boolean;
  108708. private static _BumpTextureEnabled;
  108709. /**
  108710. * Are bump textures enabled in the application.
  108711. */
  108712. static BumpTextureEnabled: boolean;
  108713. private static _LightmapTextureEnabled;
  108714. /**
  108715. * Are lightmap textures enabled in the application.
  108716. */
  108717. static LightmapTextureEnabled: boolean;
  108718. private static _RefractionTextureEnabled;
  108719. /**
  108720. * Are refraction textures enabled in the application.
  108721. */
  108722. static RefractionTextureEnabled: boolean;
  108723. private static _ColorGradingTextureEnabled;
  108724. /**
  108725. * Are color grading textures enabled in the application.
  108726. */
  108727. static ColorGradingTextureEnabled: boolean;
  108728. private static _FresnelEnabled;
  108729. /**
  108730. * Are fresnels enabled in the application.
  108731. */
  108732. static FresnelEnabled: boolean;
  108733. private static _ClearCoatTextureEnabled;
  108734. /**
  108735. * Are clear coat textures enabled in the application.
  108736. */
  108737. static ClearCoatTextureEnabled: boolean;
  108738. private static _ClearCoatBumpTextureEnabled;
  108739. /**
  108740. * Are clear coat bump textures enabled in the application.
  108741. */
  108742. static ClearCoatBumpTextureEnabled: boolean;
  108743. private static _ClearCoatTintTextureEnabled;
  108744. /**
  108745. * Are clear coat tint textures enabled in the application.
  108746. */
  108747. static ClearCoatTintTextureEnabled: boolean;
  108748. private static _SheenTextureEnabled;
  108749. /**
  108750. * Are sheen textures enabled in the application.
  108751. */
  108752. static SheenTextureEnabled: boolean;
  108753. private static _AnisotropicTextureEnabled;
  108754. /**
  108755. * Are anisotropic textures enabled in the application.
  108756. */
  108757. static AnisotropicTextureEnabled: boolean;
  108758. private static _ThicknessTextureEnabled;
  108759. /**
  108760. * Are thickness textures enabled in the application.
  108761. */
  108762. static ThicknessTextureEnabled: boolean;
  108763. }
  108764. }
  108765. declare module BABYLON {
  108766. /** @hidden */
  108767. export var defaultFragmentDeclaration: {
  108768. name: string;
  108769. shader: string;
  108770. };
  108771. }
  108772. declare module BABYLON {
  108773. /** @hidden */
  108774. export var defaultUboDeclaration: {
  108775. name: string;
  108776. shader: string;
  108777. };
  108778. }
  108779. declare module BABYLON {
  108780. /** @hidden */
  108781. export var lightFragmentDeclaration: {
  108782. name: string;
  108783. shader: string;
  108784. };
  108785. }
  108786. declare module BABYLON {
  108787. /** @hidden */
  108788. export var lightUboDeclaration: {
  108789. name: string;
  108790. shader: string;
  108791. };
  108792. }
  108793. declare module BABYLON {
  108794. /** @hidden */
  108795. export var lightsFragmentFunctions: {
  108796. name: string;
  108797. shader: string;
  108798. };
  108799. }
  108800. declare module BABYLON {
  108801. /** @hidden */
  108802. export var shadowsFragmentFunctions: {
  108803. name: string;
  108804. shader: string;
  108805. };
  108806. }
  108807. declare module BABYLON {
  108808. /** @hidden */
  108809. export var fresnelFunction: {
  108810. name: string;
  108811. shader: string;
  108812. };
  108813. }
  108814. declare module BABYLON {
  108815. /** @hidden */
  108816. export var reflectionFunction: {
  108817. name: string;
  108818. shader: string;
  108819. };
  108820. }
  108821. declare module BABYLON {
  108822. /** @hidden */
  108823. export var bumpFragmentFunctions: {
  108824. name: string;
  108825. shader: string;
  108826. };
  108827. }
  108828. declare module BABYLON {
  108829. /** @hidden */
  108830. export var logDepthDeclaration: {
  108831. name: string;
  108832. shader: string;
  108833. };
  108834. }
  108835. declare module BABYLON {
  108836. /** @hidden */
  108837. export var bumpFragment: {
  108838. name: string;
  108839. shader: string;
  108840. };
  108841. }
  108842. declare module BABYLON {
  108843. /** @hidden */
  108844. export var depthPrePass: {
  108845. name: string;
  108846. shader: string;
  108847. };
  108848. }
  108849. declare module BABYLON {
  108850. /** @hidden */
  108851. export var lightFragment: {
  108852. name: string;
  108853. shader: string;
  108854. };
  108855. }
  108856. declare module BABYLON {
  108857. /** @hidden */
  108858. export var logDepthFragment: {
  108859. name: string;
  108860. shader: string;
  108861. };
  108862. }
  108863. declare module BABYLON {
  108864. /** @hidden */
  108865. export var defaultPixelShader: {
  108866. name: string;
  108867. shader: string;
  108868. };
  108869. }
  108870. declare module BABYLON {
  108871. /** @hidden */
  108872. export var defaultVertexDeclaration: {
  108873. name: string;
  108874. shader: string;
  108875. };
  108876. }
  108877. declare module BABYLON {
  108878. /** @hidden */
  108879. export var bumpVertexDeclaration: {
  108880. name: string;
  108881. shader: string;
  108882. };
  108883. }
  108884. declare module BABYLON {
  108885. /** @hidden */
  108886. export var bumpVertex: {
  108887. name: string;
  108888. shader: string;
  108889. };
  108890. }
  108891. declare module BABYLON {
  108892. /** @hidden */
  108893. export var fogVertex: {
  108894. name: string;
  108895. shader: string;
  108896. };
  108897. }
  108898. declare module BABYLON {
  108899. /** @hidden */
  108900. export var shadowsVertex: {
  108901. name: string;
  108902. shader: string;
  108903. };
  108904. }
  108905. declare module BABYLON {
  108906. /** @hidden */
  108907. export var pointCloudVertex: {
  108908. name: string;
  108909. shader: string;
  108910. };
  108911. }
  108912. declare module BABYLON {
  108913. /** @hidden */
  108914. export var logDepthVertex: {
  108915. name: string;
  108916. shader: string;
  108917. };
  108918. }
  108919. declare module BABYLON {
  108920. /** @hidden */
  108921. export var defaultVertexShader: {
  108922. name: string;
  108923. shader: string;
  108924. };
  108925. }
  108926. declare module BABYLON {
  108927. /** @hidden */
  108928. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  108929. MAINUV1: boolean;
  108930. MAINUV2: boolean;
  108931. DIFFUSE: boolean;
  108932. DIFFUSEDIRECTUV: number;
  108933. AMBIENT: boolean;
  108934. AMBIENTDIRECTUV: number;
  108935. OPACITY: boolean;
  108936. OPACITYDIRECTUV: number;
  108937. OPACITYRGB: boolean;
  108938. REFLECTION: boolean;
  108939. EMISSIVE: boolean;
  108940. EMISSIVEDIRECTUV: number;
  108941. SPECULAR: boolean;
  108942. SPECULARDIRECTUV: number;
  108943. BUMP: boolean;
  108944. BUMPDIRECTUV: number;
  108945. PARALLAX: boolean;
  108946. PARALLAXOCCLUSION: boolean;
  108947. SPECULAROVERALPHA: boolean;
  108948. CLIPPLANE: boolean;
  108949. CLIPPLANE2: boolean;
  108950. CLIPPLANE3: boolean;
  108951. CLIPPLANE4: boolean;
  108952. ALPHATEST: boolean;
  108953. DEPTHPREPASS: boolean;
  108954. ALPHAFROMDIFFUSE: boolean;
  108955. POINTSIZE: boolean;
  108956. FOG: boolean;
  108957. SPECULARTERM: boolean;
  108958. DIFFUSEFRESNEL: boolean;
  108959. OPACITYFRESNEL: boolean;
  108960. REFLECTIONFRESNEL: boolean;
  108961. REFRACTIONFRESNEL: boolean;
  108962. EMISSIVEFRESNEL: boolean;
  108963. FRESNEL: boolean;
  108964. NORMAL: boolean;
  108965. UV1: boolean;
  108966. UV2: boolean;
  108967. VERTEXCOLOR: boolean;
  108968. VERTEXALPHA: boolean;
  108969. NUM_BONE_INFLUENCERS: number;
  108970. BonesPerMesh: number;
  108971. BONETEXTURE: boolean;
  108972. INSTANCES: boolean;
  108973. GLOSSINESS: boolean;
  108974. ROUGHNESS: boolean;
  108975. EMISSIVEASILLUMINATION: boolean;
  108976. LINKEMISSIVEWITHDIFFUSE: boolean;
  108977. REFLECTIONFRESNELFROMSPECULAR: boolean;
  108978. LIGHTMAP: boolean;
  108979. LIGHTMAPDIRECTUV: number;
  108980. OBJECTSPACE_NORMALMAP: boolean;
  108981. USELIGHTMAPASSHADOWMAP: boolean;
  108982. REFLECTIONMAP_3D: boolean;
  108983. REFLECTIONMAP_SPHERICAL: boolean;
  108984. REFLECTIONMAP_PLANAR: boolean;
  108985. REFLECTIONMAP_CUBIC: boolean;
  108986. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  108987. REFLECTIONMAP_PROJECTION: boolean;
  108988. REFLECTIONMAP_SKYBOX: boolean;
  108989. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  108990. REFLECTIONMAP_EXPLICIT: boolean;
  108991. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  108992. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  108993. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  108994. INVERTCUBICMAP: boolean;
  108995. LOGARITHMICDEPTH: boolean;
  108996. REFRACTION: boolean;
  108997. REFRACTIONMAP_3D: boolean;
  108998. REFLECTIONOVERALPHA: boolean;
  108999. TWOSIDEDLIGHTING: boolean;
  109000. SHADOWFLOAT: boolean;
  109001. MORPHTARGETS: boolean;
  109002. MORPHTARGETS_NORMAL: boolean;
  109003. MORPHTARGETS_TANGENT: boolean;
  109004. MORPHTARGETS_UV: boolean;
  109005. NUM_MORPH_INFLUENCERS: number;
  109006. NONUNIFORMSCALING: boolean;
  109007. PREMULTIPLYALPHA: boolean;
  109008. IMAGEPROCESSING: boolean;
  109009. VIGNETTE: boolean;
  109010. VIGNETTEBLENDMODEMULTIPLY: boolean;
  109011. VIGNETTEBLENDMODEOPAQUE: boolean;
  109012. TONEMAPPING: boolean;
  109013. TONEMAPPING_ACES: boolean;
  109014. CONTRAST: boolean;
  109015. COLORCURVES: boolean;
  109016. COLORGRADING: boolean;
  109017. COLORGRADING3D: boolean;
  109018. SAMPLER3DGREENDEPTH: boolean;
  109019. SAMPLER3DBGRMAP: boolean;
  109020. IMAGEPROCESSINGPOSTPROCESS: boolean;
  109021. MULTIVIEW: boolean;
  109022. /**
  109023. * If the reflection texture on this material is in linear color space
  109024. * @hidden
  109025. */
  109026. IS_REFLECTION_LINEAR: boolean;
  109027. /**
  109028. * If the refraction texture on this material is in linear color space
  109029. * @hidden
  109030. */
  109031. IS_REFRACTION_LINEAR: boolean;
  109032. EXPOSURE: boolean;
  109033. constructor();
  109034. setReflectionMode(modeToEnable: string): void;
  109035. }
  109036. /**
  109037. * This is the default material used in Babylon. It is the best trade off between quality
  109038. * and performances.
  109039. * @see http://doc.babylonjs.com/babylon101/materials
  109040. */
  109041. export class StandardMaterial extends PushMaterial {
  109042. private _diffuseTexture;
  109043. /**
  109044. * The basic texture of the material as viewed under a light.
  109045. */
  109046. diffuseTexture: Nullable<BaseTexture>;
  109047. private _ambientTexture;
  109048. /**
  109049. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  109050. */
  109051. ambientTexture: Nullable<BaseTexture>;
  109052. private _opacityTexture;
  109053. /**
  109054. * Define the transparency of the material from a texture.
  109055. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  109056. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  109057. */
  109058. opacityTexture: Nullable<BaseTexture>;
  109059. private _reflectionTexture;
  109060. /**
  109061. * Define the texture used to display the reflection.
  109062. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109063. */
  109064. reflectionTexture: Nullable<BaseTexture>;
  109065. private _emissiveTexture;
  109066. /**
  109067. * Define texture of the material as if self lit.
  109068. * This will be mixed in the final result even in the absence of light.
  109069. */
  109070. emissiveTexture: Nullable<BaseTexture>;
  109071. private _specularTexture;
  109072. /**
  109073. * Define how the color and intensity of the highlight given by the light in the material.
  109074. */
  109075. specularTexture: Nullable<BaseTexture>;
  109076. private _bumpTexture;
  109077. /**
  109078. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  109079. * 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.
  109080. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  109081. */
  109082. bumpTexture: Nullable<BaseTexture>;
  109083. private _lightmapTexture;
  109084. /**
  109085. * Complex lighting can be computationally expensive to compute at runtime.
  109086. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  109087. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  109088. */
  109089. lightmapTexture: Nullable<BaseTexture>;
  109090. private _refractionTexture;
  109091. /**
  109092. * Define the texture used to display the refraction.
  109093. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109094. */
  109095. refractionTexture: Nullable<BaseTexture>;
  109096. /**
  109097. * The color of the material lit by the environmental background lighting.
  109098. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  109099. */
  109100. ambientColor: Color3;
  109101. /**
  109102. * The basic color of the material as viewed under a light.
  109103. */
  109104. diffuseColor: Color3;
  109105. /**
  109106. * Define how the color and intensity of the highlight given by the light in the material.
  109107. */
  109108. specularColor: Color3;
  109109. /**
  109110. * Define the color of the material as if self lit.
  109111. * This will be mixed in the final result even in the absence of light.
  109112. */
  109113. emissiveColor: Color3;
  109114. /**
  109115. * Defines how sharp are the highlights in the material.
  109116. * The bigger the value the sharper giving a more glossy feeling to the result.
  109117. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  109118. */
  109119. specularPower: number;
  109120. private _useAlphaFromDiffuseTexture;
  109121. /**
  109122. * Does the transparency come from the diffuse texture alpha channel.
  109123. */
  109124. useAlphaFromDiffuseTexture: boolean;
  109125. private _useEmissiveAsIllumination;
  109126. /**
  109127. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  109128. */
  109129. useEmissiveAsIllumination: boolean;
  109130. private _linkEmissiveWithDiffuse;
  109131. /**
  109132. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  109133. * the emissive level when the final color is close to one.
  109134. */
  109135. linkEmissiveWithDiffuse: boolean;
  109136. private _useSpecularOverAlpha;
  109137. /**
  109138. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  109139. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  109140. */
  109141. useSpecularOverAlpha: boolean;
  109142. private _useReflectionOverAlpha;
  109143. /**
  109144. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  109145. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  109146. */
  109147. useReflectionOverAlpha: boolean;
  109148. private _disableLighting;
  109149. /**
  109150. * Does lights from the scene impacts this material.
  109151. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  109152. */
  109153. disableLighting: boolean;
  109154. private _useObjectSpaceNormalMap;
  109155. /**
  109156. * Allows using an object space normal map (instead of tangent space).
  109157. */
  109158. useObjectSpaceNormalMap: boolean;
  109159. private _useParallax;
  109160. /**
  109161. * Is parallax enabled or not.
  109162. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  109163. */
  109164. useParallax: boolean;
  109165. private _useParallaxOcclusion;
  109166. /**
  109167. * Is parallax occlusion enabled or not.
  109168. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  109169. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  109170. */
  109171. useParallaxOcclusion: boolean;
  109172. /**
  109173. * 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.
  109174. */
  109175. parallaxScaleBias: number;
  109176. private _roughness;
  109177. /**
  109178. * Helps to define how blurry the reflections should appears in the material.
  109179. */
  109180. roughness: number;
  109181. /**
  109182. * In case of refraction, define the value of the index of refraction.
  109183. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109184. */
  109185. indexOfRefraction: number;
  109186. /**
  109187. * Invert the refraction texture alongside the y axis.
  109188. * It can be useful with procedural textures or probe for instance.
  109189. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109190. */
  109191. invertRefractionY: boolean;
  109192. /**
  109193. * Defines the alpha limits in alpha test mode.
  109194. */
  109195. alphaCutOff: number;
  109196. private _useLightmapAsShadowmap;
  109197. /**
  109198. * In case of light mapping, define whether the map contains light or shadow informations.
  109199. */
  109200. useLightmapAsShadowmap: boolean;
  109201. private _diffuseFresnelParameters;
  109202. /**
  109203. * Define the diffuse fresnel parameters of the material.
  109204. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109205. */
  109206. diffuseFresnelParameters: FresnelParameters;
  109207. private _opacityFresnelParameters;
  109208. /**
  109209. * Define the opacity fresnel parameters of the material.
  109210. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109211. */
  109212. opacityFresnelParameters: FresnelParameters;
  109213. private _reflectionFresnelParameters;
  109214. /**
  109215. * Define the reflection fresnel parameters of the material.
  109216. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109217. */
  109218. reflectionFresnelParameters: FresnelParameters;
  109219. private _refractionFresnelParameters;
  109220. /**
  109221. * Define the refraction fresnel parameters of the material.
  109222. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109223. */
  109224. refractionFresnelParameters: FresnelParameters;
  109225. private _emissiveFresnelParameters;
  109226. /**
  109227. * Define the emissive fresnel parameters of the material.
  109228. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109229. */
  109230. emissiveFresnelParameters: FresnelParameters;
  109231. private _useReflectionFresnelFromSpecular;
  109232. /**
  109233. * If true automatically deducts the fresnels values from the material specularity.
  109234. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109235. */
  109236. useReflectionFresnelFromSpecular: boolean;
  109237. private _useGlossinessFromSpecularMapAlpha;
  109238. /**
  109239. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  109240. */
  109241. useGlossinessFromSpecularMapAlpha: boolean;
  109242. private _maxSimultaneousLights;
  109243. /**
  109244. * Defines the maximum number of lights that can be used in the material
  109245. */
  109246. maxSimultaneousLights: number;
  109247. private _invertNormalMapX;
  109248. /**
  109249. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  109250. */
  109251. invertNormalMapX: boolean;
  109252. private _invertNormalMapY;
  109253. /**
  109254. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  109255. */
  109256. invertNormalMapY: boolean;
  109257. private _twoSidedLighting;
  109258. /**
  109259. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  109260. */
  109261. twoSidedLighting: boolean;
  109262. /**
  109263. * Default configuration related to image processing available in the standard Material.
  109264. */
  109265. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109266. /**
  109267. * Gets the image processing configuration used either in this material.
  109268. */
  109269. /**
  109270. * Sets the Default image processing configuration used either in the this material.
  109271. *
  109272. * If sets to null, the scene one is in use.
  109273. */
  109274. imageProcessingConfiguration: ImageProcessingConfiguration;
  109275. /**
  109276. * Keep track of the image processing observer to allow dispose and replace.
  109277. */
  109278. private _imageProcessingObserver;
  109279. /**
  109280. * Attaches a new image processing configuration to the Standard Material.
  109281. * @param configuration
  109282. */
  109283. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109284. /**
  109285. * Gets wether the color curves effect is enabled.
  109286. */
  109287. /**
  109288. * Sets wether the color curves effect is enabled.
  109289. */
  109290. cameraColorCurvesEnabled: boolean;
  109291. /**
  109292. * Gets wether the color grading effect is enabled.
  109293. */
  109294. /**
  109295. * Gets wether the color grading effect is enabled.
  109296. */
  109297. cameraColorGradingEnabled: boolean;
  109298. /**
  109299. * Gets wether tonemapping is enabled or not.
  109300. */
  109301. /**
  109302. * Sets wether tonemapping is enabled or not
  109303. */
  109304. cameraToneMappingEnabled: boolean;
  109305. /**
  109306. * The camera exposure used on this material.
  109307. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109308. * This corresponds to a photographic exposure.
  109309. */
  109310. /**
  109311. * The camera exposure used on this material.
  109312. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109313. * This corresponds to a photographic exposure.
  109314. */
  109315. cameraExposure: number;
  109316. /**
  109317. * Gets The camera contrast used on this material.
  109318. */
  109319. /**
  109320. * Sets The camera contrast used on this material.
  109321. */
  109322. cameraContrast: number;
  109323. /**
  109324. * Gets the Color Grading 2D Lookup Texture.
  109325. */
  109326. /**
  109327. * Sets the Color Grading 2D Lookup Texture.
  109328. */
  109329. cameraColorGradingTexture: Nullable<BaseTexture>;
  109330. /**
  109331. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109332. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109333. * 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;
  109334. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109335. */
  109336. /**
  109337. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109338. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109339. * 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;
  109340. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109341. */
  109342. cameraColorCurves: Nullable<ColorCurves>;
  109343. /**
  109344. * Custom callback helping to override the default shader used in the material.
  109345. */
  109346. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  109347. protected _renderTargets: SmartArray<RenderTargetTexture>;
  109348. protected _worldViewProjectionMatrix: Matrix;
  109349. protected _globalAmbientColor: Color3;
  109350. protected _useLogarithmicDepth: boolean;
  109351. protected _rebuildInParallel: boolean;
  109352. /**
  109353. * Instantiates a new standard material.
  109354. * This is the default material used in Babylon. It is the best trade off between quality
  109355. * and performances.
  109356. * @see http://doc.babylonjs.com/babylon101/materials
  109357. * @param name Define the name of the material in the scene
  109358. * @param scene Define the scene the material belong to
  109359. */
  109360. constructor(name: string, scene: Scene);
  109361. /**
  109362. * Gets a boolean indicating that current material needs to register RTT
  109363. */
  109364. readonly hasRenderTargetTextures: boolean;
  109365. /**
  109366. * Gets the current class name of the material e.g. "StandardMaterial"
  109367. * Mainly use in serialization.
  109368. * @returns the class name
  109369. */
  109370. getClassName(): string;
  109371. /**
  109372. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  109373. * You can try switching to logarithmic depth.
  109374. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  109375. */
  109376. useLogarithmicDepth: boolean;
  109377. /**
  109378. * Specifies if the material will require alpha blending
  109379. * @returns a boolean specifying if alpha blending is needed
  109380. */
  109381. needAlphaBlending(): boolean;
  109382. /**
  109383. * Specifies if this material should be rendered in alpha test mode
  109384. * @returns a boolean specifying if an alpha test is needed.
  109385. */
  109386. needAlphaTesting(): boolean;
  109387. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  109388. /**
  109389. * Get the texture used for alpha test purpose.
  109390. * @returns the diffuse texture in case of the standard material.
  109391. */
  109392. getAlphaTestTexture(): Nullable<BaseTexture>;
  109393. /**
  109394. * Get if the submesh is ready to be used and all its information available.
  109395. * Child classes can use it to update shaders
  109396. * @param mesh defines the mesh to check
  109397. * @param subMesh defines which submesh to check
  109398. * @param useInstances specifies that instances should be used
  109399. * @returns a boolean indicating that the submesh is ready or not
  109400. */
  109401. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109402. /**
  109403. * Builds the material UBO layouts.
  109404. * Used internally during the effect preparation.
  109405. */
  109406. buildUniformLayout(): void;
  109407. /**
  109408. * Unbinds the material from the mesh
  109409. */
  109410. unbind(): void;
  109411. /**
  109412. * Binds the submesh to this material by preparing the effect and shader to draw
  109413. * @param world defines the world transformation matrix
  109414. * @param mesh defines the mesh containing the submesh
  109415. * @param subMesh defines the submesh to bind the material to
  109416. */
  109417. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109418. /**
  109419. * Get the list of animatables in the material.
  109420. * @returns the list of animatables object used in the material
  109421. */
  109422. getAnimatables(): IAnimatable[];
  109423. /**
  109424. * Gets the active textures from the material
  109425. * @returns an array of textures
  109426. */
  109427. getActiveTextures(): BaseTexture[];
  109428. /**
  109429. * Specifies if the material uses a texture
  109430. * @param texture defines the texture to check against the material
  109431. * @returns a boolean specifying if the material uses the texture
  109432. */
  109433. hasTexture(texture: BaseTexture): boolean;
  109434. /**
  109435. * Disposes the material
  109436. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  109437. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  109438. */
  109439. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109440. /**
  109441. * Makes a duplicate of the material, and gives it a new name
  109442. * @param name defines the new name for the duplicated material
  109443. * @returns the cloned material
  109444. */
  109445. clone(name: string): StandardMaterial;
  109446. /**
  109447. * Serializes this material in a JSON representation
  109448. * @returns the serialized material object
  109449. */
  109450. serialize(): any;
  109451. /**
  109452. * Creates a standard material from parsed material data
  109453. * @param source defines the JSON representation of the material
  109454. * @param scene defines the hosting scene
  109455. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  109456. * @returns a new standard material
  109457. */
  109458. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  109459. /**
  109460. * Are diffuse textures enabled in the application.
  109461. */
  109462. static DiffuseTextureEnabled: boolean;
  109463. /**
  109464. * Are ambient textures enabled in the application.
  109465. */
  109466. static AmbientTextureEnabled: boolean;
  109467. /**
  109468. * Are opacity textures enabled in the application.
  109469. */
  109470. static OpacityTextureEnabled: boolean;
  109471. /**
  109472. * Are reflection textures enabled in the application.
  109473. */
  109474. static ReflectionTextureEnabled: boolean;
  109475. /**
  109476. * Are emissive textures enabled in the application.
  109477. */
  109478. static EmissiveTextureEnabled: boolean;
  109479. /**
  109480. * Are specular textures enabled in the application.
  109481. */
  109482. static SpecularTextureEnabled: boolean;
  109483. /**
  109484. * Are bump textures enabled in the application.
  109485. */
  109486. static BumpTextureEnabled: boolean;
  109487. /**
  109488. * Are lightmap textures enabled in the application.
  109489. */
  109490. static LightmapTextureEnabled: boolean;
  109491. /**
  109492. * Are refraction textures enabled in the application.
  109493. */
  109494. static RefractionTextureEnabled: boolean;
  109495. /**
  109496. * Are color grading textures enabled in the application.
  109497. */
  109498. static ColorGradingTextureEnabled: boolean;
  109499. /**
  109500. * Are fresnels enabled in the application.
  109501. */
  109502. static FresnelEnabled: boolean;
  109503. }
  109504. }
  109505. declare module BABYLON {
  109506. /** @hidden */
  109507. export var imageProcessingPixelShader: {
  109508. name: string;
  109509. shader: string;
  109510. };
  109511. }
  109512. declare module BABYLON {
  109513. /**
  109514. * ImageProcessingPostProcess
  109515. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  109516. */
  109517. export class ImageProcessingPostProcess extends PostProcess {
  109518. /**
  109519. * Default configuration related to image processing available in the PBR Material.
  109520. */
  109521. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109522. /**
  109523. * Gets the image processing configuration used either in this material.
  109524. */
  109525. /**
  109526. * Sets the Default image processing configuration used either in the this material.
  109527. *
  109528. * If sets to null, the scene one is in use.
  109529. */
  109530. imageProcessingConfiguration: ImageProcessingConfiguration;
  109531. /**
  109532. * Keep track of the image processing observer to allow dispose and replace.
  109533. */
  109534. private _imageProcessingObserver;
  109535. /**
  109536. * Attaches a new image processing configuration to the PBR Material.
  109537. * @param configuration
  109538. */
  109539. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  109540. /**
  109541. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109542. */
  109543. /**
  109544. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109545. */
  109546. colorCurves: Nullable<ColorCurves>;
  109547. /**
  109548. * Gets wether the color curves effect is enabled.
  109549. */
  109550. /**
  109551. * Sets wether the color curves effect is enabled.
  109552. */
  109553. colorCurvesEnabled: boolean;
  109554. /**
  109555. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109556. */
  109557. /**
  109558. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109559. */
  109560. colorGradingTexture: Nullable<BaseTexture>;
  109561. /**
  109562. * Gets wether the color grading effect is enabled.
  109563. */
  109564. /**
  109565. * Gets wether the color grading effect is enabled.
  109566. */
  109567. colorGradingEnabled: boolean;
  109568. /**
  109569. * Gets exposure used in the effect.
  109570. */
  109571. /**
  109572. * Sets exposure used in the effect.
  109573. */
  109574. exposure: number;
  109575. /**
  109576. * Gets wether tonemapping is enabled or not.
  109577. */
  109578. /**
  109579. * Sets wether tonemapping is enabled or not
  109580. */
  109581. toneMappingEnabled: boolean;
  109582. /**
  109583. * Gets the type of tone mapping effect.
  109584. */
  109585. /**
  109586. * Sets the type of tone mapping effect.
  109587. */
  109588. toneMappingType: number;
  109589. /**
  109590. * Gets contrast used in the effect.
  109591. */
  109592. /**
  109593. * Sets contrast used in the effect.
  109594. */
  109595. contrast: number;
  109596. /**
  109597. * Gets Vignette stretch size.
  109598. */
  109599. /**
  109600. * Sets Vignette stretch size.
  109601. */
  109602. vignetteStretch: number;
  109603. /**
  109604. * Gets Vignette centre X Offset.
  109605. */
  109606. /**
  109607. * Sets Vignette centre X Offset.
  109608. */
  109609. vignetteCentreX: number;
  109610. /**
  109611. * Gets Vignette centre Y Offset.
  109612. */
  109613. /**
  109614. * Sets Vignette centre Y Offset.
  109615. */
  109616. vignetteCentreY: number;
  109617. /**
  109618. * Gets Vignette weight or intensity of the vignette effect.
  109619. */
  109620. /**
  109621. * Sets Vignette weight or intensity of the vignette effect.
  109622. */
  109623. vignetteWeight: number;
  109624. /**
  109625. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109626. * if vignetteEnabled is set to true.
  109627. */
  109628. /**
  109629. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109630. * if vignetteEnabled is set to true.
  109631. */
  109632. vignetteColor: Color4;
  109633. /**
  109634. * Gets Camera field of view used by the Vignette effect.
  109635. */
  109636. /**
  109637. * Sets Camera field of view used by the Vignette effect.
  109638. */
  109639. vignetteCameraFov: number;
  109640. /**
  109641. * Gets the vignette blend mode allowing different kind of effect.
  109642. */
  109643. /**
  109644. * Sets the vignette blend mode allowing different kind of effect.
  109645. */
  109646. vignetteBlendMode: number;
  109647. /**
  109648. * Gets wether the vignette effect is enabled.
  109649. */
  109650. /**
  109651. * Sets wether the vignette effect is enabled.
  109652. */
  109653. vignetteEnabled: boolean;
  109654. private _fromLinearSpace;
  109655. /**
  109656. * Gets wether the input of the processing is in Gamma or Linear Space.
  109657. */
  109658. /**
  109659. * Sets wether the input of the processing is in Gamma or Linear Space.
  109660. */
  109661. fromLinearSpace: boolean;
  109662. /**
  109663. * Defines cache preventing GC.
  109664. */
  109665. private _defines;
  109666. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  109667. /**
  109668. * "ImageProcessingPostProcess"
  109669. * @returns "ImageProcessingPostProcess"
  109670. */
  109671. getClassName(): string;
  109672. protected _updateParameters(): void;
  109673. dispose(camera?: Camera): void;
  109674. }
  109675. }
  109676. declare module BABYLON {
  109677. /**
  109678. * Class containing static functions to help procedurally build meshes
  109679. */
  109680. export class GroundBuilder {
  109681. /**
  109682. * Creates a ground mesh
  109683. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  109684. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  109685. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  109686. * @param name defines the name of the mesh
  109687. * @param options defines the options used to create the mesh
  109688. * @param scene defines the hosting scene
  109689. * @returns the ground mesh
  109690. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  109691. */
  109692. static CreateGround(name: string, options: {
  109693. width?: number;
  109694. height?: number;
  109695. subdivisions?: number;
  109696. subdivisionsX?: number;
  109697. subdivisionsY?: number;
  109698. updatable?: boolean;
  109699. }, scene: any): Mesh;
  109700. /**
  109701. * Creates a tiled ground mesh
  109702. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  109703. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  109704. * * 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
  109705. * * 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
  109706. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109707. * @param name defines the name of the mesh
  109708. * @param options defines the options used to create the mesh
  109709. * @param scene defines the hosting scene
  109710. * @returns the tiled ground mesh
  109711. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  109712. */
  109713. static CreateTiledGround(name: string, options: {
  109714. xmin: number;
  109715. zmin: number;
  109716. xmax: number;
  109717. zmax: number;
  109718. subdivisions?: {
  109719. w: number;
  109720. h: number;
  109721. };
  109722. precision?: {
  109723. w: number;
  109724. h: number;
  109725. };
  109726. updatable?: boolean;
  109727. }, scene?: Nullable<Scene>): Mesh;
  109728. /**
  109729. * Creates a ground mesh from a height map
  109730. * * The parameter `url` sets the URL of the height map image resource.
  109731. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  109732. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  109733. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  109734. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  109735. * * 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.
  109736. * * 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).
  109737. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  109738. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109739. * @param name defines the name of the mesh
  109740. * @param url defines the url to the height map
  109741. * @param options defines the options used to create the mesh
  109742. * @param scene defines the hosting scene
  109743. * @returns the ground mesh
  109744. * @see https://doc.babylonjs.com/babylon101/height_map
  109745. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  109746. */
  109747. static CreateGroundFromHeightMap(name: string, url: string, options: {
  109748. width?: number;
  109749. height?: number;
  109750. subdivisions?: number;
  109751. minHeight?: number;
  109752. maxHeight?: number;
  109753. colorFilter?: Color3;
  109754. alphaFilter?: number;
  109755. updatable?: boolean;
  109756. onReady?: (mesh: GroundMesh) => void;
  109757. }, scene?: Nullable<Scene>): GroundMesh;
  109758. }
  109759. }
  109760. declare module BABYLON {
  109761. /**
  109762. * Class containing static functions to help procedurally build meshes
  109763. */
  109764. export class TorusBuilder {
  109765. /**
  109766. * Creates a torus mesh
  109767. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  109768. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  109769. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  109770. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109771. * * 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
  109772. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109773. * @param name defines the name of the mesh
  109774. * @param options defines the options used to create the mesh
  109775. * @param scene defines the hosting scene
  109776. * @returns the torus mesh
  109777. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  109778. */
  109779. static CreateTorus(name: string, options: {
  109780. diameter?: number;
  109781. thickness?: number;
  109782. tessellation?: number;
  109783. updatable?: boolean;
  109784. sideOrientation?: number;
  109785. frontUVs?: Vector4;
  109786. backUVs?: Vector4;
  109787. }, scene: any): Mesh;
  109788. }
  109789. }
  109790. declare module BABYLON {
  109791. /**
  109792. * Class containing static functions to help procedurally build meshes
  109793. */
  109794. export class CylinderBuilder {
  109795. /**
  109796. * Creates a cylinder or a cone mesh
  109797. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  109798. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  109799. * * 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.
  109800. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  109801. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  109802. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  109803. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  109804. * * 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).
  109805. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  109806. * * 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).
  109807. * * 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
  109808. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  109809. * * 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
  109810. * * 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.
  109811. * * If `enclose` is false, a ring surface is one element.
  109812. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  109813. * * 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
  109814. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109815. * * 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
  109816. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109817. * @param name defines the name of the mesh
  109818. * @param options defines the options used to create the mesh
  109819. * @param scene defines the hosting scene
  109820. * @returns the cylinder mesh
  109821. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  109822. */
  109823. static CreateCylinder(name: string, options: {
  109824. height?: number;
  109825. diameterTop?: number;
  109826. diameterBottom?: number;
  109827. diameter?: number;
  109828. tessellation?: number;
  109829. subdivisions?: number;
  109830. arc?: number;
  109831. faceColors?: Color4[];
  109832. faceUV?: Vector4[];
  109833. updatable?: boolean;
  109834. hasRings?: boolean;
  109835. enclose?: boolean;
  109836. cap?: number;
  109837. sideOrientation?: number;
  109838. frontUVs?: Vector4;
  109839. backUVs?: Vector4;
  109840. }, scene: any): Mesh;
  109841. }
  109842. }
  109843. declare module BABYLON {
  109844. /**
  109845. * Options to modify the vr teleportation behavior.
  109846. */
  109847. export interface VRTeleportationOptions {
  109848. /**
  109849. * The name of the mesh which should be used as the teleportation floor. (default: null)
  109850. */
  109851. floorMeshName?: string;
  109852. /**
  109853. * A list of meshes to be used as the teleportation floor. (default: empty)
  109854. */
  109855. floorMeshes?: Mesh[];
  109856. }
  109857. /**
  109858. * Options to modify the vr experience helper's behavior.
  109859. */
  109860. export interface VRExperienceHelperOptions extends WebVROptions {
  109861. /**
  109862. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  109863. */
  109864. createDeviceOrientationCamera?: boolean;
  109865. /**
  109866. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  109867. */
  109868. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  109869. /**
  109870. * Uses the main button on the controller to toggle the laser casted. (default: true)
  109871. */
  109872. laserToggle?: boolean;
  109873. /**
  109874. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  109875. */
  109876. floorMeshes?: Mesh[];
  109877. /**
  109878. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  109879. */
  109880. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  109881. }
  109882. /**
  109883. * Event containing information after VR has been entered
  109884. */
  109885. export class OnAfterEnteringVRObservableEvent {
  109886. /**
  109887. * If entering vr was successful
  109888. */
  109889. success: boolean;
  109890. }
  109891. /**
  109892. * Helps to quickly add VR support to an existing scene.
  109893. * See http://doc.babylonjs.com/how_to/webvr_helper
  109894. */
  109895. export class VRExperienceHelper {
  109896. /** Options to modify the vr experience helper's behavior. */
  109897. webVROptions: VRExperienceHelperOptions;
  109898. private _scene;
  109899. private _position;
  109900. private _btnVR;
  109901. private _btnVRDisplayed;
  109902. private _webVRsupported;
  109903. private _webVRready;
  109904. private _webVRrequesting;
  109905. private _webVRpresenting;
  109906. private _hasEnteredVR;
  109907. private _fullscreenVRpresenting;
  109908. private _inputElement;
  109909. private _webVRCamera;
  109910. private _vrDeviceOrientationCamera;
  109911. private _deviceOrientationCamera;
  109912. private _existingCamera;
  109913. private _onKeyDown;
  109914. private _onVrDisplayPresentChange;
  109915. private _onVRDisplayChanged;
  109916. private _onVRRequestPresentStart;
  109917. private _onVRRequestPresentComplete;
  109918. /**
  109919. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  109920. */
  109921. enableGazeEvenWhenNoPointerLock: boolean;
  109922. /**
  109923. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  109924. */
  109925. exitVROnDoubleTap: boolean;
  109926. /**
  109927. * Observable raised right before entering VR.
  109928. */
  109929. onEnteringVRObservable: Observable<VRExperienceHelper>;
  109930. /**
  109931. * Observable raised when entering VR has completed.
  109932. */
  109933. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  109934. /**
  109935. * Observable raised when exiting VR.
  109936. */
  109937. onExitingVRObservable: Observable<VRExperienceHelper>;
  109938. /**
  109939. * Observable raised when controller mesh is loaded.
  109940. */
  109941. onControllerMeshLoadedObservable: Observable<WebVRController>;
  109942. /** Return this.onEnteringVRObservable
  109943. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  109944. */
  109945. readonly onEnteringVR: Observable<VRExperienceHelper>;
  109946. /** Return this.onExitingVRObservable
  109947. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  109948. */
  109949. readonly onExitingVR: Observable<VRExperienceHelper>;
  109950. /** Return this.onControllerMeshLoadedObservable
  109951. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  109952. */
  109953. readonly onControllerMeshLoaded: Observable<WebVRController>;
  109954. private _rayLength;
  109955. private _useCustomVRButton;
  109956. private _teleportationRequested;
  109957. private _teleportActive;
  109958. private _floorMeshName;
  109959. private _floorMeshesCollection;
  109960. private _rotationAllowed;
  109961. private _teleportBackwardsVector;
  109962. private _teleportationTarget;
  109963. private _isDefaultTeleportationTarget;
  109964. private _postProcessMove;
  109965. private _teleportationFillColor;
  109966. private _teleportationBorderColor;
  109967. private _rotationAngle;
  109968. private _haloCenter;
  109969. private _cameraGazer;
  109970. private _padSensibilityUp;
  109971. private _padSensibilityDown;
  109972. private _leftController;
  109973. private _rightController;
  109974. /**
  109975. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  109976. */
  109977. onNewMeshSelected: Observable<AbstractMesh>;
  109978. /**
  109979. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  109980. * This observable will provide the mesh and the controller used to select the mesh
  109981. */
  109982. onMeshSelectedWithController: Observable<{
  109983. mesh: AbstractMesh;
  109984. controller: WebVRController;
  109985. }>;
  109986. /**
  109987. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  109988. */
  109989. onNewMeshPicked: Observable<PickingInfo>;
  109990. private _circleEase;
  109991. /**
  109992. * Observable raised before camera teleportation
  109993. */
  109994. onBeforeCameraTeleport: Observable<Vector3>;
  109995. /**
  109996. * Observable raised after camera teleportation
  109997. */
  109998. onAfterCameraTeleport: Observable<Vector3>;
  109999. /**
  110000. * Observable raised when current selected mesh gets unselected
  110001. */
  110002. onSelectedMeshUnselected: Observable<AbstractMesh>;
  110003. private _raySelectionPredicate;
  110004. /**
  110005. * To be optionaly changed by user to define custom ray selection
  110006. */
  110007. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  110008. /**
  110009. * To be optionaly changed by user to define custom selection logic (after ray selection)
  110010. */
  110011. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  110012. /**
  110013. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  110014. */
  110015. teleportationEnabled: boolean;
  110016. private _defaultHeight;
  110017. private _teleportationInitialized;
  110018. private _interactionsEnabled;
  110019. private _interactionsRequested;
  110020. private _displayGaze;
  110021. private _displayLaserPointer;
  110022. /**
  110023. * The mesh used to display where the user is going to teleport.
  110024. */
  110025. /**
  110026. * Sets the mesh to be used to display where the user is going to teleport.
  110027. */
  110028. teleportationTarget: Mesh;
  110029. /**
  110030. * 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
  110031. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  110032. * See http://doc.babylonjs.com/resources/baking_transformations
  110033. */
  110034. gazeTrackerMesh: Mesh;
  110035. /**
  110036. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  110037. */
  110038. updateGazeTrackerScale: boolean;
  110039. /**
  110040. * If the gaze trackers color should be updated when selecting meshes
  110041. */
  110042. updateGazeTrackerColor: boolean;
  110043. /**
  110044. * If the controller laser color should be updated when selecting meshes
  110045. */
  110046. updateControllerLaserColor: boolean;
  110047. /**
  110048. * The gaze tracking mesh corresponding to the left controller
  110049. */
  110050. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  110051. /**
  110052. * The gaze tracking mesh corresponding to the right controller
  110053. */
  110054. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  110055. /**
  110056. * If the ray of the gaze should be displayed.
  110057. */
  110058. /**
  110059. * Sets if the ray of the gaze should be displayed.
  110060. */
  110061. displayGaze: boolean;
  110062. /**
  110063. * If the ray of the LaserPointer should be displayed.
  110064. */
  110065. /**
  110066. * Sets if the ray of the LaserPointer should be displayed.
  110067. */
  110068. displayLaserPointer: boolean;
  110069. /**
  110070. * The deviceOrientationCamera used as the camera when not in VR.
  110071. */
  110072. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  110073. /**
  110074. * Based on the current WebVR support, returns the current VR camera used.
  110075. */
  110076. readonly currentVRCamera: Nullable<Camera>;
  110077. /**
  110078. * The webVRCamera which is used when in VR.
  110079. */
  110080. readonly webVRCamera: WebVRFreeCamera;
  110081. /**
  110082. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  110083. */
  110084. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  110085. /**
  110086. * The html button that is used to trigger entering into VR.
  110087. */
  110088. readonly vrButton: Nullable<HTMLButtonElement>;
  110089. private readonly _teleportationRequestInitiated;
  110090. /**
  110091. * Defines wether or not Pointer lock should be requested when switching to
  110092. * full screen.
  110093. */
  110094. requestPointerLockOnFullScreen: boolean;
  110095. /**
  110096. * Instantiates a VRExperienceHelper.
  110097. * Helps to quickly add VR support to an existing scene.
  110098. * @param scene The scene the VRExperienceHelper belongs to.
  110099. * @param webVROptions Options to modify the vr experience helper's behavior.
  110100. */
  110101. constructor(scene: Scene,
  110102. /** Options to modify the vr experience helper's behavior. */
  110103. webVROptions?: VRExperienceHelperOptions);
  110104. private _onDefaultMeshLoaded;
  110105. private _onResize;
  110106. private _onFullscreenChange;
  110107. /**
  110108. * Gets a value indicating if we are currently in VR mode.
  110109. */
  110110. readonly isInVRMode: boolean;
  110111. private onVrDisplayPresentChange;
  110112. private onVRDisplayChanged;
  110113. private moveButtonToBottomRight;
  110114. private displayVRButton;
  110115. private updateButtonVisibility;
  110116. private _cachedAngularSensibility;
  110117. /**
  110118. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  110119. * Otherwise, will use the fullscreen API.
  110120. */
  110121. enterVR(): void;
  110122. /**
  110123. * Attempt to exit VR, or fullscreen.
  110124. */
  110125. exitVR(): void;
  110126. /**
  110127. * The position of the vr experience helper.
  110128. */
  110129. /**
  110130. * Sets the position of the vr experience helper.
  110131. */
  110132. position: Vector3;
  110133. /**
  110134. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  110135. */
  110136. enableInteractions(): void;
  110137. private readonly _noControllerIsActive;
  110138. private beforeRender;
  110139. private _isTeleportationFloor;
  110140. /**
  110141. * Adds a floor mesh to be used for teleportation.
  110142. * @param floorMesh the mesh to be used for teleportation.
  110143. */
  110144. addFloorMesh(floorMesh: Mesh): void;
  110145. /**
  110146. * Removes a floor mesh from being used for teleportation.
  110147. * @param floorMesh the mesh to be removed.
  110148. */
  110149. removeFloorMesh(floorMesh: Mesh): void;
  110150. /**
  110151. * Enables interactions and teleportation using the VR controllers and gaze.
  110152. * @param vrTeleportationOptions options to modify teleportation behavior.
  110153. */
  110154. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  110155. private _onNewGamepadConnected;
  110156. private _tryEnableInteractionOnController;
  110157. private _onNewGamepadDisconnected;
  110158. private _enableInteractionOnController;
  110159. private _checkTeleportWithRay;
  110160. private _checkRotate;
  110161. private _checkTeleportBackwards;
  110162. private _enableTeleportationOnController;
  110163. private _createTeleportationCircles;
  110164. private _displayTeleportationTarget;
  110165. private _hideTeleportationTarget;
  110166. private _rotateCamera;
  110167. private _moveTeleportationSelectorTo;
  110168. private _workingVector;
  110169. private _workingQuaternion;
  110170. private _workingMatrix;
  110171. /**
  110172. * Teleports the users feet to the desired location
  110173. * @param location The location where the user's feet should be placed
  110174. */
  110175. teleportCamera(location: Vector3): void;
  110176. private _convertNormalToDirectionOfRay;
  110177. private _castRayAndSelectObject;
  110178. private _notifySelectedMeshUnselected;
  110179. /**
  110180. * Sets the color of the laser ray from the vr controllers.
  110181. * @param color new color for the ray.
  110182. */
  110183. changeLaserColor(color: Color3): void;
  110184. /**
  110185. * Sets the color of the ray from the vr headsets gaze.
  110186. * @param color new color for the ray.
  110187. */
  110188. changeGazeColor(color: Color3): void;
  110189. /**
  110190. * Exits VR and disposes of the vr experience helper
  110191. */
  110192. dispose(): void;
  110193. /**
  110194. * Gets the name of the VRExperienceHelper class
  110195. * @returns "VRExperienceHelper"
  110196. */
  110197. getClassName(): string;
  110198. }
  110199. }
  110200. declare module BABYLON {
  110201. /**
  110202. * States of the webXR experience
  110203. */
  110204. export enum WebXRState {
  110205. /**
  110206. * Transitioning to being in XR mode
  110207. */
  110208. ENTERING_XR = 0,
  110209. /**
  110210. * Transitioning to non XR mode
  110211. */
  110212. EXITING_XR = 1,
  110213. /**
  110214. * In XR mode and presenting
  110215. */
  110216. IN_XR = 2,
  110217. /**
  110218. * Not entered XR mode
  110219. */
  110220. NOT_IN_XR = 3
  110221. }
  110222. /**
  110223. * Abstraction of the XR render target
  110224. */
  110225. export interface WebXRRenderTarget extends IDisposable {
  110226. /**
  110227. * xrpresent context of the canvas which can be used to display/mirror xr content
  110228. */
  110229. canvasContext: WebGLRenderingContext;
  110230. /**
  110231. * xr layer for the canvas
  110232. */
  110233. xrLayer: Nullable<XRWebGLLayer>;
  110234. /**
  110235. * Initializes the xr layer for the session
  110236. * @param xrSession xr session
  110237. * @returns a promise that will resolve once the XR Layer has been created
  110238. */
  110239. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  110240. }
  110241. }
  110242. declare module BABYLON {
  110243. /**
  110244. * COnfiguration object for WebXR output canvas
  110245. */
  110246. export class WebXRManagedOutputCanvasOptions {
  110247. /**
  110248. * Options for this XR Layer output
  110249. */
  110250. canvasOptions: XRWebGLLayerOptions;
  110251. /**
  110252. * CSS styling for a newly created canvas (if not provided)
  110253. */
  110254. newCanvasCssStyle?: string;
  110255. /**
  110256. * Get the default values of the configuration object
  110257. * @returns default values of this configuration object
  110258. */
  110259. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  110260. }
  110261. /**
  110262. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  110263. */
  110264. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  110265. private configuration;
  110266. private _engine;
  110267. private _canvas;
  110268. /**
  110269. * xrpresent context of the canvas which can be used to display/mirror xr content
  110270. */
  110271. canvasContext: WebGLRenderingContext;
  110272. /**
  110273. * xr layer for the canvas
  110274. */
  110275. xrLayer: Nullable<XRWebGLLayer>;
  110276. /**
  110277. * Initializes the xr layer for the session
  110278. * @param xrSession xr session
  110279. * @returns a promise that will resolve once the XR Layer has been created
  110280. */
  110281. initializeXRLayerAsync(xrSession: any): any;
  110282. /**
  110283. * Initializes the canvas to be added/removed upon entering/exiting xr
  110284. * @param engine the Babylon engine
  110285. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  110286. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  110287. * @param configuration optional configuration for this canvas output. defaults will be used if not provided
  110288. */
  110289. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>, configuration?: WebXRManagedOutputCanvasOptions);
  110290. /**
  110291. * Disposes of the object
  110292. */
  110293. dispose(): void;
  110294. private _setManagedOutputCanvas;
  110295. private _addCanvas;
  110296. private _removeCanvas;
  110297. }
  110298. }
  110299. declare module BABYLON {
  110300. /**
  110301. * Manages an XRSession to work with Babylon's engine
  110302. * @see https://doc.babylonjs.com/how_to/webxr
  110303. */
  110304. export class WebXRSessionManager implements IDisposable {
  110305. private scene;
  110306. /**
  110307. * Fires every time a new xrFrame arrives which can be used to update the camera
  110308. */
  110309. onXRFrameObservable: Observable<any>;
  110310. /**
  110311. * Fires when the xr session is ended either by the device or manually done
  110312. */
  110313. onXRSessionEnded: Observable<any>;
  110314. /**
  110315. * Underlying xr session
  110316. */
  110317. session: XRSession;
  110318. /**
  110319. * Type of reference space used when creating the session
  110320. */
  110321. referenceSpace: XRReferenceSpace;
  110322. /**
  110323. * Current XR frame
  110324. */
  110325. currentFrame: Nullable<XRFrame>;
  110326. private _xrNavigator;
  110327. private baseLayer;
  110328. private _rttProvider;
  110329. private _sessionEnded;
  110330. /**
  110331. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  110332. * @param scene The scene which the session should be created for
  110333. */
  110334. constructor(scene: Scene);
  110335. /**
  110336. * Initializes the manager
  110337. * After initialization enterXR can be called to start an XR session
  110338. * @returns Promise which resolves after it is initialized
  110339. */
  110340. initializeAsync(): Promise<void>;
  110341. /**
  110342. * Initializes an xr session
  110343. * @param xrSessionMode mode to initialize
  110344. * @param optionalFeatures defines optional values to pass to the session builder
  110345. * @returns a promise which will resolve once the session has been initialized
  110346. */
  110347. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  110348. /**
  110349. * Sets the reference space on the xr session
  110350. * @param referenceSpace space to set
  110351. * @returns a promise that will resolve once the reference space has been set
  110352. */
  110353. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  110354. /**
  110355. * Updates the render state of the session
  110356. * @param state state to set
  110357. * @returns a promise that resolves once the render state has been updated
  110358. */
  110359. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  110360. /**
  110361. * Starts rendering to the xr layer
  110362. * @returns a promise that will resolve once rendering has started
  110363. */
  110364. startRenderingToXRAsync(): Promise<void>;
  110365. /**
  110366. * Gets the correct render target texture to be rendered this frame for this eye
  110367. * @param eye the eye for which to get the render target
  110368. * @returns the render target for the specified eye
  110369. */
  110370. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  110371. /**
  110372. * Stops the xrSession and restores the renderloop
  110373. * @returns Promise which resolves after it exits XR
  110374. */
  110375. exitXRAsync(): Promise<void>;
  110376. /**
  110377. * Checks if a session would be supported for the creation options specified
  110378. * @param sessionMode session mode to check if supported eg. immersive-vr
  110379. * @returns true if supported
  110380. */
  110381. supportsSessionAsync(sessionMode: XRSessionMode): any;
  110382. /**
  110383. * Creates a WebXRRenderTarget object for the XR session
  110384. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  110385. * @param options optional options to provide when creating a new render target
  110386. * @returns a WebXR render target to which the session can render
  110387. */
  110388. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>, options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  110389. /**
  110390. * @hidden
  110391. * Converts the render layer of xrSession to a render target
  110392. * @param session session to create render target for
  110393. * @param scene scene the new render target should be created for
  110394. */
  110395. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  110396. /**
  110397. * Disposes of the session manager
  110398. */
  110399. dispose(): void;
  110400. }
  110401. }
  110402. declare module BABYLON {
  110403. /**
  110404. * WebXR Camera which holds the views for the xrSession
  110405. * @see https://doc.babylonjs.com/how_to/webxr
  110406. */
  110407. export class WebXRCamera extends FreeCamera {
  110408. /**
  110409. * Is the camera in debug mode. Used when using an emulator
  110410. */
  110411. debugMode: boolean;
  110412. /**
  110413. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  110414. * @param name the name of the camera
  110415. * @param scene the scene to add the camera to
  110416. */
  110417. constructor(name: string, scene: Scene);
  110418. private _updateNumberOfRigCameras;
  110419. /** @hidden */
  110420. _updateForDualEyeDebugging(): void;
  110421. /**
  110422. * Updates the cameras position from the current pose information of the XR session
  110423. * @param xrSessionManager the session containing pose information
  110424. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  110425. */
  110426. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  110427. }
  110428. }
  110429. declare module BABYLON {
  110430. /**
  110431. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  110432. * @see https://doc.babylonjs.com/how_to/webxr
  110433. */
  110434. export class WebXRExperienceHelper implements IDisposable {
  110435. private scene;
  110436. /**
  110437. * 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
  110438. */
  110439. container: AbstractMesh;
  110440. /**
  110441. * Camera used to render xr content
  110442. */
  110443. camera: WebXRCamera;
  110444. /**
  110445. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  110446. */
  110447. state: WebXRState;
  110448. private _setState;
  110449. private static _TmpVector;
  110450. /**
  110451. * Fires when the state of the experience helper has changed
  110452. */
  110453. onStateChangedObservable: Observable<WebXRState>;
  110454. /** Session manager used to keep track of xr session */
  110455. sessionManager: WebXRSessionManager;
  110456. private _nonVRCamera;
  110457. private _originalSceneAutoClear;
  110458. private _supported;
  110459. /**
  110460. * Creates the experience helper
  110461. * @param scene the scene to attach the experience helper to
  110462. * @returns a promise for the experience helper
  110463. */
  110464. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  110465. /**
  110466. * Creates a WebXRExperienceHelper
  110467. * @param scene The scene the helper should be created in
  110468. */
  110469. private constructor();
  110470. /**
  110471. * Exits XR mode and returns the scene to its original state
  110472. * @returns promise that resolves after xr mode has exited
  110473. */
  110474. exitXRAsync(): Promise<void>;
  110475. /**
  110476. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  110477. * @param sessionMode options for the XR session
  110478. * @param referenceSpaceType frame of reference of the XR session
  110479. * @param renderTarget the output canvas that will be used to enter XR mode
  110480. * @returns promise that resolves after xr mode has entered
  110481. */
  110482. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  110483. /**
  110484. * Updates the global position of the camera by moving the camera's container
  110485. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  110486. * @param position The desired global position of the camera
  110487. */
  110488. setPositionOfCameraUsingContainer(position: Vector3): void;
  110489. /**
  110490. * Rotates the xr camera by rotating the camera's container around the camera's position
  110491. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  110492. * @param rotation the desired quaternion rotation to apply to the camera
  110493. */
  110494. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  110495. /**
  110496. * Disposes of the experience helper
  110497. */
  110498. dispose(): void;
  110499. }
  110500. }
  110501. declare module BABYLON {
  110502. /**
  110503. * Button which can be used to enter a different mode of XR
  110504. */
  110505. export class WebXREnterExitUIButton {
  110506. /** button element */
  110507. element: HTMLElement;
  110508. /** XR initialization options for the button */
  110509. sessionMode: XRSessionMode;
  110510. /** Reference space type */
  110511. referenceSpaceType: XRReferenceSpaceType;
  110512. /**
  110513. * Creates a WebXREnterExitUIButton
  110514. * @param element button element
  110515. * @param sessionMode XR initialization session mode
  110516. * @param referenceSpaceType the type of reference space to be used
  110517. */
  110518. constructor(
  110519. /** button element */
  110520. element: HTMLElement,
  110521. /** XR initialization options for the button */
  110522. sessionMode: XRSessionMode,
  110523. /** Reference space type */
  110524. referenceSpaceType: XRReferenceSpaceType);
  110525. /**
  110526. * Overwritable function which can be used to update the button's visuals when the state changes
  110527. * @param activeButton the current active button in the UI
  110528. */
  110529. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  110530. }
  110531. /**
  110532. * Options to create the webXR UI
  110533. */
  110534. export class WebXREnterExitUIOptions {
  110535. /**
  110536. * Context to enter xr with
  110537. */
  110538. renderTarget?: Nullable<WebXRRenderTarget>;
  110539. /**
  110540. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  110541. */
  110542. customButtons?: Array<WebXREnterExitUIButton>;
  110543. }
  110544. /**
  110545. * UI to allow the user to enter/exit XR mode
  110546. */
  110547. export class WebXREnterExitUI implements IDisposable {
  110548. private scene;
  110549. private _overlay;
  110550. private _buttons;
  110551. private _activeButton;
  110552. /**
  110553. * Fired every time the active button is changed.
  110554. *
  110555. * When xr is entered via a button that launches xr that button will be the callback parameter
  110556. *
  110557. * When exiting xr the callback parameter will be null)
  110558. */
  110559. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  110560. /**
  110561. * Creates UI to allow the user to enter/exit XR mode
  110562. * @param scene the scene to add the ui to
  110563. * @param helper the xr experience helper to enter/exit xr with
  110564. * @param options options to configure the UI
  110565. * @returns the created ui
  110566. */
  110567. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  110568. private constructor();
  110569. private _updateButtons;
  110570. /**
  110571. * Disposes of the object
  110572. */
  110573. dispose(): void;
  110574. }
  110575. }
  110576. declare module BABYLON {
  110577. /**
  110578. * Represents an XR input
  110579. */
  110580. export class WebXRController {
  110581. private scene;
  110582. /** The underlying input source for the controller */
  110583. inputSource: XRInputSource;
  110584. private parentContainer;
  110585. /**
  110586. * 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
  110587. */
  110588. grip?: AbstractMesh;
  110589. /**
  110590. * Pointer which can be used to select objects or attach a visible laser to
  110591. */
  110592. pointer: AbstractMesh;
  110593. private _gamepadMode;
  110594. /**
  110595. * If available, this is the gamepad object related to this controller.
  110596. * Using this object it is possible to get click events and trackpad changes of the
  110597. * webxr controller that is currently being used.
  110598. */
  110599. gamepadController?: WebVRController;
  110600. /**
  110601. * Event that fires when the controller is removed/disposed
  110602. */
  110603. onDisposeObservable: Observable<{}>;
  110604. private _tmpMatrix;
  110605. private _tmpQuaternion;
  110606. private _tmpVector;
  110607. /**
  110608. * Creates the controller
  110609. * @see https://doc.babylonjs.com/how_to/webxr
  110610. * @param scene the scene which the controller should be associated to
  110611. * @param inputSource the underlying input source for the controller
  110612. * @param parentContainer parent that the controller meshes should be children of
  110613. */
  110614. constructor(scene: Scene,
  110615. /** The underlying input source for the controller */
  110616. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  110617. /**
  110618. * Updates the controller pose based on the given XRFrame
  110619. * @param xrFrame xr frame to update the pose with
  110620. * @param referenceSpace reference space to use
  110621. */
  110622. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  110623. /**
  110624. * Gets a world space ray coming from the controller
  110625. * @param result the resulting ray
  110626. */
  110627. getWorldPointerRayToRef(result: Ray): void;
  110628. /**
  110629. * Get the scene associated with this controller
  110630. * @returns the scene object
  110631. */
  110632. getScene(): Scene;
  110633. /**
  110634. * Disposes of the object
  110635. */
  110636. dispose(): void;
  110637. }
  110638. }
  110639. declare module BABYLON {
  110640. /**
  110641. * XR input used to track XR inputs such as controllers/rays
  110642. */
  110643. export class WebXRInput implements IDisposable {
  110644. /**
  110645. * Base experience the input listens to
  110646. */
  110647. baseExperience: WebXRExperienceHelper;
  110648. /**
  110649. * XR controllers being tracked
  110650. */
  110651. controllers: Array<WebXRController>;
  110652. private _frameObserver;
  110653. private _stateObserver;
  110654. /**
  110655. * Event when a controller has been connected/added
  110656. */
  110657. onControllerAddedObservable: Observable<WebXRController>;
  110658. /**
  110659. * Event when a controller has been removed/disconnected
  110660. */
  110661. onControllerRemovedObservable: Observable<WebXRController>;
  110662. /**
  110663. * Initializes the WebXRInput
  110664. * @param baseExperience experience helper which the input should be created for
  110665. */
  110666. constructor(
  110667. /**
  110668. * Base experience the input listens to
  110669. */
  110670. baseExperience: WebXRExperienceHelper);
  110671. private _onInputSourcesChange;
  110672. private _addAndRemoveControllers;
  110673. /**
  110674. * Disposes of the object
  110675. */
  110676. dispose(): void;
  110677. }
  110678. }
  110679. declare module BABYLON {
  110680. /**
  110681. * Enables teleportation
  110682. */
  110683. export class WebXRControllerTeleportation {
  110684. private _teleportationFillColor;
  110685. private _teleportationBorderColor;
  110686. private _tmpRay;
  110687. private _tmpVector;
  110688. /**
  110689. * Creates a WebXRControllerTeleportation
  110690. * @param input input manager to add teleportation to
  110691. * @param floorMeshes floormeshes which can be teleported to
  110692. */
  110693. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  110694. }
  110695. }
  110696. declare module BABYLON {
  110697. /**
  110698. * Handles pointer input automatically for the pointer of XR controllers
  110699. */
  110700. export class WebXRControllerPointerSelection {
  110701. private static _idCounter;
  110702. private _tmpRay;
  110703. /**
  110704. * Creates a WebXRControllerPointerSelection
  110705. * @param input input manager to setup pointer selection
  110706. */
  110707. constructor(input: WebXRInput);
  110708. private _convertNormalToDirectionOfRay;
  110709. private _updatePointerDistance;
  110710. }
  110711. }
  110712. declare module BABYLON {
  110713. /**
  110714. * Class used to represent data loading progression
  110715. */
  110716. export class SceneLoaderProgressEvent {
  110717. /** defines if data length to load can be evaluated */
  110718. readonly lengthComputable: boolean;
  110719. /** defines the loaded data length */
  110720. readonly loaded: number;
  110721. /** defines the data length to load */
  110722. readonly total: number;
  110723. /**
  110724. * Create a new progress event
  110725. * @param lengthComputable defines if data length to load can be evaluated
  110726. * @param loaded defines the loaded data length
  110727. * @param total defines the data length to load
  110728. */
  110729. constructor(
  110730. /** defines if data length to load can be evaluated */
  110731. lengthComputable: boolean,
  110732. /** defines the loaded data length */
  110733. loaded: number,
  110734. /** defines the data length to load */
  110735. total: number);
  110736. /**
  110737. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  110738. * @param event defines the source event
  110739. * @returns a new SceneLoaderProgressEvent
  110740. */
  110741. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  110742. }
  110743. /**
  110744. * Interface used by SceneLoader plugins to define supported file extensions
  110745. */
  110746. export interface ISceneLoaderPluginExtensions {
  110747. /**
  110748. * Defines the list of supported extensions
  110749. */
  110750. [extension: string]: {
  110751. isBinary: boolean;
  110752. };
  110753. }
  110754. /**
  110755. * Interface used by SceneLoader plugin factory
  110756. */
  110757. export interface ISceneLoaderPluginFactory {
  110758. /**
  110759. * Defines the name of the factory
  110760. */
  110761. name: string;
  110762. /**
  110763. * Function called to create a new plugin
  110764. * @return the new plugin
  110765. */
  110766. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  110767. /**
  110768. * The callback that returns true if the data can be directly loaded.
  110769. * @param data string containing the file data
  110770. * @returns if the data can be loaded directly
  110771. */
  110772. canDirectLoad?(data: string): boolean;
  110773. }
  110774. /**
  110775. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  110776. */
  110777. export interface ISceneLoaderPluginBase {
  110778. /**
  110779. * The friendly name of this plugin.
  110780. */
  110781. name: string;
  110782. /**
  110783. * The file extensions supported by this plugin.
  110784. */
  110785. extensions: string | ISceneLoaderPluginExtensions;
  110786. /**
  110787. * The callback called when loading from a url.
  110788. * @param scene scene loading this url
  110789. * @param url url to load
  110790. * @param onSuccess callback called when the file successfully loads
  110791. * @param onProgress callback called while file is loading (if the server supports this mode)
  110792. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  110793. * @param onError callback called when the file fails to load
  110794. * @returns a file request object
  110795. */
  110796. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  110797. /**
  110798. * The callback called when loading from a file object.
  110799. * @param scene scene loading this file
  110800. * @param file defines the file to load
  110801. * @param onSuccess defines the callback to call when data is loaded
  110802. * @param onProgress defines the callback to call during loading process
  110803. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  110804. * @param onError defines the callback to call when an error occurs
  110805. * @returns a file request object
  110806. */
  110807. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  110808. /**
  110809. * The callback that returns true if the data can be directly loaded.
  110810. * @param data string containing the file data
  110811. * @returns if the data can be loaded directly
  110812. */
  110813. canDirectLoad?(data: string): boolean;
  110814. /**
  110815. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  110816. * @param scene scene loading this data
  110817. * @param data string containing the data
  110818. * @returns data to pass to the plugin
  110819. */
  110820. directLoad?(scene: Scene, data: string): any;
  110821. /**
  110822. * The callback that allows custom handling of the root url based on the response url.
  110823. * @param rootUrl the original root url
  110824. * @param responseURL the response url if available
  110825. * @returns the new root url
  110826. */
  110827. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  110828. }
  110829. /**
  110830. * Interface used to define a SceneLoader plugin
  110831. */
  110832. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  110833. /**
  110834. * Import meshes into a scene.
  110835. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110836. * @param scene The scene to import into
  110837. * @param data The data to import
  110838. * @param rootUrl The root url for scene and resources
  110839. * @param meshes The meshes array to import into
  110840. * @param particleSystems The particle systems array to import into
  110841. * @param skeletons The skeletons array to import into
  110842. * @param onError The callback when import fails
  110843. * @returns True if successful or false otherwise
  110844. */
  110845. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  110846. /**
  110847. * Load into a scene.
  110848. * @param scene The scene to load into
  110849. * @param data The data to import
  110850. * @param rootUrl The root url for scene and resources
  110851. * @param onError The callback when import fails
  110852. * @returns True if successful or false otherwise
  110853. */
  110854. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  110855. /**
  110856. * Load into an asset container.
  110857. * @param scene The scene to load into
  110858. * @param data The data to import
  110859. * @param rootUrl The root url for scene and resources
  110860. * @param onError The callback when import fails
  110861. * @returns The loaded asset container
  110862. */
  110863. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  110864. }
  110865. /**
  110866. * Interface used to define an async SceneLoader plugin
  110867. */
  110868. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  110869. /**
  110870. * Import meshes into a scene.
  110871. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110872. * @param scene The scene to import into
  110873. * @param data The data to import
  110874. * @param rootUrl The root url for scene and resources
  110875. * @param onProgress The callback when the load progresses
  110876. * @param fileName Defines the name of the file to load
  110877. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  110878. */
  110879. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  110880. meshes: AbstractMesh[];
  110881. particleSystems: IParticleSystem[];
  110882. skeletons: Skeleton[];
  110883. animationGroups: AnimationGroup[];
  110884. }>;
  110885. /**
  110886. * Load into a scene.
  110887. * @param scene The scene to load into
  110888. * @param data The data to import
  110889. * @param rootUrl The root url for scene and resources
  110890. * @param onProgress The callback when the load progresses
  110891. * @param fileName Defines the name of the file to load
  110892. * @returns Nothing
  110893. */
  110894. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  110895. /**
  110896. * Load into an asset container.
  110897. * @param scene The scene to load into
  110898. * @param data The data to import
  110899. * @param rootUrl The root url for scene and resources
  110900. * @param onProgress The callback when the load progresses
  110901. * @param fileName Defines the name of the file to load
  110902. * @returns The loaded asset container
  110903. */
  110904. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  110905. }
  110906. /**
  110907. * Class used to load scene from various file formats using registered plugins
  110908. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  110909. */
  110910. export class SceneLoader {
  110911. /**
  110912. * No logging while loading
  110913. */
  110914. static readonly NO_LOGGING: number;
  110915. /**
  110916. * Minimal logging while loading
  110917. */
  110918. static readonly MINIMAL_LOGGING: number;
  110919. /**
  110920. * Summary logging while loading
  110921. */
  110922. static readonly SUMMARY_LOGGING: number;
  110923. /**
  110924. * Detailled logging while loading
  110925. */
  110926. static readonly DETAILED_LOGGING: number;
  110927. /**
  110928. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  110929. */
  110930. static ForceFullSceneLoadingForIncremental: boolean;
  110931. /**
  110932. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  110933. */
  110934. static ShowLoadingScreen: boolean;
  110935. /**
  110936. * Defines the current logging level (while loading the scene)
  110937. * @ignorenaming
  110938. */
  110939. static loggingLevel: number;
  110940. /**
  110941. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  110942. */
  110943. static CleanBoneMatrixWeights: boolean;
  110944. /**
  110945. * Event raised when a plugin is used to load a scene
  110946. */
  110947. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  110948. private static _registeredPlugins;
  110949. private static _getDefaultPlugin;
  110950. private static _getPluginForExtension;
  110951. private static _getPluginForDirectLoad;
  110952. private static _getPluginForFilename;
  110953. private static _getDirectLoad;
  110954. private static _loadData;
  110955. private static _getFileInfo;
  110956. /**
  110957. * Gets a plugin that can load the given extension
  110958. * @param extension defines the extension to load
  110959. * @returns a plugin or null if none works
  110960. */
  110961. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  110962. /**
  110963. * Gets a boolean indicating that the given extension can be loaded
  110964. * @param extension defines the extension to load
  110965. * @returns true if the extension is supported
  110966. */
  110967. static IsPluginForExtensionAvailable(extension: string): boolean;
  110968. /**
  110969. * Adds a new plugin to the list of registered plugins
  110970. * @param plugin defines the plugin to add
  110971. */
  110972. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  110973. /**
  110974. * Import meshes into a scene
  110975. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110976. * @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)
  110977. * @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)
  110978. * @param scene the instance of BABYLON.Scene to append to
  110979. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  110980. * @param onProgress a callback with a progress event for each file being loaded
  110981. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110982. * @param pluginExtension the extension used to determine the plugin
  110983. * @returns The loaded plugin
  110984. */
  110985. 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>;
  110986. /**
  110987. * Import meshes into a scene
  110988. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110989. * @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)
  110990. * @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)
  110991. * @param scene the instance of BABYLON.Scene to append to
  110992. * @param onProgress a callback with a progress event for each file being loaded
  110993. * @param pluginExtension the extension used to determine the plugin
  110994. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  110995. */
  110996. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  110997. meshes: AbstractMesh[];
  110998. particleSystems: IParticleSystem[];
  110999. skeletons: Skeleton[];
  111000. animationGroups: AnimationGroup[];
  111001. }>;
  111002. /**
  111003. * Load a scene
  111004. * @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)
  111005. * @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)
  111006. * @param engine is the instance of BABYLON.Engine to use to create the scene
  111007. * @param onSuccess a callback with the scene when import succeeds
  111008. * @param onProgress a callback with a progress event for each file being loaded
  111009. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111010. * @param pluginExtension the extension used to determine the plugin
  111011. * @returns The loaded plugin
  111012. */
  111013. 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>;
  111014. /**
  111015. * Load a scene
  111016. * @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)
  111017. * @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)
  111018. * @param engine is the instance of BABYLON.Engine to use to create the scene
  111019. * @param onProgress a callback with a progress event for each file being loaded
  111020. * @param pluginExtension the extension used to determine the plugin
  111021. * @returns The loaded scene
  111022. */
  111023. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  111024. /**
  111025. * Append a scene
  111026. * @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)
  111027. * @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)
  111028. * @param scene is the instance of BABYLON.Scene to append to
  111029. * @param onSuccess a callback with the scene when import succeeds
  111030. * @param onProgress a callback with a progress event for each file being loaded
  111031. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111032. * @param pluginExtension the extension used to determine the plugin
  111033. * @returns The loaded plugin
  111034. */
  111035. 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>;
  111036. /**
  111037. * Append a scene
  111038. * @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)
  111039. * @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)
  111040. * @param scene is the instance of BABYLON.Scene to append to
  111041. * @param onProgress a callback with a progress event for each file being loaded
  111042. * @param pluginExtension the extension used to determine the plugin
  111043. * @returns The given scene
  111044. */
  111045. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  111046. /**
  111047. * Load a scene into an asset container
  111048. * @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)
  111049. * @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)
  111050. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  111051. * @param onSuccess a callback with the scene when import succeeds
  111052. * @param onProgress a callback with a progress event for each file being loaded
  111053. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111054. * @param pluginExtension the extension used to determine the plugin
  111055. * @returns The loaded plugin
  111056. */
  111057. 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>;
  111058. /**
  111059. * Load a scene into an asset container
  111060. * @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)
  111061. * @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)
  111062. * @param scene is the instance of Scene to append to
  111063. * @param onProgress a callback with a progress event for each file being loaded
  111064. * @param pluginExtension the extension used to determine the plugin
  111065. * @returns The loaded asset container
  111066. */
  111067. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  111068. }
  111069. }
  111070. declare module BABYLON {
  111071. /**
  111072. * Generic Controller
  111073. */
  111074. export class GenericController extends WebVRController {
  111075. /**
  111076. * Base Url for the controller model.
  111077. */
  111078. static readonly MODEL_BASE_URL: string;
  111079. /**
  111080. * File name for the controller model.
  111081. */
  111082. static readonly MODEL_FILENAME: string;
  111083. /**
  111084. * Creates a new GenericController from a gamepad
  111085. * @param vrGamepad the gamepad that the controller should be created from
  111086. */
  111087. constructor(vrGamepad: any);
  111088. /**
  111089. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111090. * @param scene scene in which to add meshes
  111091. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111092. */
  111093. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111094. /**
  111095. * Called once for each button that changed state since the last frame
  111096. * @param buttonIdx Which button index changed
  111097. * @param state New state of the button
  111098. * @param changes Which properties on the state changed since last frame
  111099. */
  111100. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111101. }
  111102. }
  111103. declare module BABYLON {
  111104. /**
  111105. * Defines the WindowsMotionController object that the state of the windows motion controller
  111106. */
  111107. export class WindowsMotionController extends WebVRController {
  111108. /**
  111109. * The base url used to load the left and right controller models
  111110. */
  111111. static MODEL_BASE_URL: string;
  111112. /**
  111113. * The name of the left controller model file
  111114. */
  111115. static MODEL_LEFT_FILENAME: string;
  111116. /**
  111117. * The name of the right controller model file
  111118. */
  111119. static MODEL_RIGHT_FILENAME: string;
  111120. /**
  111121. * The controller name prefix for this controller type
  111122. */
  111123. static readonly GAMEPAD_ID_PREFIX: string;
  111124. /**
  111125. * The controller id pattern for this controller type
  111126. */
  111127. private static readonly GAMEPAD_ID_PATTERN;
  111128. private _loadedMeshInfo;
  111129. private readonly _mapping;
  111130. /**
  111131. * Fired when the trackpad on this controller is clicked
  111132. */
  111133. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  111134. /**
  111135. * Fired when the trackpad on this controller is modified
  111136. */
  111137. onTrackpadValuesChangedObservable: Observable<StickValues>;
  111138. /**
  111139. * The current x and y values of this controller's trackpad
  111140. */
  111141. trackpad: StickValues;
  111142. /**
  111143. * Creates a new WindowsMotionController from a gamepad
  111144. * @param vrGamepad the gamepad that the controller should be created from
  111145. */
  111146. constructor(vrGamepad: any);
  111147. /**
  111148. * Fired when the trigger on this controller is modified
  111149. */
  111150. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111151. /**
  111152. * Fired when the menu button on this controller is modified
  111153. */
  111154. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111155. /**
  111156. * Fired when the grip button on this controller is modified
  111157. */
  111158. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111159. /**
  111160. * Fired when the thumbstick button on this controller is modified
  111161. */
  111162. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111163. /**
  111164. * Fired when the touchpad button on this controller is modified
  111165. */
  111166. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111167. /**
  111168. * Fired when the touchpad values on this controller are modified
  111169. */
  111170. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  111171. private _updateTrackpad;
  111172. /**
  111173. * Called once per frame by the engine.
  111174. */
  111175. update(): void;
  111176. /**
  111177. * Called once for each button that changed state since the last frame
  111178. * @param buttonIdx Which button index changed
  111179. * @param state New state of the button
  111180. * @param changes Which properties on the state changed since last frame
  111181. */
  111182. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111183. /**
  111184. * Moves the buttons on the controller mesh based on their current state
  111185. * @param buttonName the name of the button to move
  111186. * @param buttonValue the value of the button which determines the buttons new position
  111187. */
  111188. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  111189. /**
  111190. * Moves the axis on the controller mesh based on its current state
  111191. * @param axis the index of the axis
  111192. * @param axisValue the value of the axis which determines the meshes new position
  111193. * @hidden
  111194. */
  111195. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  111196. /**
  111197. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111198. * @param scene scene in which to add meshes
  111199. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111200. */
  111201. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  111202. /**
  111203. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  111204. * can be transformed by button presses and axes values, based on this._mapping.
  111205. *
  111206. * @param scene scene in which the meshes exist
  111207. * @param meshes list of meshes that make up the controller model to process
  111208. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  111209. */
  111210. private processModel;
  111211. private createMeshInfo;
  111212. /**
  111213. * Gets the ray of the controller in the direction the controller is pointing
  111214. * @param length the length the resulting ray should be
  111215. * @returns a ray in the direction the controller is pointing
  111216. */
  111217. getForwardRay(length?: number): Ray;
  111218. /**
  111219. * Disposes of the controller
  111220. */
  111221. dispose(): void;
  111222. }
  111223. }
  111224. declare module BABYLON {
  111225. /**
  111226. * Oculus Touch Controller
  111227. */
  111228. export class OculusTouchController extends WebVRController {
  111229. /**
  111230. * Base Url for the controller model.
  111231. */
  111232. static MODEL_BASE_URL: string;
  111233. /**
  111234. * File name for the left controller model.
  111235. */
  111236. static MODEL_LEFT_FILENAME: string;
  111237. /**
  111238. * File name for the right controller model.
  111239. */
  111240. static MODEL_RIGHT_FILENAME: string;
  111241. /**
  111242. * Base Url for the Quest controller model.
  111243. */
  111244. static QUEST_MODEL_BASE_URL: string;
  111245. /**
  111246. * @hidden
  111247. * If the controllers are running on a device that needs the updated Quest controller models
  111248. */
  111249. static _IsQuest: boolean;
  111250. /**
  111251. * Fired when the secondary trigger on this controller is modified
  111252. */
  111253. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  111254. /**
  111255. * Fired when the thumb rest on this controller is modified
  111256. */
  111257. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  111258. /**
  111259. * Creates a new OculusTouchController from a gamepad
  111260. * @param vrGamepad the gamepad that the controller should be created from
  111261. */
  111262. constructor(vrGamepad: any);
  111263. /**
  111264. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111265. * @param scene scene in which to add meshes
  111266. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111267. */
  111268. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111269. /**
  111270. * Fired when the A button on this controller is modified
  111271. */
  111272. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111273. /**
  111274. * Fired when the B button on this controller is modified
  111275. */
  111276. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111277. /**
  111278. * Fired when the X button on this controller is modified
  111279. */
  111280. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111281. /**
  111282. * Fired when the Y button on this controller is modified
  111283. */
  111284. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111285. /**
  111286. * Called once for each button that changed state since the last frame
  111287. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  111288. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  111289. * 2) secondary trigger (same)
  111290. * 3) A (right) X (left), touch, pressed = value
  111291. * 4) B / Y
  111292. * 5) thumb rest
  111293. * @param buttonIdx Which button index changed
  111294. * @param state New state of the button
  111295. * @param changes Which properties on the state changed since last frame
  111296. */
  111297. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111298. }
  111299. }
  111300. declare module BABYLON {
  111301. /**
  111302. * Vive Controller
  111303. */
  111304. export class ViveController extends WebVRController {
  111305. /**
  111306. * Base Url for the controller model.
  111307. */
  111308. static MODEL_BASE_URL: string;
  111309. /**
  111310. * File name for the controller model.
  111311. */
  111312. static MODEL_FILENAME: string;
  111313. /**
  111314. * Creates a new ViveController from a gamepad
  111315. * @param vrGamepad the gamepad that the controller should be created from
  111316. */
  111317. constructor(vrGamepad: any);
  111318. /**
  111319. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111320. * @param scene scene in which to add meshes
  111321. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111322. */
  111323. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111324. /**
  111325. * Fired when the left button on this controller is modified
  111326. */
  111327. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111328. /**
  111329. * Fired when the right button on this controller is modified
  111330. */
  111331. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111332. /**
  111333. * Fired when the menu button on this controller is modified
  111334. */
  111335. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111336. /**
  111337. * Called once for each button that changed state since the last frame
  111338. * Vive mapping:
  111339. * 0: touchpad
  111340. * 1: trigger
  111341. * 2: left AND right buttons
  111342. * 3: menu button
  111343. * @param buttonIdx Which button index changed
  111344. * @param state New state of the button
  111345. * @param changes Which properties on the state changed since last frame
  111346. */
  111347. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111348. }
  111349. }
  111350. declare module BABYLON {
  111351. /**
  111352. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  111353. */
  111354. export class WebXRControllerModelLoader {
  111355. /**
  111356. * Creates the WebXRControllerModelLoader
  111357. * @param input xr input that creates the controllers
  111358. */
  111359. constructor(input: WebXRInput);
  111360. }
  111361. }
  111362. declare module BABYLON {
  111363. /**
  111364. * Options for the default xr helper
  111365. */
  111366. export class WebXRDefaultExperienceOptions {
  111367. /**
  111368. * Floor meshes that should be used for teleporting
  111369. */
  111370. floorMeshes: Array<AbstractMesh>;
  111371. /**
  111372. * Enable or disable default UI to enter XR
  111373. */
  111374. disableDefaultUI: boolean;
  111375. /**
  111376. * optional configuration for the output canvas
  111377. */
  111378. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  111379. }
  111380. /**
  111381. * Default experience which provides a similar setup to the previous webVRExperience
  111382. */
  111383. export class WebXRDefaultExperience {
  111384. /**
  111385. * Base experience
  111386. */
  111387. baseExperience: WebXRExperienceHelper;
  111388. /**
  111389. * Input experience extension
  111390. */
  111391. input: WebXRInput;
  111392. /**
  111393. * Loads the controller models
  111394. */
  111395. controllerModelLoader: WebXRControllerModelLoader;
  111396. /**
  111397. * Enables laser pointer and selection
  111398. */
  111399. pointerSelection: WebXRControllerPointerSelection;
  111400. /**
  111401. * Enables teleportation
  111402. */
  111403. teleportation: WebXRControllerTeleportation;
  111404. /**
  111405. * Enables ui for enetering/exiting xr
  111406. */
  111407. enterExitUI: WebXREnterExitUI;
  111408. /**
  111409. * Default target xr should render to
  111410. */
  111411. renderTarget: WebXRRenderTarget;
  111412. /**
  111413. * Creates the default xr experience
  111414. * @param scene scene
  111415. * @param options options for basic configuration
  111416. * @returns resulting WebXRDefaultExperience
  111417. */
  111418. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111419. private constructor();
  111420. /**
  111421. * DIsposes of the experience helper
  111422. */
  111423. dispose(): void;
  111424. }
  111425. }
  111426. declare module BABYLON {
  111427. /**
  111428. * Contains an array of blocks representing the octree
  111429. */
  111430. export interface IOctreeContainer<T> {
  111431. /**
  111432. * Blocks within the octree
  111433. */
  111434. blocks: Array<OctreeBlock<T>>;
  111435. }
  111436. /**
  111437. * Class used to store a cell in an octree
  111438. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111439. */
  111440. export class OctreeBlock<T> {
  111441. /**
  111442. * Gets the content of the current block
  111443. */
  111444. entries: T[];
  111445. /**
  111446. * Gets the list of block children
  111447. */
  111448. blocks: Array<OctreeBlock<T>>;
  111449. private _depth;
  111450. private _maxDepth;
  111451. private _capacity;
  111452. private _minPoint;
  111453. private _maxPoint;
  111454. private _boundingVectors;
  111455. private _creationFunc;
  111456. /**
  111457. * Creates a new block
  111458. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  111459. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  111460. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  111461. * @param depth defines the current depth of this block in the octree
  111462. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  111463. * @param creationFunc defines a callback to call when an element is added to the block
  111464. */
  111465. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  111466. /**
  111467. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  111468. */
  111469. readonly capacity: number;
  111470. /**
  111471. * Gets the minimum vector (in world space) of the block's bounding box
  111472. */
  111473. readonly minPoint: Vector3;
  111474. /**
  111475. * Gets the maximum vector (in world space) of the block's bounding box
  111476. */
  111477. readonly maxPoint: Vector3;
  111478. /**
  111479. * Add a new element to this block
  111480. * @param entry defines the element to add
  111481. */
  111482. addEntry(entry: T): void;
  111483. /**
  111484. * Remove an element from this block
  111485. * @param entry defines the element to remove
  111486. */
  111487. removeEntry(entry: T): void;
  111488. /**
  111489. * Add an array of elements to this block
  111490. * @param entries defines the array of elements to add
  111491. */
  111492. addEntries(entries: T[]): void;
  111493. /**
  111494. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  111495. * @param frustumPlanes defines the frustum planes to test
  111496. * @param selection defines the array to store current content if selection is positive
  111497. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111498. */
  111499. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  111500. /**
  111501. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  111502. * @param sphereCenter defines the bounding sphere center
  111503. * @param sphereRadius defines the bounding sphere radius
  111504. * @param selection defines the array to store current content if selection is positive
  111505. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111506. */
  111507. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  111508. /**
  111509. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  111510. * @param ray defines the ray to test with
  111511. * @param selection defines the array to store current content if selection is positive
  111512. */
  111513. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  111514. /**
  111515. * Subdivide the content into child blocks (this block will then be empty)
  111516. */
  111517. createInnerBlocks(): void;
  111518. /**
  111519. * @hidden
  111520. */
  111521. 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;
  111522. }
  111523. }
  111524. declare module BABYLON {
  111525. /**
  111526. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  111527. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111528. */
  111529. export class Octree<T> {
  111530. /** 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.) */
  111531. maxDepth: number;
  111532. /**
  111533. * Blocks within the octree containing objects
  111534. */
  111535. blocks: Array<OctreeBlock<T>>;
  111536. /**
  111537. * Content stored in the octree
  111538. */
  111539. dynamicContent: T[];
  111540. private _maxBlockCapacity;
  111541. private _selectionContent;
  111542. private _creationFunc;
  111543. /**
  111544. * Creates a octree
  111545. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111546. * @param creationFunc function to be used to instatiate the octree
  111547. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  111548. * @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.)
  111549. */
  111550. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  111551. /** 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.) */
  111552. maxDepth?: number);
  111553. /**
  111554. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  111555. * @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);
  111556. * @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);
  111557. * @param entries meshes to be added to the octree blocks
  111558. */
  111559. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  111560. /**
  111561. * Adds a mesh to the octree
  111562. * @param entry Mesh to add to the octree
  111563. */
  111564. addMesh(entry: T): void;
  111565. /**
  111566. * Remove an element from the octree
  111567. * @param entry defines the element to remove
  111568. */
  111569. removeMesh(entry: T): void;
  111570. /**
  111571. * Selects an array of meshes within the frustum
  111572. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  111573. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  111574. * @returns array of meshes within the frustum
  111575. */
  111576. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  111577. /**
  111578. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  111579. * @param sphereCenter defines the bounding sphere center
  111580. * @param sphereRadius defines the bounding sphere radius
  111581. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111582. * @returns an array of objects that intersect the sphere
  111583. */
  111584. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  111585. /**
  111586. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  111587. * @param ray defines the ray to test with
  111588. * @returns array of intersected objects
  111589. */
  111590. intersectsRay(ray: Ray): SmartArray<T>;
  111591. /**
  111592. * Adds a mesh into the octree block if it intersects the block
  111593. */
  111594. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  111595. /**
  111596. * Adds a submesh into the octree block if it intersects the block
  111597. */
  111598. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  111599. }
  111600. }
  111601. declare module BABYLON {
  111602. interface Scene {
  111603. /**
  111604. * @hidden
  111605. * Backing Filed
  111606. */
  111607. _selectionOctree: Octree<AbstractMesh>;
  111608. /**
  111609. * Gets the octree used to boost mesh selection (picking)
  111610. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111611. */
  111612. selectionOctree: Octree<AbstractMesh>;
  111613. /**
  111614. * Creates or updates the octree used to boost selection (picking)
  111615. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111616. * @param maxCapacity defines the maximum capacity per leaf
  111617. * @param maxDepth defines the maximum depth of the octree
  111618. * @returns an octree of AbstractMesh
  111619. */
  111620. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  111621. }
  111622. interface AbstractMesh {
  111623. /**
  111624. * @hidden
  111625. * Backing Field
  111626. */
  111627. _submeshesOctree: Octree<SubMesh>;
  111628. /**
  111629. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  111630. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  111631. * @param maxCapacity defines the maximum size of each block (64 by default)
  111632. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  111633. * @returns the new octree
  111634. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  111635. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111636. */
  111637. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  111638. }
  111639. /**
  111640. * Defines the octree scene component responsible to manage any octrees
  111641. * in a given scene.
  111642. */
  111643. export class OctreeSceneComponent {
  111644. /**
  111645. * The component name help to identify the component in the list of scene components.
  111646. */
  111647. readonly name: string;
  111648. /**
  111649. * The scene the component belongs to.
  111650. */
  111651. scene: Scene;
  111652. /**
  111653. * Indicates if the meshes have been checked to make sure they are isEnabled()
  111654. */
  111655. readonly checksIsEnabled: boolean;
  111656. /**
  111657. * Creates a new instance of the component for the given scene
  111658. * @param scene Defines the scene to register the component in
  111659. */
  111660. constructor(scene: Scene);
  111661. /**
  111662. * Registers the component in a given scene
  111663. */
  111664. register(): void;
  111665. /**
  111666. * Return the list of active meshes
  111667. * @returns the list of active meshes
  111668. */
  111669. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  111670. /**
  111671. * Return the list of active sub meshes
  111672. * @param mesh The mesh to get the candidates sub meshes from
  111673. * @returns the list of active sub meshes
  111674. */
  111675. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  111676. private _tempRay;
  111677. /**
  111678. * Return the list of sub meshes intersecting with a given local ray
  111679. * @param mesh defines the mesh to find the submesh for
  111680. * @param localRay defines the ray in local space
  111681. * @returns the list of intersecting sub meshes
  111682. */
  111683. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  111684. /**
  111685. * Return the list of sub meshes colliding with a collider
  111686. * @param mesh defines the mesh to find the submesh for
  111687. * @param collider defines the collider to evaluate the collision against
  111688. * @returns the list of colliding sub meshes
  111689. */
  111690. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  111691. /**
  111692. * Rebuilds the elements related to this component in case of
  111693. * context lost for instance.
  111694. */
  111695. rebuild(): void;
  111696. /**
  111697. * Disposes the component and the associated ressources.
  111698. */
  111699. dispose(): void;
  111700. }
  111701. }
  111702. declare module BABYLON {
  111703. /**
  111704. * Renders a layer on top of an existing scene
  111705. */
  111706. export class UtilityLayerRenderer implements IDisposable {
  111707. /** the original scene that will be rendered on top of */
  111708. originalScene: Scene;
  111709. private _pointerCaptures;
  111710. private _lastPointerEvents;
  111711. private static _DefaultUtilityLayer;
  111712. private static _DefaultKeepDepthUtilityLayer;
  111713. private _sharedGizmoLight;
  111714. private _renderCamera;
  111715. /**
  111716. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  111717. * @returns the camera that is used when rendering the utility layer
  111718. */
  111719. getRenderCamera(): Nullable<Camera>;
  111720. /**
  111721. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  111722. * @param cam the camera that should be used when rendering the utility layer
  111723. */
  111724. setRenderCamera(cam: Nullable<Camera>): void;
  111725. /**
  111726. * @hidden
  111727. * Light which used by gizmos to get light shading
  111728. */
  111729. _getSharedGizmoLight(): HemisphericLight;
  111730. /**
  111731. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  111732. */
  111733. pickUtilitySceneFirst: boolean;
  111734. /**
  111735. * 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)
  111736. */
  111737. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  111738. /**
  111739. * 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)
  111740. */
  111741. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  111742. /**
  111743. * The scene that is rendered on top of the original scene
  111744. */
  111745. utilityLayerScene: Scene;
  111746. /**
  111747. * If the utility layer should automatically be rendered on top of existing scene
  111748. */
  111749. shouldRender: boolean;
  111750. /**
  111751. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  111752. */
  111753. onlyCheckPointerDownEvents: boolean;
  111754. /**
  111755. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  111756. */
  111757. processAllEvents: boolean;
  111758. /**
  111759. * Observable raised when the pointer move from the utility layer scene to the main scene
  111760. */
  111761. onPointerOutObservable: Observable<number>;
  111762. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  111763. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  111764. private _afterRenderObserver;
  111765. private _sceneDisposeObserver;
  111766. private _originalPointerObserver;
  111767. /**
  111768. * Instantiates a UtilityLayerRenderer
  111769. * @param originalScene the original scene that will be rendered on top of
  111770. * @param handleEvents boolean indicating if the utility layer should handle events
  111771. */
  111772. constructor(
  111773. /** the original scene that will be rendered on top of */
  111774. originalScene: Scene, handleEvents?: boolean);
  111775. private _notifyObservers;
  111776. /**
  111777. * Renders the utility layers scene on top of the original scene
  111778. */
  111779. render(): void;
  111780. /**
  111781. * Disposes of the renderer
  111782. */
  111783. dispose(): void;
  111784. private _updateCamera;
  111785. }
  111786. }
  111787. declare module BABYLON {
  111788. /**
  111789. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  111790. */
  111791. export class Gizmo implements IDisposable {
  111792. /** The utility layer the gizmo will be added to */
  111793. gizmoLayer: UtilityLayerRenderer;
  111794. /**
  111795. * The root mesh of the gizmo
  111796. */
  111797. _rootMesh: Mesh;
  111798. private _attachedMesh;
  111799. /**
  111800. * Ratio for the scale of the gizmo (Default: 1)
  111801. */
  111802. scaleRatio: number;
  111803. /**
  111804. * If a custom mesh has been set (Default: false)
  111805. */
  111806. protected _customMeshSet: boolean;
  111807. /**
  111808. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  111809. * * When set, interactions will be enabled
  111810. */
  111811. attachedMesh: Nullable<AbstractMesh>;
  111812. /**
  111813. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  111814. * @param mesh The mesh to replace the default mesh of the gizmo
  111815. */
  111816. setCustomMesh(mesh: Mesh): void;
  111817. /**
  111818. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  111819. */
  111820. updateGizmoRotationToMatchAttachedMesh: boolean;
  111821. /**
  111822. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  111823. */
  111824. updateGizmoPositionToMatchAttachedMesh: boolean;
  111825. /**
  111826. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  111827. */
  111828. updateScale: boolean;
  111829. protected _interactionsEnabled: boolean;
  111830. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  111831. private _beforeRenderObserver;
  111832. private _tempVector;
  111833. /**
  111834. * Creates a gizmo
  111835. * @param gizmoLayer The utility layer the gizmo will be added to
  111836. */
  111837. constructor(
  111838. /** The utility layer the gizmo will be added to */
  111839. gizmoLayer?: UtilityLayerRenderer);
  111840. /**
  111841. * Updates the gizmo to match the attached mesh's position/rotation
  111842. */
  111843. protected _update(): void;
  111844. /**
  111845. * Disposes of the gizmo
  111846. */
  111847. dispose(): void;
  111848. }
  111849. }
  111850. declare module BABYLON {
  111851. /**
  111852. * Single plane drag gizmo
  111853. */
  111854. export class PlaneDragGizmo extends Gizmo {
  111855. /**
  111856. * Drag behavior responsible for the gizmos dragging interactions
  111857. */
  111858. dragBehavior: PointerDragBehavior;
  111859. private _pointerObserver;
  111860. /**
  111861. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  111862. */
  111863. snapDistance: number;
  111864. /**
  111865. * Event that fires each time the gizmo snaps to a new location.
  111866. * * snapDistance is the the change in distance
  111867. */
  111868. onSnapObservable: Observable<{
  111869. snapDistance: number;
  111870. }>;
  111871. private _plane;
  111872. private _coloredMaterial;
  111873. private _hoverMaterial;
  111874. private _isEnabled;
  111875. private _parent;
  111876. /** @hidden */
  111877. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  111878. /** @hidden */
  111879. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  111880. /**
  111881. * Creates a PlaneDragGizmo
  111882. * @param gizmoLayer The utility layer the gizmo will be added to
  111883. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  111884. * @param color The color of the gizmo
  111885. */
  111886. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  111887. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  111888. /**
  111889. * If the gizmo is enabled
  111890. */
  111891. isEnabled: boolean;
  111892. /**
  111893. * Disposes of the gizmo
  111894. */
  111895. dispose(): void;
  111896. }
  111897. }
  111898. declare module BABYLON {
  111899. /**
  111900. * Gizmo that enables dragging a mesh along 3 axis
  111901. */
  111902. export class PositionGizmo extends Gizmo {
  111903. /**
  111904. * Internal gizmo used for interactions on the x axis
  111905. */
  111906. xGizmo: AxisDragGizmo;
  111907. /**
  111908. * Internal gizmo used for interactions on the y axis
  111909. */
  111910. yGizmo: AxisDragGizmo;
  111911. /**
  111912. * Internal gizmo used for interactions on the z axis
  111913. */
  111914. zGizmo: AxisDragGizmo;
  111915. /**
  111916. * Internal gizmo used for interactions on the yz plane
  111917. */
  111918. xPlaneGizmo: PlaneDragGizmo;
  111919. /**
  111920. * Internal gizmo used for interactions on the xz plane
  111921. */
  111922. yPlaneGizmo: PlaneDragGizmo;
  111923. /**
  111924. * Internal gizmo used for interactions on the xy plane
  111925. */
  111926. zPlaneGizmo: PlaneDragGizmo;
  111927. /**
  111928. * private variables
  111929. */
  111930. private _meshAttached;
  111931. private _updateGizmoRotationToMatchAttachedMesh;
  111932. private _snapDistance;
  111933. private _scaleRatio;
  111934. /** Fires an event when any of it's sub gizmos are dragged */
  111935. onDragStartObservable: Observable<unknown>;
  111936. /** Fires an event when any of it's sub gizmos are released from dragging */
  111937. onDragEndObservable: Observable<unknown>;
  111938. /**
  111939. * If set to true, planar drag is enabled
  111940. */
  111941. private _planarGizmoEnabled;
  111942. attachedMesh: Nullable<AbstractMesh>;
  111943. /**
  111944. * Creates a PositionGizmo
  111945. * @param gizmoLayer The utility layer the gizmo will be added to
  111946. */
  111947. constructor(gizmoLayer?: UtilityLayerRenderer);
  111948. /**
  111949. * If the planar drag gizmo is enabled
  111950. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  111951. */
  111952. planarGizmoEnabled: boolean;
  111953. updateGizmoRotationToMatchAttachedMesh: boolean;
  111954. /**
  111955. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  111956. */
  111957. snapDistance: number;
  111958. /**
  111959. * Ratio for the scale of the gizmo (Default: 1)
  111960. */
  111961. scaleRatio: number;
  111962. /**
  111963. * Disposes of the gizmo
  111964. */
  111965. dispose(): void;
  111966. /**
  111967. * CustomMeshes are not supported by this gizmo
  111968. * @param mesh The mesh to replace the default mesh of the gizmo
  111969. */
  111970. setCustomMesh(mesh: Mesh): void;
  111971. }
  111972. }
  111973. declare module BABYLON {
  111974. /**
  111975. * Single axis drag gizmo
  111976. */
  111977. export class AxisDragGizmo extends Gizmo {
  111978. /**
  111979. * Drag behavior responsible for the gizmos dragging interactions
  111980. */
  111981. dragBehavior: PointerDragBehavior;
  111982. private _pointerObserver;
  111983. /**
  111984. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  111985. */
  111986. snapDistance: number;
  111987. /**
  111988. * Event that fires each time the gizmo snaps to a new location.
  111989. * * snapDistance is the the change in distance
  111990. */
  111991. onSnapObservable: Observable<{
  111992. snapDistance: number;
  111993. }>;
  111994. private _isEnabled;
  111995. private _parent;
  111996. private _arrow;
  111997. private _coloredMaterial;
  111998. private _hoverMaterial;
  111999. /** @hidden */
  112000. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  112001. /** @hidden */
  112002. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  112003. /**
  112004. * Creates an AxisDragGizmo
  112005. * @param gizmoLayer The utility layer the gizmo will be added to
  112006. * @param dragAxis The axis which the gizmo will be able to drag on
  112007. * @param color The color of the gizmo
  112008. */
  112009. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  112010. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112011. /**
  112012. * If the gizmo is enabled
  112013. */
  112014. isEnabled: boolean;
  112015. /**
  112016. * Disposes of the gizmo
  112017. */
  112018. dispose(): void;
  112019. }
  112020. }
  112021. declare module BABYLON.Debug {
  112022. /**
  112023. * The Axes viewer will show 3 axes in a specific point in space
  112024. */
  112025. export class AxesViewer {
  112026. private _xAxis;
  112027. private _yAxis;
  112028. private _zAxis;
  112029. private _scaleLinesFactor;
  112030. private _instanced;
  112031. /**
  112032. * Gets the hosting scene
  112033. */
  112034. scene: Scene;
  112035. /**
  112036. * Gets or sets a number used to scale line length
  112037. */
  112038. scaleLines: number;
  112039. /** Gets the node hierarchy used to render x-axis */
  112040. readonly xAxis: TransformNode;
  112041. /** Gets the node hierarchy used to render y-axis */
  112042. readonly yAxis: TransformNode;
  112043. /** Gets the node hierarchy used to render z-axis */
  112044. readonly zAxis: TransformNode;
  112045. /**
  112046. * Creates a new AxesViewer
  112047. * @param scene defines the hosting scene
  112048. * @param scaleLines defines a number used to scale line length (1 by default)
  112049. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  112050. * @param xAxis defines the node hierarchy used to render the x-axis
  112051. * @param yAxis defines the node hierarchy used to render the y-axis
  112052. * @param zAxis defines the node hierarchy used to render the z-axis
  112053. */
  112054. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  112055. /**
  112056. * Force the viewer to update
  112057. * @param position defines the position of the viewer
  112058. * @param xaxis defines the x axis of the viewer
  112059. * @param yaxis defines the y axis of the viewer
  112060. * @param zaxis defines the z axis of the viewer
  112061. */
  112062. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  112063. /**
  112064. * Creates an instance of this axes viewer.
  112065. * @returns a new axes viewer with instanced meshes
  112066. */
  112067. createInstance(): AxesViewer;
  112068. /** Releases resources */
  112069. dispose(): void;
  112070. private static _SetRenderingGroupId;
  112071. }
  112072. }
  112073. declare module BABYLON.Debug {
  112074. /**
  112075. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  112076. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  112077. */
  112078. export class BoneAxesViewer extends AxesViewer {
  112079. /**
  112080. * Gets or sets the target mesh where to display the axes viewer
  112081. */
  112082. mesh: Nullable<Mesh>;
  112083. /**
  112084. * Gets or sets the target bone where to display the axes viewer
  112085. */
  112086. bone: Nullable<Bone>;
  112087. /** Gets current position */
  112088. pos: Vector3;
  112089. /** Gets direction of X axis */
  112090. xaxis: Vector3;
  112091. /** Gets direction of Y axis */
  112092. yaxis: Vector3;
  112093. /** Gets direction of Z axis */
  112094. zaxis: Vector3;
  112095. /**
  112096. * Creates a new BoneAxesViewer
  112097. * @param scene defines the hosting scene
  112098. * @param bone defines the target bone
  112099. * @param mesh defines the target mesh
  112100. * @param scaleLines defines a scaling factor for line length (1 by default)
  112101. */
  112102. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  112103. /**
  112104. * Force the viewer to update
  112105. */
  112106. update(): void;
  112107. /** Releases resources */
  112108. dispose(): void;
  112109. }
  112110. }
  112111. declare module BABYLON {
  112112. /**
  112113. * Interface used to define scene explorer extensibility option
  112114. */
  112115. export interface IExplorerExtensibilityOption {
  112116. /**
  112117. * Define the option label
  112118. */
  112119. label: string;
  112120. /**
  112121. * Defines the action to execute on click
  112122. */
  112123. action: (entity: any) => void;
  112124. }
  112125. /**
  112126. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  112127. */
  112128. export interface IExplorerExtensibilityGroup {
  112129. /**
  112130. * Defines a predicate to test if a given type mut be extended
  112131. */
  112132. predicate: (entity: any) => boolean;
  112133. /**
  112134. * Gets the list of options added to a type
  112135. */
  112136. entries: IExplorerExtensibilityOption[];
  112137. }
  112138. /**
  112139. * Interface used to define the options to use to create the Inspector
  112140. */
  112141. export interface IInspectorOptions {
  112142. /**
  112143. * Display in overlay mode (default: false)
  112144. */
  112145. overlay?: boolean;
  112146. /**
  112147. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  112148. */
  112149. globalRoot?: HTMLElement;
  112150. /**
  112151. * Display the Scene explorer
  112152. */
  112153. showExplorer?: boolean;
  112154. /**
  112155. * Display the property inspector
  112156. */
  112157. showInspector?: boolean;
  112158. /**
  112159. * Display in embed mode (both panes on the right)
  112160. */
  112161. embedMode?: boolean;
  112162. /**
  112163. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  112164. */
  112165. handleResize?: boolean;
  112166. /**
  112167. * Allow the panes to popup (default: true)
  112168. */
  112169. enablePopup?: boolean;
  112170. /**
  112171. * Allow the panes to be closed by users (default: true)
  112172. */
  112173. enableClose?: boolean;
  112174. /**
  112175. * Optional list of extensibility entries
  112176. */
  112177. explorerExtensibility?: IExplorerExtensibilityGroup[];
  112178. /**
  112179. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  112180. */
  112181. inspectorURL?: string;
  112182. }
  112183. interface Scene {
  112184. /**
  112185. * @hidden
  112186. * Backing field
  112187. */
  112188. _debugLayer: DebugLayer;
  112189. /**
  112190. * Gets the debug layer (aka Inspector) associated with the scene
  112191. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112192. */
  112193. debugLayer: DebugLayer;
  112194. }
  112195. /**
  112196. * The debug layer (aka Inspector) is the go to tool in order to better understand
  112197. * what is happening in your scene
  112198. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112199. */
  112200. export class DebugLayer {
  112201. /**
  112202. * Define the url to get the inspector script from.
  112203. * By default it uses the babylonjs CDN.
  112204. * @ignoreNaming
  112205. */
  112206. static InspectorURL: string;
  112207. private _scene;
  112208. private BJSINSPECTOR;
  112209. private _onPropertyChangedObservable?;
  112210. /**
  112211. * Observable triggered when a property is changed through the inspector.
  112212. */
  112213. readonly onPropertyChangedObservable: any;
  112214. /**
  112215. * Instantiates a new debug layer.
  112216. * The debug layer (aka Inspector) is the go to tool in order to better understand
  112217. * what is happening in your scene
  112218. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112219. * @param scene Defines the scene to inspect
  112220. */
  112221. constructor(scene: Scene);
  112222. /** Creates the inspector window. */
  112223. private _createInspector;
  112224. /**
  112225. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  112226. * @param entity defines the entity to select
  112227. * @param lineContainerTitle defines the specific block to highlight
  112228. */
  112229. select(entity: any, lineContainerTitle?: string): void;
  112230. /** Get the inspector from bundle or global */
  112231. private _getGlobalInspector;
  112232. /**
  112233. * Get if the inspector is visible or not.
  112234. * @returns true if visible otherwise, false
  112235. */
  112236. isVisible(): boolean;
  112237. /**
  112238. * Hide the inspector and close its window.
  112239. */
  112240. hide(): void;
  112241. /**
  112242. * Launch the debugLayer.
  112243. * @param config Define the configuration of the inspector
  112244. * @return a promise fulfilled when the debug layer is visible
  112245. */
  112246. show(config?: IInspectorOptions): Promise<DebugLayer>;
  112247. }
  112248. }
  112249. declare module BABYLON {
  112250. /**
  112251. * Class containing static functions to help procedurally build meshes
  112252. */
  112253. export class BoxBuilder {
  112254. /**
  112255. * Creates a box mesh
  112256. * * The parameter `size` sets the size (float) of each box side (default 1)
  112257. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  112258. * * 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)
  112259. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  112260. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112261. * * 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
  112262. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112263. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  112264. * @param name defines the name of the mesh
  112265. * @param options defines the options used to create the mesh
  112266. * @param scene defines the hosting scene
  112267. * @returns the box mesh
  112268. */
  112269. static CreateBox(name: string, options: {
  112270. size?: number;
  112271. width?: number;
  112272. height?: number;
  112273. depth?: number;
  112274. faceUV?: Vector4[];
  112275. faceColors?: Color4[];
  112276. sideOrientation?: number;
  112277. frontUVs?: Vector4;
  112278. backUVs?: Vector4;
  112279. wrap?: boolean;
  112280. topBaseAt?: number;
  112281. bottomBaseAt?: number;
  112282. updatable?: boolean;
  112283. }, scene?: Nullable<Scene>): Mesh;
  112284. }
  112285. }
  112286. declare module BABYLON {
  112287. /**
  112288. * Class containing static functions to help procedurally build meshes
  112289. */
  112290. export class SphereBuilder {
  112291. /**
  112292. * Creates a sphere mesh
  112293. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  112294. * * 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`)
  112295. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  112296. * * 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
  112297. * * 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)
  112298. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112299. * * 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
  112300. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112301. * @param name defines the name of the mesh
  112302. * @param options defines the options used to create the mesh
  112303. * @param scene defines the hosting scene
  112304. * @returns the sphere mesh
  112305. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  112306. */
  112307. static CreateSphere(name: string, options: {
  112308. segments?: number;
  112309. diameter?: number;
  112310. diameterX?: number;
  112311. diameterY?: number;
  112312. diameterZ?: number;
  112313. arc?: number;
  112314. slice?: number;
  112315. sideOrientation?: number;
  112316. frontUVs?: Vector4;
  112317. backUVs?: Vector4;
  112318. updatable?: boolean;
  112319. }, scene?: Nullable<Scene>): Mesh;
  112320. }
  112321. }
  112322. declare module BABYLON.Debug {
  112323. /**
  112324. * Used to show the physics impostor around the specific mesh
  112325. */
  112326. export class PhysicsViewer {
  112327. /** @hidden */
  112328. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  112329. /** @hidden */
  112330. protected _meshes: Array<Nullable<AbstractMesh>>;
  112331. /** @hidden */
  112332. protected _scene: Nullable<Scene>;
  112333. /** @hidden */
  112334. protected _numMeshes: number;
  112335. /** @hidden */
  112336. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  112337. private _renderFunction;
  112338. private _utilityLayer;
  112339. private _debugBoxMesh;
  112340. private _debugSphereMesh;
  112341. private _debugCylinderMesh;
  112342. private _debugMaterial;
  112343. private _debugMeshMeshes;
  112344. /**
  112345. * Creates a new PhysicsViewer
  112346. * @param scene defines the hosting scene
  112347. */
  112348. constructor(scene: Scene);
  112349. /** @hidden */
  112350. protected _updateDebugMeshes(): void;
  112351. /**
  112352. * Renders a specified physic impostor
  112353. * @param impostor defines the impostor to render
  112354. * @param targetMesh defines the mesh represented by the impostor
  112355. * @returns the new debug mesh used to render the impostor
  112356. */
  112357. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  112358. /**
  112359. * Hides a specified physic impostor
  112360. * @param impostor defines the impostor to hide
  112361. */
  112362. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  112363. private _getDebugMaterial;
  112364. private _getDebugBoxMesh;
  112365. private _getDebugSphereMesh;
  112366. private _getDebugCylinderMesh;
  112367. private _getDebugMeshMesh;
  112368. private _getDebugMesh;
  112369. /** Releases all resources */
  112370. dispose(): void;
  112371. }
  112372. }
  112373. declare module BABYLON {
  112374. /**
  112375. * Class containing static functions to help procedurally build meshes
  112376. */
  112377. export class LinesBuilder {
  112378. /**
  112379. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  112380. * * 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
  112381. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  112382. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  112383. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  112384. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  112385. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  112386. * * 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
  112387. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  112388. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112389. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  112390. * @param name defines the name of the new line system
  112391. * @param options defines the options used to create the line system
  112392. * @param scene defines the hosting scene
  112393. * @returns a new line system mesh
  112394. */
  112395. static CreateLineSystem(name: string, options: {
  112396. lines: Vector3[][];
  112397. updatable?: boolean;
  112398. instance?: Nullable<LinesMesh>;
  112399. colors?: Nullable<Color4[][]>;
  112400. useVertexAlpha?: boolean;
  112401. }, scene: Nullable<Scene>): LinesMesh;
  112402. /**
  112403. * Creates a line mesh
  112404. * 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
  112405. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  112406. * * The parameter `points` is an array successive Vector3
  112407. * * 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
  112408. * * The optional parameter `colors` is an array of successive Color4, one per line point
  112409. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  112410. * * When updating an instance, remember that only point positions can change, not the number of points
  112411. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112412. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  112413. * @param name defines the name of the new line system
  112414. * @param options defines the options used to create the line system
  112415. * @param scene defines the hosting scene
  112416. * @returns a new line mesh
  112417. */
  112418. static CreateLines(name: string, options: {
  112419. points: Vector3[];
  112420. updatable?: boolean;
  112421. instance?: Nullable<LinesMesh>;
  112422. colors?: Color4[];
  112423. useVertexAlpha?: boolean;
  112424. }, scene?: Nullable<Scene>): LinesMesh;
  112425. /**
  112426. * Creates a dashed line mesh
  112427. * * 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
  112428. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  112429. * * The parameter `points` is an array successive Vector3
  112430. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  112431. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  112432. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  112433. * * 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
  112434. * * When updating an instance, remember that only point positions can change, not the number of points
  112435. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112436. * @param name defines the name of the mesh
  112437. * @param options defines the options used to create the mesh
  112438. * @param scene defines the hosting scene
  112439. * @returns the dashed line mesh
  112440. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  112441. */
  112442. static CreateDashedLines(name: string, options: {
  112443. points: Vector3[];
  112444. dashSize?: number;
  112445. gapSize?: number;
  112446. dashNb?: number;
  112447. updatable?: boolean;
  112448. instance?: LinesMesh;
  112449. }, scene?: Nullable<Scene>): LinesMesh;
  112450. }
  112451. }
  112452. declare module BABYLON {
  112453. /**
  112454. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  112455. * in order to better appreciate the issue one might have.
  112456. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  112457. */
  112458. export class RayHelper {
  112459. /**
  112460. * Defines the ray we are currently tryin to visualize.
  112461. */
  112462. ray: Nullable<Ray>;
  112463. private _renderPoints;
  112464. private _renderLine;
  112465. private _renderFunction;
  112466. private _scene;
  112467. private _updateToMeshFunction;
  112468. private _attachedToMesh;
  112469. private _meshSpaceDirection;
  112470. private _meshSpaceOrigin;
  112471. /**
  112472. * Helper function to create a colored helper in a scene in one line.
  112473. * @param ray Defines the ray we are currently tryin to visualize
  112474. * @param scene Defines the scene the ray is used in
  112475. * @param color Defines the color we want to see the ray in
  112476. * @returns The newly created ray helper.
  112477. */
  112478. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  112479. /**
  112480. * Instantiate a new ray helper.
  112481. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  112482. * in order to better appreciate the issue one might have.
  112483. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  112484. * @param ray Defines the ray we are currently tryin to visualize
  112485. */
  112486. constructor(ray: Ray);
  112487. /**
  112488. * Shows the ray we are willing to debug.
  112489. * @param scene Defines the scene the ray needs to be rendered in
  112490. * @param color Defines the color the ray needs to be rendered in
  112491. */
  112492. show(scene: Scene, color?: Color3): void;
  112493. /**
  112494. * Hides the ray we are debugging.
  112495. */
  112496. hide(): void;
  112497. private _render;
  112498. /**
  112499. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  112500. * @param mesh Defines the mesh we want the helper attached to
  112501. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  112502. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  112503. * @param length Defines the length of the ray
  112504. */
  112505. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  112506. /**
  112507. * Detach the ray helper from the mesh it has previously been attached to.
  112508. */
  112509. detachFromMesh(): void;
  112510. private _updateToMesh;
  112511. /**
  112512. * Dispose the helper and release its associated resources.
  112513. */
  112514. dispose(): void;
  112515. }
  112516. }
  112517. declare module BABYLON.Debug {
  112518. /**
  112519. * Class used to render a debug view of a given skeleton
  112520. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  112521. */
  112522. export class SkeletonViewer {
  112523. /** defines the skeleton to render */
  112524. skeleton: Skeleton;
  112525. /** defines the mesh attached to the skeleton */
  112526. mesh: AbstractMesh;
  112527. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112528. autoUpdateBonesMatrices: boolean;
  112529. /** defines the rendering group id to use with the viewer */
  112530. renderingGroupId: number;
  112531. /** Gets or sets the color used to render the skeleton */
  112532. color: Color3;
  112533. private _scene;
  112534. private _debugLines;
  112535. private _debugMesh;
  112536. private _isEnabled;
  112537. private _renderFunction;
  112538. private _utilityLayer;
  112539. /**
  112540. * Returns the mesh used to render the bones
  112541. */
  112542. readonly debugMesh: Nullable<LinesMesh>;
  112543. /**
  112544. * Creates a new SkeletonViewer
  112545. * @param skeleton defines the skeleton to render
  112546. * @param mesh defines the mesh attached to the skeleton
  112547. * @param scene defines the hosting scene
  112548. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  112549. * @param renderingGroupId defines the rendering group id to use with the viewer
  112550. */
  112551. constructor(
  112552. /** defines the skeleton to render */
  112553. skeleton: Skeleton,
  112554. /** defines the mesh attached to the skeleton */
  112555. mesh: AbstractMesh, scene: Scene,
  112556. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112557. autoUpdateBonesMatrices?: boolean,
  112558. /** defines the rendering group id to use with the viewer */
  112559. renderingGroupId?: number);
  112560. /** Gets or sets a boolean indicating if the viewer is enabled */
  112561. isEnabled: boolean;
  112562. private _getBonePosition;
  112563. private _getLinesForBonesWithLength;
  112564. private _getLinesForBonesNoLength;
  112565. /** Update the viewer to sync with current skeleton state */
  112566. update(): void;
  112567. /** Release associated resources */
  112568. dispose(): void;
  112569. }
  112570. }
  112571. declare module BABYLON {
  112572. /**
  112573. * Options to create the null engine
  112574. */
  112575. export class NullEngineOptions {
  112576. /**
  112577. * Render width (Default: 512)
  112578. */
  112579. renderWidth: number;
  112580. /**
  112581. * Render height (Default: 256)
  112582. */
  112583. renderHeight: number;
  112584. /**
  112585. * Texture size (Default: 512)
  112586. */
  112587. textureSize: number;
  112588. /**
  112589. * If delta time between frames should be constant
  112590. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112591. */
  112592. deterministicLockstep: boolean;
  112593. /**
  112594. * Maximum about of steps between frames (Default: 4)
  112595. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112596. */
  112597. lockstepMaxSteps: number;
  112598. }
  112599. /**
  112600. * The null engine class provides support for headless version of babylon.js.
  112601. * This can be used in server side scenario or for testing purposes
  112602. */
  112603. export class NullEngine extends Engine {
  112604. private _options;
  112605. /**
  112606. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  112607. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112608. * @returns true if engine is in deterministic lock step mode
  112609. */
  112610. isDeterministicLockStep(): boolean;
  112611. /**
  112612. * Gets the max steps when engine is running in deterministic lock step
  112613. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112614. * @returns the max steps
  112615. */
  112616. getLockstepMaxSteps(): number;
  112617. /**
  112618. * Gets the current hardware scaling level.
  112619. * By default the hardware scaling level is computed from the window device ratio.
  112620. * 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.
  112621. * @returns a number indicating the current hardware scaling level
  112622. */
  112623. getHardwareScalingLevel(): number;
  112624. constructor(options?: NullEngineOptions);
  112625. /**
  112626. * Creates a vertex buffer
  112627. * @param vertices the data for the vertex buffer
  112628. * @returns the new WebGL static buffer
  112629. */
  112630. createVertexBuffer(vertices: FloatArray): DataBuffer;
  112631. /**
  112632. * Creates a new index buffer
  112633. * @param indices defines the content of the index buffer
  112634. * @param updatable defines if the index buffer must be updatable
  112635. * @returns a new webGL buffer
  112636. */
  112637. createIndexBuffer(indices: IndicesArray): DataBuffer;
  112638. /**
  112639. * Clear the current render buffer or the current render target (if any is set up)
  112640. * @param color defines the color to use
  112641. * @param backBuffer defines if the back buffer must be cleared
  112642. * @param depth defines if the depth buffer must be cleared
  112643. * @param stencil defines if the stencil buffer must be cleared
  112644. */
  112645. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  112646. /**
  112647. * Gets the current render width
  112648. * @param useScreen defines if screen size must be used (or the current render target if any)
  112649. * @returns a number defining the current render width
  112650. */
  112651. getRenderWidth(useScreen?: boolean): number;
  112652. /**
  112653. * Gets the current render height
  112654. * @param useScreen defines if screen size must be used (or the current render target if any)
  112655. * @returns a number defining the current render height
  112656. */
  112657. getRenderHeight(useScreen?: boolean): number;
  112658. /**
  112659. * Set the WebGL's viewport
  112660. * @param viewport defines the viewport element to be used
  112661. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  112662. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  112663. */
  112664. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  112665. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  112666. /**
  112667. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  112668. * @param pipelineContext defines the pipeline context to use
  112669. * @param uniformsNames defines the list of uniform names
  112670. * @returns an array of webGL uniform locations
  112671. */
  112672. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  112673. /**
  112674. * Gets the lsit of active attributes for a given webGL program
  112675. * @param pipelineContext defines the pipeline context to use
  112676. * @param attributesNames defines the list of attribute names to get
  112677. * @returns an array of indices indicating the offset of each attribute
  112678. */
  112679. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  112680. /**
  112681. * Binds an effect to the webGL context
  112682. * @param effect defines the effect to bind
  112683. */
  112684. bindSamplers(effect: Effect): void;
  112685. /**
  112686. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  112687. * @param effect defines the effect to activate
  112688. */
  112689. enableEffect(effect: Effect): void;
  112690. /**
  112691. * Set various states to the webGL context
  112692. * @param culling defines backface culling state
  112693. * @param zOffset defines the value to apply to zOffset (0 by default)
  112694. * @param force defines if states must be applied even if cache is up to date
  112695. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  112696. */
  112697. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  112698. /**
  112699. * Set the value of an uniform to an array of int32
  112700. * @param uniform defines the webGL uniform location where to store the value
  112701. * @param array defines the array of int32 to store
  112702. */
  112703. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  112704. /**
  112705. * Set the value of an uniform to an array of int32 (stored as vec2)
  112706. * @param uniform defines the webGL uniform location where to store the value
  112707. * @param array defines the array of int32 to store
  112708. */
  112709. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  112710. /**
  112711. * Set the value of an uniform to an array of int32 (stored as vec3)
  112712. * @param uniform defines the webGL uniform location where to store the value
  112713. * @param array defines the array of int32 to store
  112714. */
  112715. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  112716. /**
  112717. * Set the value of an uniform to an array of int32 (stored as vec4)
  112718. * @param uniform defines the webGL uniform location where to store the value
  112719. * @param array defines the array of int32 to store
  112720. */
  112721. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  112722. /**
  112723. * Set the value of an uniform to an array of float32
  112724. * @param uniform defines the webGL uniform location where to store the value
  112725. * @param array defines the array of float32 to store
  112726. */
  112727. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  112728. /**
  112729. * Set the value of an uniform to an array of float32 (stored as vec2)
  112730. * @param uniform defines the webGL uniform location where to store the value
  112731. * @param array defines the array of float32 to store
  112732. */
  112733. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  112734. /**
  112735. * Set the value of an uniform to an array of float32 (stored as vec3)
  112736. * @param uniform defines the webGL uniform location where to store the value
  112737. * @param array defines the array of float32 to store
  112738. */
  112739. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  112740. /**
  112741. * Set the value of an uniform to an array of float32 (stored as vec4)
  112742. * @param uniform defines the webGL uniform location where to store the value
  112743. * @param array defines the array of float32 to store
  112744. */
  112745. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  112746. /**
  112747. * Set the value of an uniform to an array of number
  112748. * @param uniform defines the webGL uniform location where to store the value
  112749. * @param array defines the array of number to store
  112750. */
  112751. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  112752. /**
  112753. * Set the value of an uniform to an array of number (stored as vec2)
  112754. * @param uniform defines the webGL uniform location where to store the value
  112755. * @param array defines the array of number to store
  112756. */
  112757. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  112758. /**
  112759. * Set the value of an uniform to an array of number (stored as vec3)
  112760. * @param uniform defines the webGL uniform location where to store the value
  112761. * @param array defines the array of number to store
  112762. */
  112763. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  112764. /**
  112765. * Set the value of an uniform to an array of number (stored as vec4)
  112766. * @param uniform defines the webGL uniform location where to store the value
  112767. * @param array defines the array of number to store
  112768. */
  112769. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  112770. /**
  112771. * Set the value of an uniform to an array of float32 (stored as matrices)
  112772. * @param uniform defines the webGL uniform location where to store the value
  112773. * @param matrices defines the array of float32 to store
  112774. */
  112775. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  112776. /**
  112777. * Set the value of an uniform to a matrix (3x3)
  112778. * @param uniform defines the webGL uniform location where to store the value
  112779. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  112780. */
  112781. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112782. /**
  112783. * Set the value of an uniform to a matrix (2x2)
  112784. * @param uniform defines the webGL uniform location where to store the value
  112785. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  112786. */
  112787. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112788. /**
  112789. * Set the value of an uniform to a number (float)
  112790. * @param uniform defines the webGL uniform location where to store the value
  112791. * @param value defines the float number to store
  112792. */
  112793. setFloat(uniform: WebGLUniformLocation, value: number): void;
  112794. /**
  112795. * Set the value of an uniform to a vec2
  112796. * @param uniform defines the webGL uniform location where to store the value
  112797. * @param x defines the 1st component of the value
  112798. * @param y defines the 2nd component of the value
  112799. */
  112800. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  112801. /**
  112802. * Set the value of an uniform to a vec3
  112803. * @param uniform defines the webGL uniform location where to store the value
  112804. * @param x defines the 1st component of the value
  112805. * @param y defines the 2nd component of the value
  112806. * @param z defines the 3rd component of the value
  112807. */
  112808. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  112809. /**
  112810. * Set the value of an uniform to a boolean
  112811. * @param uniform defines the webGL uniform location where to store the value
  112812. * @param bool defines the boolean to store
  112813. */
  112814. setBool(uniform: WebGLUniformLocation, bool: number): void;
  112815. /**
  112816. * Set the value of an uniform to a vec4
  112817. * @param uniform defines the webGL uniform location where to store the value
  112818. * @param x defines the 1st component of the value
  112819. * @param y defines the 2nd component of the value
  112820. * @param z defines the 3rd component of the value
  112821. * @param w defines the 4th component of the value
  112822. */
  112823. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  112824. /**
  112825. * Sets the current alpha mode
  112826. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  112827. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  112828. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112829. */
  112830. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  112831. /**
  112832. * Bind webGl buffers directly to the webGL context
  112833. * @param vertexBuffers defines the vertex buffer to bind
  112834. * @param indexBuffer defines the index buffer to bind
  112835. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  112836. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  112837. * @param effect defines the effect associated with the vertex buffer
  112838. */
  112839. bindBuffers(vertexBuffers: {
  112840. [key: string]: VertexBuffer;
  112841. }, indexBuffer: DataBuffer, effect: Effect): void;
  112842. /**
  112843. * Force the entire cache to be cleared
  112844. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  112845. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  112846. */
  112847. wipeCaches(bruteForce?: boolean): void;
  112848. /**
  112849. * Send a draw order
  112850. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  112851. * @param indexStart defines the starting index
  112852. * @param indexCount defines the number of index to draw
  112853. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112854. */
  112855. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  112856. /**
  112857. * Draw a list of indexed primitives
  112858. * @param fillMode defines the primitive to use
  112859. * @param indexStart defines the starting index
  112860. * @param indexCount defines the number of index to draw
  112861. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112862. */
  112863. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  112864. /**
  112865. * Draw a list of unindexed primitives
  112866. * @param fillMode defines the primitive to use
  112867. * @param verticesStart defines the index of first vertex to draw
  112868. * @param verticesCount defines the count of vertices to draw
  112869. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112870. */
  112871. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  112872. /** @hidden */
  112873. _createTexture(): WebGLTexture;
  112874. /** @hidden */
  112875. _releaseTexture(texture: InternalTexture): void;
  112876. /**
  112877. * Usually called from Texture.ts.
  112878. * Passed information to create a WebGLTexture
  112879. * @param urlArg defines a value which contains one of the following:
  112880. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  112881. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  112882. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  112883. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  112884. * @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)
  112885. * @param scene needed for loading to the correct scene
  112886. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  112887. * @param onLoad optional callback to be called upon successful completion
  112888. * @param onError optional callback to be called upon failure
  112889. * @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
  112890. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  112891. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  112892. * @param forcedExtension defines the extension to use to pick the right loader
  112893. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  112894. * @returns a InternalTexture for assignment back into BABYLON.Texture
  112895. */
  112896. 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;
  112897. /**
  112898. * Creates a new render target texture
  112899. * @param size defines the size of the texture
  112900. * @param options defines the options used to create the texture
  112901. * @returns a new render target texture stored in an InternalTexture
  112902. */
  112903. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  112904. /**
  112905. * Update the sampling mode of a given texture
  112906. * @param samplingMode defines the required sampling mode
  112907. * @param texture defines the texture to update
  112908. */
  112909. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  112910. /**
  112911. * Binds the frame buffer to the specified texture.
  112912. * @param texture The texture to render to or null for the default canvas
  112913. * @param faceIndex The face of the texture to render to in case of cube texture
  112914. * @param requiredWidth The width of the target to render to
  112915. * @param requiredHeight The height of the target to render to
  112916. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  112917. * @param depthStencilTexture The depth stencil texture to use to render
  112918. * @param lodLevel defines le lod level to bind to the frame buffer
  112919. */
  112920. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  112921. /**
  112922. * Unbind the current render target texture from the webGL context
  112923. * @param texture defines the render target texture to unbind
  112924. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  112925. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  112926. */
  112927. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  112928. /**
  112929. * Creates a dynamic vertex buffer
  112930. * @param vertices the data for the dynamic vertex buffer
  112931. * @returns the new WebGL dynamic buffer
  112932. */
  112933. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  112934. /**
  112935. * Update the content of a dynamic texture
  112936. * @param texture defines the texture to update
  112937. * @param canvas defines the canvas containing the source
  112938. * @param invertY defines if data must be stored with Y axis inverted
  112939. * @param premulAlpha defines if alpha is stored as premultiplied
  112940. * @param format defines the format of the data
  112941. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  112942. */
  112943. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  112944. /**
  112945. * Gets a boolean indicating if all created effects are ready
  112946. * @returns true if all effects are ready
  112947. */
  112948. areAllEffectsReady(): boolean;
  112949. /**
  112950. * @hidden
  112951. * Get the current error code of the webGL context
  112952. * @returns the error code
  112953. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  112954. */
  112955. getError(): number;
  112956. /** @hidden */
  112957. _getUnpackAlignement(): number;
  112958. /** @hidden */
  112959. _unpackFlipY(value: boolean): void;
  112960. /**
  112961. * Update a dynamic index buffer
  112962. * @param indexBuffer defines the target index buffer
  112963. * @param indices defines the data to update
  112964. * @param offset defines the offset in the target index buffer where update should start
  112965. */
  112966. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  112967. /**
  112968. * Updates a dynamic vertex buffer.
  112969. * @param vertexBuffer the vertex buffer to update
  112970. * @param vertices the data used to update the vertex buffer
  112971. * @param byteOffset the byte offset of the data (optional)
  112972. * @param byteLength the byte length of the data (optional)
  112973. */
  112974. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  112975. /** @hidden */
  112976. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  112977. /** @hidden */
  112978. _bindTexture(channel: number, texture: InternalTexture): void;
  112979. protected _deleteBuffer(buffer: WebGLBuffer): void;
  112980. /**
  112981. * 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
  112982. */
  112983. releaseEffects(): void;
  112984. displayLoadingUI(): void;
  112985. hideLoadingUI(): void;
  112986. /** @hidden */
  112987. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112988. /** @hidden */
  112989. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112990. /** @hidden */
  112991. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112992. /** @hidden */
  112993. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  112994. }
  112995. }
  112996. declare module BABYLON {
  112997. /** @hidden */
  112998. export class _OcclusionDataStorage {
  112999. /** @hidden */
  113000. occlusionInternalRetryCounter: number;
  113001. /** @hidden */
  113002. isOcclusionQueryInProgress: boolean;
  113003. /** @hidden */
  113004. isOccluded: boolean;
  113005. /** @hidden */
  113006. occlusionRetryCount: number;
  113007. /** @hidden */
  113008. occlusionType: number;
  113009. /** @hidden */
  113010. occlusionQueryAlgorithmType: number;
  113011. }
  113012. interface Engine {
  113013. /**
  113014. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  113015. * @return the new query
  113016. */
  113017. createQuery(): WebGLQuery;
  113018. /**
  113019. * Delete and release a webGL query
  113020. * @param query defines the query to delete
  113021. * @return the current engine
  113022. */
  113023. deleteQuery(query: WebGLQuery): Engine;
  113024. /**
  113025. * Check if a given query has resolved and got its value
  113026. * @param query defines the query to check
  113027. * @returns true if the query got its value
  113028. */
  113029. isQueryResultAvailable(query: WebGLQuery): boolean;
  113030. /**
  113031. * Gets the value of a given query
  113032. * @param query defines the query to check
  113033. * @returns the value of the query
  113034. */
  113035. getQueryResult(query: WebGLQuery): number;
  113036. /**
  113037. * Initiates an occlusion query
  113038. * @param algorithmType defines the algorithm to use
  113039. * @param query defines the query to use
  113040. * @returns the current engine
  113041. * @see http://doc.babylonjs.com/features/occlusionquery
  113042. */
  113043. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  113044. /**
  113045. * Ends an occlusion query
  113046. * @see http://doc.babylonjs.com/features/occlusionquery
  113047. * @param algorithmType defines the algorithm to use
  113048. * @returns the current engine
  113049. */
  113050. endOcclusionQuery(algorithmType: number): Engine;
  113051. /**
  113052. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  113053. * Please note that only one query can be issued at a time
  113054. * @returns a time token used to track the time span
  113055. */
  113056. startTimeQuery(): Nullable<_TimeToken>;
  113057. /**
  113058. * Ends a time query
  113059. * @param token defines the token used to measure the time span
  113060. * @returns the time spent (in ns)
  113061. */
  113062. endTimeQuery(token: _TimeToken): int;
  113063. /** @hidden */
  113064. _currentNonTimestampToken: Nullable<_TimeToken>;
  113065. /** @hidden */
  113066. _createTimeQuery(): WebGLQuery;
  113067. /** @hidden */
  113068. _deleteTimeQuery(query: WebGLQuery): void;
  113069. /** @hidden */
  113070. _getGlAlgorithmType(algorithmType: number): number;
  113071. /** @hidden */
  113072. _getTimeQueryResult(query: WebGLQuery): any;
  113073. /** @hidden */
  113074. _getTimeQueryAvailability(query: WebGLQuery): any;
  113075. }
  113076. interface AbstractMesh {
  113077. /**
  113078. * Backing filed
  113079. * @hidden
  113080. */
  113081. __occlusionDataStorage: _OcclusionDataStorage;
  113082. /**
  113083. * Access property
  113084. * @hidden
  113085. */
  113086. _occlusionDataStorage: _OcclusionDataStorage;
  113087. /**
  113088. * 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.
  113089. * The default value is -1 which means don't break the query and wait till the result
  113090. * @see http://doc.babylonjs.com/features/occlusionquery
  113091. */
  113092. occlusionRetryCount: number;
  113093. /**
  113094. * 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:
  113095. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  113096. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  113097. * * 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.
  113098. * @see http://doc.babylonjs.com/features/occlusionquery
  113099. */
  113100. occlusionType: number;
  113101. /**
  113102. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  113103. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  113104. * * 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.
  113105. * @see http://doc.babylonjs.com/features/occlusionquery
  113106. */
  113107. occlusionQueryAlgorithmType: number;
  113108. /**
  113109. * 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
  113110. * @see http://doc.babylonjs.com/features/occlusionquery
  113111. */
  113112. isOccluded: boolean;
  113113. /**
  113114. * Flag to check the progress status of the query
  113115. * @see http://doc.babylonjs.com/features/occlusionquery
  113116. */
  113117. isOcclusionQueryInProgress: boolean;
  113118. }
  113119. }
  113120. declare module BABYLON {
  113121. /** @hidden */
  113122. export var _forceTransformFeedbackToBundle: boolean;
  113123. interface Engine {
  113124. /**
  113125. * Creates a webGL transform feedback object
  113126. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  113127. * @returns the webGL transform feedback object
  113128. */
  113129. createTransformFeedback(): WebGLTransformFeedback;
  113130. /**
  113131. * Delete a webGL transform feedback object
  113132. * @param value defines the webGL transform feedback object to delete
  113133. */
  113134. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  113135. /**
  113136. * Bind a webGL transform feedback object to the webgl context
  113137. * @param value defines the webGL transform feedback object to bind
  113138. */
  113139. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  113140. /**
  113141. * Begins a transform feedback operation
  113142. * @param usePoints defines if points or triangles must be used
  113143. */
  113144. beginTransformFeedback(usePoints: boolean): void;
  113145. /**
  113146. * Ends a transform feedback operation
  113147. */
  113148. endTransformFeedback(): void;
  113149. /**
  113150. * Specify the varyings to use with transform feedback
  113151. * @param program defines the associated webGL program
  113152. * @param value defines the list of strings representing the varying names
  113153. */
  113154. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  113155. /**
  113156. * Bind a webGL buffer for a transform feedback operation
  113157. * @param value defines the webGL buffer to bind
  113158. */
  113159. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  113160. }
  113161. }
  113162. declare module BABYLON {
  113163. /**
  113164. * Creation options of the multi render target texture.
  113165. */
  113166. export interface IMultiRenderTargetOptions {
  113167. /**
  113168. * Define if the texture needs to create mip maps after render.
  113169. */
  113170. generateMipMaps?: boolean;
  113171. /**
  113172. * Define the types of all the draw buffers we want to create
  113173. */
  113174. types?: number[];
  113175. /**
  113176. * Define the sampling modes of all the draw buffers we want to create
  113177. */
  113178. samplingModes?: number[];
  113179. /**
  113180. * Define if a depth buffer is required
  113181. */
  113182. generateDepthBuffer?: boolean;
  113183. /**
  113184. * Define if a stencil buffer is required
  113185. */
  113186. generateStencilBuffer?: boolean;
  113187. /**
  113188. * Define if a depth texture is required instead of a depth buffer
  113189. */
  113190. generateDepthTexture?: boolean;
  113191. /**
  113192. * Define the number of desired draw buffers
  113193. */
  113194. textureCount?: number;
  113195. /**
  113196. * Define if aspect ratio should be adapted to the texture or stay the scene one
  113197. */
  113198. doNotChangeAspectRatio?: boolean;
  113199. /**
  113200. * Define the default type of the buffers we are creating
  113201. */
  113202. defaultType?: number;
  113203. }
  113204. /**
  113205. * A multi render target, like a render target provides the ability to render to a texture.
  113206. * Unlike the render target, it can render to several draw buffers in one draw.
  113207. * This is specially interesting in deferred rendering or for any effects requiring more than
  113208. * just one color from a single pass.
  113209. */
  113210. export class MultiRenderTarget extends RenderTargetTexture {
  113211. private _internalTextures;
  113212. private _textures;
  113213. private _multiRenderTargetOptions;
  113214. /**
  113215. * Get if draw buffers are currently supported by the used hardware and browser.
  113216. */
  113217. readonly isSupported: boolean;
  113218. /**
  113219. * Get the list of textures generated by the multi render target.
  113220. */
  113221. readonly textures: Texture[];
  113222. /**
  113223. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  113224. */
  113225. readonly depthTexture: Texture;
  113226. /**
  113227. * Set the wrapping mode on U of all the textures we are rendering to.
  113228. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  113229. */
  113230. wrapU: number;
  113231. /**
  113232. * Set the wrapping mode on V of all the textures we are rendering to.
  113233. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  113234. */
  113235. wrapV: number;
  113236. /**
  113237. * Instantiate a new multi render target texture.
  113238. * A multi render target, like a render target provides the ability to render to a texture.
  113239. * Unlike the render target, it can render to several draw buffers in one draw.
  113240. * This is specially interesting in deferred rendering or for any effects requiring more than
  113241. * just one color from a single pass.
  113242. * @param name Define the name of the texture
  113243. * @param size Define the size of the buffers to render to
  113244. * @param count Define the number of target we are rendering into
  113245. * @param scene Define the scene the texture belongs to
  113246. * @param options Define the options used to create the multi render target
  113247. */
  113248. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  113249. /** @hidden */
  113250. _rebuild(): void;
  113251. private _createInternalTextures;
  113252. private _createTextures;
  113253. /**
  113254. * Define the number of samples used if MSAA is enabled.
  113255. */
  113256. samples: number;
  113257. /**
  113258. * Resize all the textures in the multi render target.
  113259. * Be carrefull as it will recreate all the data in the new texture.
  113260. * @param size Define the new size
  113261. */
  113262. resize(size: any): void;
  113263. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  113264. /**
  113265. * Dispose the render targets and their associated resources
  113266. */
  113267. dispose(): void;
  113268. /**
  113269. * Release all the underlying texture used as draw buffers.
  113270. */
  113271. releaseInternalTextures(): void;
  113272. }
  113273. }
  113274. declare module BABYLON {
  113275. interface ThinEngine {
  113276. /**
  113277. * Unbind a list of render target textures from the webGL context
  113278. * This is used only when drawBuffer extension or webGL2 are active
  113279. * @param textures defines the render target textures to unbind
  113280. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  113281. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  113282. */
  113283. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  113284. /**
  113285. * Create a multi render target texture
  113286. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  113287. * @param size defines the size of the texture
  113288. * @param options defines the creation options
  113289. * @returns the cube texture as an InternalTexture
  113290. */
  113291. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  113292. /**
  113293. * Update the sample count for a given multiple render target texture
  113294. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  113295. * @param textures defines the textures to update
  113296. * @param samples defines the sample count to set
  113297. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  113298. */
  113299. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  113300. }
  113301. }
  113302. declare module BABYLON {
  113303. /**
  113304. * Class used to define an additional view for the engine
  113305. * @see https://doc.babylonjs.com/how_to/multi_canvases
  113306. */
  113307. export class EngineView {
  113308. /** Defines the canvas where to render the view */
  113309. target: HTMLCanvasElement;
  113310. /** Defines an optional camera used to render the view (will use active camera else) */
  113311. camera?: Camera;
  113312. }
  113313. interface Engine {
  113314. /**
  113315. * Gets or sets the HTML element to use for attaching events
  113316. */
  113317. inputElement: Nullable<HTMLElement>;
  113318. /**
  113319. * Gets the current engine view
  113320. * @see https://doc.babylonjs.com/how_to/multi_canvases
  113321. */
  113322. activeView: Nullable<EngineView>;
  113323. /** Gets or sets the list of views */
  113324. views: EngineView[];
  113325. /**
  113326. * Register a new child canvas
  113327. * @param canvas defines the canvas to register
  113328. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  113329. * @returns the associated view
  113330. */
  113331. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  113332. /**
  113333. * Remove a registered child canvas
  113334. * @param canvas defines the canvas to remove
  113335. * @returns the current engine
  113336. */
  113337. unRegisterView(canvas: HTMLCanvasElement): Engine;
  113338. }
  113339. }
  113340. declare module BABYLON {
  113341. /**
  113342. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  113343. */
  113344. export interface CubeMapInfo {
  113345. /**
  113346. * The pixel array for the front face.
  113347. * This is stored in format, left to right, up to down format.
  113348. */
  113349. front: Nullable<ArrayBufferView>;
  113350. /**
  113351. * The pixel array for the back face.
  113352. * This is stored in format, left to right, up to down format.
  113353. */
  113354. back: Nullable<ArrayBufferView>;
  113355. /**
  113356. * The pixel array for the left face.
  113357. * This is stored in format, left to right, up to down format.
  113358. */
  113359. left: Nullable<ArrayBufferView>;
  113360. /**
  113361. * The pixel array for the right face.
  113362. * This is stored in format, left to right, up to down format.
  113363. */
  113364. right: Nullable<ArrayBufferView>;
  113365. /**
  113366. * The pixel array for the up face.
  113367. * This is stored in format, left to right, up to down format.
  113368. */
  113369. up: Nullable<ArrayBufferView>;
  113370. /**
  113371. * The pixel array for the down face.
  113372. * This is stored in format, left to right, up to down format.
  113373. */
  113374. down: Nullable<ArrayBufferView>;
  113375. /**
  113376. * The size of the cubemap stored.
  113377. *
  113378. * Each faces will be size * size pixels.
  113379. */
  113380. size: number;
  113381. /**
  113382. * The format of the texture.
  113383. *
  113384. * RGBA, RGB.
  113385. */
  113386. format: number;
  113387. /**
  113388. * The type of the texture data.
  113389. *
  113390. * UNSIGNED_INT, FLOAT.
  113391. */
  113392. type: number;
  113393. /**
  113394. * Specifies whether the texture is in gamma space.
  113395. */
  113396. gammaSpace: boolean;
  113397. }
  113398. /**
  113399. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  113400. */
  113401. export class PanoramaToCubeMapTools {
  113402. private static FACE_FRONT;
  113403. private static FACE_BACK;
  113404. private static FACE_RIGHT;
  113405. private static FACE_LEFT;
  113406. private static FACE_DOWN;
  113407. private static FACE_UP;
  113408. /**
  113409. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  113410. *
  113411. * @param float32Array The source data.
  113412. * @param inputWidth The width of the input panorama.
  113413. * @param inputHeight The height of the input panorama.
  113414. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  113415. * @return The cubemap data
  113416. */
  113417. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  113418. private static CreateCubemapTexture;
  113419. private static CalcProjectionSpherical;
  113420. }
  113421. }
  113422. declare module BABYLON {
  113423. /**
  113424. * Helper class dealing with the extraction of spherical polynomial dataArray
  113425. * from a cube map.
  113426. */
  113427. export class CubeMapToSphericalPolynomialTools {
  113428. private static FileFaces;
  113429. /**
  113430. * Converts a texture to the according Spherical Polynomial data.
  113431. * This extracts the first 3 orders only as they are the only one used in the lighting.
  113432. *
  113433. * @param texture The texture to extract the information from.
  113434. * @return The Spherical Polynomial data.
  113435. */
  113436. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  113437. /**
  113438. * Converts a cubemap to the according Spherical Polynomial data.
  113439. * This extracts the first 3 orders only as they are the only one used in the lighting.
  113440. *
  113441. * @param cubeInfo The Cube map to extract the information from.
  113442. * @return The Spherical Polynomial data.
  113443. */
  113444. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  113445. }
  113446. }
  113447. declare module BABYLON {
  113448. interface BaseTexture {
  113449. /**
  113450. * Get the polynomial representation of the texture data.
  113451. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  113452. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  113453. */
  113454. sphericalPolynomial: Nullable<SphericalPolynomial>;
  113455. }
  113456. }
  113457. declare module BABYLON {
  113458. /** @hidden */
  113459. export var rgbdEncodePixelShader: {
  113460. name: string;
  113461. shader: string;
  113462. };
  113463. }
  113464. declare module BABYLON {
  113465. /** @hidden */
  113466. export var rgbdDecodePixelShader: {
  113467. name: string;
  113468. shader: string;
  113469. };
  113470. }
  113471. declare module BABYLON {
  113472. /**
  113473. * Raw texture data and descriptor sufficient for WebGL texture upload
  113474. */
  113475. export interface EnvironmentTextureInfo {
  113476. /**
  113477. * Version of the environment map
  113478. */
  113479. version: number;
  113480. /**
  113481. * Width of image
  113482. */
  113483. width: number;
  113484. /**
  113485. * Irradiance information stored in the file.
  113486. */
  113487. irradiance: any;
  113488. /**
  113489. * Specular information stored in the file.
  113490. */
  113491. specular: any;
  113492. }
  113493. /**
  113494. * Defines One Image in the file. It requires only the position in the file
  113495. * as well as the length.
  113496. */
  113497. interface BufferImageData {
  113498. /**
  113499. * Length of the image data.
  113500. */
  113501. length: number;
  113502. /**
  113503. * Position of the data from the null terminator delimiting the end of the JSON.
  113504. */
  113505. position: number;
  113506. }
  113507. /**
  113508. * Defines the specular data enclosed in the file.
  113509. * This corresponds to the version 1 of the data.
  113510. */
  113511. export interface EnvironmentTextureSpecularInfoV1 {
  113512. /**
  113513. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  113514. */
  113515. specularDataPosition?: number;
  113516. /**
  113517. * This contains all the images data needed to reconstruct the cubemap.
  113518. */
  113519. mipmaps: Array<BufferImageData>;
  113520. /**
  113521. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  113522. */
  113523. lodGenerationScale: number;
  113524. }
  113525. /**
  113526. * Sets of helpers addressing the serialization and deserialization of environment texture
  113527. * stored in a BabylonJS env file.
  113528. * Those files are usually stored as .env files.
  113529. */
  113530. export class EnvironmentTextureTools {
  113531. /**
  113532. * Magic number identifying the env file.
  113533. */
  113534. private static _MagicBytes;
  113535. /**
  113536. * Gets the environment info from an env file.
  113537. * @param data The array buffer containing the .env bytes.
  113538. * @returns the environment file info (the json header) if successfully parsed.
  113539. */
  113540. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  113541. /**
  113542. * Creates an environment texture from a loaded cube texture.
  113543. * @param texture defines the cube texture to convert in env file
  113544. * @return a promise containing the environment data if succesfull.
  113545. */
  113546. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  113547. /**
  113548. * Creates a JSON representation of the spherical data.
  113549. * @param texture defines the texture containing the polynomials
  113550. * @return the JSON representation of the spherical info
  113551. */
  113552. private static _CreateEnvTextureIrradiance;
  113553. /**
  113554. * Creates the ArrayBufferViews used for initializing environment texture image data.
  113555. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  113556. * @param info parameters that determine what views will be created for accessing the underlying buffer
  113557. * @return the views described by info providing access to the underlying buffer
  113558. */
  113559. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  113560. /**
  113561. * Uploads the texture info contained in the env file to the GPU.
  113562. * @param texture defines the internal texture to upload to
  113563. * @param arrayBuffer defines the buffer cotaining the data to load
  113564. * @param info defines the texture info retrieved through the GetEnvInfo method
  113565. * @returns a promise
  113566. */
  113567. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  113568. private static _OnImageReadyAsync;
  113569. /**
  113570. * Uploads the levels of image data to the GPU.
  113571. * @param texture defines the internal texture to upload to
  113572. * @param imageData defines the array buffer views of image data [mipmap][face]
  113573. * @returns a promise
  113574. */
  113575. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  113576. /**
  113577. * Uploads spherical polynomials information to the texture.
  113578. * @param texture defines the texture we are trying to upload the information to
  113579. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  113580. */
  113581. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  113582. /** @hidden */
  113583. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  113584. }
  113585. }
  113586. declare module BABYLON {
  113587. /**
  113588. * Contains position and normal vectors for a vertex
  113589. */
  113590. export class PositionNormalVertex {
  113591. /** the position of the vertex (defaut: 0,0,0) */
  113592. position: Vector3;
  113593. /** the normal of the vertex (defaut: 0,1,0) */
  113594. normal: Vector3;
  113595. /**
  113596. * Creates a PositionNormalVertex
  113597. * @param position the position of the vertex (defaut: 0,0,0)
  113598. * @param normal the normal of the vertex (defaut: 0,1,0)
  113599. */
  113600. constructor(
  113601. /** the position of the vertex (defaut: 0,0,0) */
  113602. position?: Vector3,
  113603. /** the normal of the vertex (defaut: 0,1,0) */
  113604. normal?: Vector3);
  113605. /**
  113606. * Clones the PositionNormalVertex
  113607. * @returns the cloned PositionNormalVertex
  113608. */
  113609. clone(): PositionNormalVertex;
  113610. }
  113611. /**
  113612. * Contains position, normal and uv vectors for a vertex
  113613. */
  113614. export class PositionNormalTextureVertex {
  113615. /** the position of the vertex (defaut: 0,0,0) */
  113616. position: Vector3;
  113617. /** the normal of the vertex (defaut: 0,1,0) */
  113618. normal: Vector3;
  113619. /** the uv of the vertex (default: 0,0) */
  113620. uv: Vector2;
  113621. /**
  113622. * Creates a PositionNormalTextureVertex
  113623. * @param position the position of the vertex (defaut: 0,0,0)
  113624. * @param normal the normal of the vertex (defaut: 0,1,0)
  113625. * @param uv the uv of the vertex (default: 0,0)
  113626. */
  113627. constructor(
  113628. /** the position of the vertex (defaut: 0,0,0) */
  113629. position?: Vector3,
  113630. /** the normal of the vertex (defaut: 0,1,0) */
  113631. normal?: Vector3,
  113632. /** the uv of the vertex (default: 0,0) */
  113633. uv?: Vector2);
  113634. /**
  113635. * Clones the PositionNormalTextureVertex
  113636. * @returns the cloned PositionNormalTextureVertex
  113637. */
  113638. clone(): PositionNormalTextureVertex;
  113639. }
  113640. }
  113641. declare module BABYLON {
  113642. /** @hidden */
  113643. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  113644. private _genericAttributeLocation;
  113645. private _varyingLocationCount;
  113646. private _varyingLocationMap;
  113647. private _replacements;
  113648. private _textureCount;
  113649. private _uniforms;
  113650. lineProcessor(line: string): string;
  113651. attributeProcessor(attribute: string): string;
  113652. varyingProcessor(varying: string, isFragment: boolean): string;
  113653. uniformProcessor(uniform: string): string;
  113654. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  113655. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  113656. }
  113657. }
  113658. declare module BABYLON {
  113659. /**
  113660. * Container for accessors for natively-stored mesh data buffers.
  113661. */
  113662. class NativeDataBuffer extends DataBuffer {
  113663. /**
  113664. * Accessor value used to identify/retrieve a natively-stored index buffer.
  113665. */
  113666. nativeIndexBuffer?: any;
  113667. /**
  113668. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  113669. */
  113670. nativeVertexBuffer?: any;
  113671. }
  113672. /** @hidden */
  113673. class NativeTexture extends InternalTexture {
  113674. getInternalTexture(): InternalTexture;
  113675. getViewCount(): number;
  113676. }
  113677. /** @hidden */
  113678. export class NativeEngine extends Engine {
  113679. private readonly _native;
  113680. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  113681. private readonly INVALID_HANDLE;
  113682. getHardwareScalingLevel(): number;
  113683. constructor();
  113684. /**
  113685. * Can be used to override the current requestAnimationFrame requester.
  113686. * @hidden
  113687. */
  113688. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  113689. /**
  113690. * Override default engine behavior.
  113691. * @param color
  113692. * @param backBuffer
  113693. * @param depth
  113694. * @param stencil
  113695. */
  113696. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  113697. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  113698. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  113699. createVertexBuffer(data: DataArray): NativeDataBuffer;
  113700. recordVertexArrayObject(vertexBuffers: {
  113701. [key: string]: VertexBuffer;
  113702. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  113703. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  113704. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  113705. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  113706. /**
  113707. * Draw a list of indexed primitives
  113708. * @param fillMode defines the primitive to use
  113709. * @param indexStart defines the starting index
  113710. * @param indexCount defines the number of index to draw
  113711. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113712. */
  113713. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  113714. /**
  113715. * Draw a list of unindexed primitives
  113716. * @param fillMode defines the primitive to use
  113717. * @param verticesStart defines the index of first vertex to draw
  113718. * @param verticesCount defines the count of vertices to draw
  113719. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113720. */
  113721. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  113722. createPipelineContext(): IPipelineContext;
  113723. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  113724. /** @hidden */
  113725. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  113726. /** @hidden */
  113727. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  113728. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  113729. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  113730. protected _setProgram(program: WebGLProgram): void;
  113731. _releaseEffect(effect: Effect): void;
  113732. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  113733. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  113734. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  113735. bindSamplers(effect: Effect): void;
  113736. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  113737. getRenderWidth(useScreen?: boolean): number;
  113738. getRenderHeight(useScreen?: boolean): number;
  113739. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  113740. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  113741. /**
  113742. * Set the z offset to apply to current rendering
  113743. * @param value defines the offset to apply
  113744. */
  113745. setZOffset(value: number): void;
  113746. /**
  113747. * Gets the current value of the zOffset
  113748. * @returns the current zOffset state
  113749. */
  113750. getZOffset(): number;
  113751. /**
  113752. * Enable or disable depth buffering
  113753. * @param enable defines the state to set
  113754. */
  113755. setDepthBuffer(enable: boolean): void;
  113756. /**
  113757. * Gets a boolean indicating if depth writing is enabled
  113758. * @returns the current depth writing state
  113759. */
  113760. getDepthWrite(): boolean;
  113761. /**
  113762. * Enable or disable depth writing
  113763. * @param enable defines the state to set
  113764. */
  113765. setDepthWrite(enable: boolean): void;
  113766. /**
  113767. * Enable or disable color writing
  113768. * @param enable defines the state to set
  113769. */
  113770. setColorWrite(enable: boolean): void;
  113771. /**
  113772. * Gets a boolean indicating if color writing is enabled
  113773. * @returns the current color writing state
  113774. */
  113775. getColorWrite(): boolean;
  113776. /**
  113777. * Sets alpha constants used by some alpha blending modes
  113778. * @param r defines the red component
  113779. * @param g defines the green component
  113780. * @param b defines the blue component
  113781. * @param a defines the alpha component
  113782. */
  113783. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  113784. /**
  113785. * Sets the current alpha mode
  113786. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  113787. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  113788. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113789. */
  113790. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  113791. /**
  113792. * Gets the current alpha mode
  113793. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113794. * @returns the current alpha mode
  113795. */
  113796. getAlphaMode(): number;
  113797. setInt(uniform: WebGLUniformLocation, int: number): void;
  113798. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  113799. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  113800. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  113801. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  113802. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  113803. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  113804. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  113805. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  113806. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  113807. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  113808. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  113809. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  113810. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  113811. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113812. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113813. setFloat(uniform: WebGLUniformLocation, value: number): void;
  113814. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  113815. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  113816. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  113817. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  113818. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  113819. wipeCaches(bruteForce?: boolean): void;
  113820. _createTexture(): WebGLTexture;
  113821. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  113822. /**
  113823. * Usually called from BABYLON.Texture.ts.
  113824. * Passed information to create a WebGLTexture
  113825. * @param urlArg defines a value which contains one of the following:
  113826. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  113827. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  113828. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  113829. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  113830. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  113831. * @param scene needed for loading to the correct scene
  113832. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113833. * @param onLoad optional callback to be called upon successful completion
  113834. * @param onError optional callback to be called upon failure
  113835. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  113836. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  113837. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  113838. * @param forcedExtension defines the extension to use to pick the right loader
  113839. * @returns a InternalTexture for assignment back into BABYLON.Texture
  113840. */
  113841. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  113842. /**
  113843. * Creates a cube texture
  113844. * @param rootUrl defines the url where the files to load is located
  113845. * @param scene defines the current scene
  113846. * @param files defines the list of files to load (1 per face)
  113847. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  113848. * @param onLoad defines an optional callback raised when the texture is loaded
  113849. * @param onError defines an optional callback raised if there is an issue to load the texture
  113850. * @param format defines the format of the data
  113851. * @param forcedExtension defines the extension to use to pick the right loader
  113852. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  113853. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  113854. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  113855. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  113856. * @returns the cube texture as an InternalTexture
  113857. */
  113858. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  113859. private _getSamplingFilter;
  113860. private static _GetNativeTextureFormat;
  113861. createRenderTargetTexture(size: number | {
  113862. width: number;
  113863. height: number;
  113864. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  113865. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  113866. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  113867. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  113868. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  113869. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  113870. /**
  113871. * Updates a dynamic vertex buffer.
  113872. * @param vertexBuffer the vertex buffer to update
  113873. * @param data the data used to update the vertex buffer
  113874. * @param byteOffset the byte offset of the data (optional)
  113875. * @param byteLength the byte length of the data (optional)
  113876. */
  113877. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  113878. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  113879. private _updateAnisotropicLevel;
  113880. private _getAddressMode;
  113881. /** @hidden */
  113882. _bindTexture(channel: number, texture: InternalTexture): void;
  113883. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  113884. releaseEffects(): void;
  113885. /** @hidden */
  113886. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113887. /** @hidden */
  113888. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113889. /** @hidden */
  113890. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113891. /** @hidden */
  113892. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  113893. }
  113894. }
  113895. declare module BABYLON {
  113896. /**
  113897. * Gather the list of clipboard event types as constants.
  113898. */
  113899. export class ClipboardEventTypes {
  113900. /**
  113901. * The clipboard event is fired when a copy command is active (pressed).
  113902. */
  113903. static readonly COPY: number;
  113904. /**
  113905. * The clipboard event is fired when a cut command is active (pressed).
  113906. */
  113907. static readonly CUT: number;
  113908. /**
  113909. * The clipboard event is fired when a paste command is active (pressed).
  113910. */
  113911. static readonly PASTE: number;
  113912. }
  113913. /**
  113914. * This class is used to store clipboard related info for the onClipboardObservable event.
  113915. */
  113916. export class ClipboardInfo {
  113917. /**
  113918. * Defines the type of event (BABYLON.ClipboardEventTypes)
  113919. */
  113920. type: number;
  113921. /**
  113922. * Defines the related dom event
  113923. */
  113924. event: ClipboardEvent;
  113925. /**
  113926. *Creates an instance of ClipboardInfo.
  113927. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  113928. * @param event Defines the related dom event
  113929. */
  113930. constructor(
  113931. /**
  113932. * Defines the type of event (BABYLON.ClipboardEventTypes)
  113933. */
  113934. type: number,
  113935. /**
  113936. * Defines the related dom event
  113937. */
  113938. event: ClipboardEvent);
  113939. /**
  113940. * Get the clipboard event's type from the keycode.
  113941. * @param keyCode Defines the keyCode for the current keyboard event.
  113942. * @return {number}
  113943. */
  113944. static GetTypeFromCharacter(keyCode: number): number;
  113945. }
  113946. }
  113947. declare module BABYLON {
  113948. /**
  113949. * Google Daydream controller
  113950. */
  113951. export class DaydreamController extends WebVRController {
  113952. /**
  113953. * Base Url for the controller model.
  113954. */
  113955. static MODEL_BASE_URL: string;
  113956. /**
  113957. * File name for the controller model.
  113958. */
  113959. static MODEL_FILENAME: string;
  113960. /**
  113961. * Gamepad Id prefix used to identify Daydream Controller.
  113962. */
  113963. static readonly GAMEPAD_ID_PREFIX: string;
  113964. /**
  113965. * Creates a new DaydreamController from a gamepad
  113966. * @param vrGamepad the gamepad that the controller should be created from
  113967. */
  113968. constructor(vrGamepad: any);
  113969. /**
  113970. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  113971. * @param scene scene in which to add meshes
  113972. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  113973. */
  113974. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  113975. /**
  113976. * Called once for each button that changed state since the last frame
  113977. * @param buttonIdx Which button index changed
  113978. * @param state New state of the button
  113979. * @param changes Which properties on the state changed since last frame
  113980. */
  113981. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  113982. }
  113983. }
  113984. declare module BABYLON {
  113985. /**
  113986. * Gear VR Controller
  113987. */
  113988. export class GearVRController extends WebVRController {
  113989. /**
  113990. * Base Url for the controller model.
  113991. */
  113992. static MODEL_BASE_URL: string;
  113993. /**
  113994. * File name for the controller model.
  113995. */
  113996. static MODEL_FILENAME: string;
  113997. /**
  113998. * Gamepad Id prefix used to identify this controller.
  113999. */
  114000. static readonly GAMEPAD_ID_PREFIX: string;
  114001. private readonly _buttonIndexToObservableNameMap;
  114002. /**
  114003. * Creates a new GearVRController from a gamepad
  114004. * @param vrGamepad the gamepad that the controller should be created from
  114005. */
  114006. constructor(vrGamepad: any);
  114007. /**
  114008. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  114009. * @param scene scene in which to add meshes
  114010. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  114011. */
  114012. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  114013. /**
  114014. * Called once for each button that changed state since the last frame
  114015. * @param buttonIdx Which button index changed
  114016. * @param state New state of the button
  114017. * @param changes Which properties on the state changed since last frame
  114018. */
  114019. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  114020. }
  114021. }
  114022. declare module BABYLON {
  114023. /**
  114024. * Class containing static functions to help procedurally build meshes
  114025. */
  114026. export class PolyhedronBuilder {
  114027. /**
  114028. * Creates a polyhedron mesh
  114029. * * 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
  114030. * * The parameter `size` (positive float, default 1) sets the polygon size
  114031. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  114032. * * 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`
  114033. * * 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
  114034. * * 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)`)
  114035. * * 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
  114036. * * 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
  114037. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114038. * * 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
  114039. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114040. * @param name defines the name of the mesh
  114041. * @param options defines the options used to create the mesh
  114042. * @param scene defines the hosting scene
  114043. * @returns the polyhedron mesh
  114044. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  114045. */
  114046. static CreatePolyhedron(name: string, options: {
  114047. type?: number;
  114048. size?: number;
  114049. sizeX?: number;
  114050. sizeY?: number;
  114051. sizeZ?: number;
  114052. custom?: any;
  114053. faceUV?: Vector4[];
  114054. faceColors?: Color4[];
  114055. flat?: boolean;
  114056. updatable?: boolean;
  114057. sideOrientation?: number;
  114058. frontUVs?: Vector4;
  114059. backUVs?: Vector4;
  114060. }, scene?: Nullable<Scene>): Mesh;
  114061. }
  114062. }
  114063. declare module BABYLON {
  114064. /**
  114065. * Gizmo that enables scaling a mesh along 3 axis
  114066. */
  114067. export class ScaleGizmo extends Gizmo {
  114068. /**
  114069. * Internal gizmo used for interactions on the x axis
  114070. */
  114071. xGizmo: AxisScaleGizmo;
  114072. /**
  114073. * Internal gizmo used for interactions on the y axis
  114074. */
  114075. yGizmo: AxisScaleGizmo;
  114076. /**
  114077. * Internal gizmo used for interactions on the z axis
  114078. */
  114079. zGizmo: AxisScaleGizmo;
  114080. /**
  114081. * Internal gizmo used to scale all axis equally
  114082. */
  114083. uniformScaleGizmo: AxisScaleGizmo;
  114084. private _meshAttached;
  114085. private _updateGizmoRotationToMatchAttachedMesh;
  114086. private _snapDistance;
  114087. private _scaleRatio;
  114088. private _uniformScalingMesh;
  114089. private _octahedron;
  114090. private _sensitivity;
  114091. /** Fires an event when any of it's sub gizmos are dragged */
  114092. onDragStartObservable: Observable<unknown>;
  114093. /** Fires an event when any of it's sub gizmos are released from dragging */
  114094. onDragEndObservable: Observable<unknown>;
  114095. attachedMesh: Nullable<AbstractMesh>;
  114096. /**
  114097. * Creates a ScaleGizmo
  114098. * @param gizmoLayer The utility layer the gizmo will be added to
  114099. */
  114100. constructor(gizmoLayer?: UtilityLayerRenderer);
  114101. updateGizmoRotationToMatchAttachedMesh: boolean;
  114102. /**
  114103. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114104. */
  114105. snapDistance: number;
  114106. /**
  114107. * Ratio for the scale of the gizmo (Default: 1)
  114108. */
  114109. scaleRatio: number;
  114110. /**
  114111. * Sensitivity factor for dragging (Default: 1)
  114112. */
  114113. sensitivity: number;
  114114. /**
  114115. * Disposes of the gizmo
  114116. */
  114117. dispose(): void;
  114118. }
  114119. }
  114120. declare module BABYLON {
  114121. /**
  114122. * Single axis scale gizmo
  114123. */
  114124. export class AxisScaleGizmo extends Gizmo {
  114125. /**
  114126. * Drag behavior responsible for the gizmos dragging interactions
  114127. */
  114128. dragBehavior: PointerDragBehavior;
  114129. private _pointerObserver;
  114130. /**
  114131. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114132. */
  114133. snapDistance: number;
  114134. /**
  114135. * Event that fires each time the gizmo snaps to a new location.
  114136. * * snapDistance is the the change in distance
  114137. */
  114138. onSnapObservable: Observable<{
  114139. snapDistance: number;
  114140. }>;
  114141. /**
  114142. * If the scaling operation should be done on all axis (default: false)
  114143. */
  114144. uniformScaling: boolean;
  114145. /**
  114146. * Custom sensitivity value for the drag strength
  114147. */
  114148. sensitivity: number;
  114149. private _isEnabled;
  114150. private _parent;
  114151. private _arrow;
  114152. private _coloredMaterial;
  114153. private _hoverMaterial;
  114154. /**
  114155. * Creates an AxisScaleGizmo
  114156. * @param gizmoLayer The utility layer the gizmo will be added to
  114157. * @param dragAxis The axis which the gizmo will be able to scale on
  114158. * @param color The color of the gizmo
  114159. */
  114160. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  114161. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114162. /**
  114163. * If the gizmo is enabled
  114164. */
  114165. isEnabled: boolean;
  114166. /**
  114167. * Disposes of the gizmo
  114168. */
  114169. dispose(): void;
  114170. /**
  114171. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  114172. * @param mesh The mesh to replace the default mesh of the gizmo
  114173. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  114174. */
  114175. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  114176. }
  114177. }
  114178. declare module BABYLON {
  114179. /**
  114180. * Bounding box gizmo
  114181. */
  114182. export class BoundingBoxGizmo extends Gizmo {
  114183. private _lineBoundingBox;
  114184. private _rotateSpheresParent;
  114185. private _scaleBoxesParent;
  114186. private _boundingDimensions;
  114187. private _renderObserver;
  114188. private _pointerObserver;
  114189. private _scaleDragSpeed;
  114190. private _tmpQuaternion;
  114191. private _tmpVector;
  114192. private _tmpRotationMatrix;
  114193. /**
  114194. * 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)
  114195. */
  114196. ignoreChildren: boolean;
  114197. /**
  114198. * 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)
  114199. */
  114200. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  114201. /**
  114202. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  114203. */
  114204. rotationSphereSize: number;
  114205. /**
  114206. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  114207. */
  114208. scaleBoxSize: number;
  114209. /**
  114210. * 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)
  114211. */
  114212. fixedDragMeshScreenSize: boolean;
  114213. /**
  114214. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  114215. */
  114216. fixedDragMeshScreenSizeDistanceFactor: number;
  114217. /**
  114218. * Fired when a rotation sphere or scale box is dragged
  114219. */
  114220. onDragStartObservable: Observable<{}>;
  114221. /**
  114222. * Fired when a scale box is dragged
  114223. */
  114224. onScaleBoxDragObservable: Observable<{}>;
  114225. /**
  114226. * Fired when a scale box drag is ended
  114227. */
  114228. onScaleBoxDragEndObservable: Observable<{}>;
  114229. /**
  114230. * Fired when a rotation sphere is dragged
  114231. */
  114232. onRotationSphereDragObservable: Observable<{}>;
  114233. /**
  114234. * Fired when a rotation sphere drag is ended
  114235. */
  114236. onRotationSphereDragEndObservable: Observable<{}>;
  114237. /**
  114238. * 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)
  114239. */
  114240. scalePivot: Nullable<Vector3>;
  114241. /**
  114242. * Mesh used as a pivot to rotate the attached mesh
  114243. */
  114244. private _anchorMesh;
  114245. private _existingMeshScale;
  114246. private _dragMesh;
  114247. private pointerDragBehavior;
  114248. private coloredMaterial;
  114249. private hoverColoredMaterial;
  114250. /**
  114251. * Sets the color of the bounding box gizmo
  114252. * @param color the color to set
  114253. */
  114254. setColor(color: Color3): void;
  114255. /**
  114256. * Creates an BoundingBoxGizmo
  114257. * @param gizmoLayer The utility layer the gizmo will be added to
  114258. * @param color The color of the gizmo
  114259. */
  114260. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  114261. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114262. private _selectNode;
  114263. /**
  114264. * Updates the bounding box information for the Gizmo
  114265. */
  114266. updateBoundingBox(): void;
  114267. private _updateRotationSpheres;
  114268. private _updateScaleBoxes;
  114269. /**
  114270. * Enables rotation on the specified axis and disables rotation on the others
  114271. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  114272. */
  114273. setEnabledRotationAxis(axis: string): void;
  114274. /**
  114275. * Enables/disables scaling
  114276. * @param enable if scaling should be enabled
  114277. */
  114278. setEnabledScaling(enable: boolean): void;
  114279. private _updateDummy;
  114280. /**
  114281. * Enables a pointer drag behavior on the bounding box of the gizmo
  114282. */
  114283. enableDragBehavior(): void;
  114284. /**
  114285. * Disposes of the gizmo
  114286. */
  114287. dispose(): void;
  114288. /**
  114289. * 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)
  114290. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  114291. * @returns the bounding box mesh with the passed in mesh as a child
  114292. */
  114293. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  114294. /**
  114295. * CustomMeshes are not supported by this gizmo
  114296. * @param mesh The mesh to replace the default mesh of the gizmo
  114297. */
  114298. setCustomMesh(mesh: Mesh): void;
  114299. }
  114300. }
  114301. declare module BABYLON {
  114302. /**
  114303. * Single plane rotation gizmo
  114304. */
  114305. export class PlaneRotationGizmo extends Gizmo {
  114306. /**
  114307. * Drag behavior responsible for the gizmos dragging interactions
  114308. */
  114309. dragBehavior: PointerDragBehavior;
  114310. private _pointerObserver;
  114311. /**
  114312. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  114313. */
  114314. snapDistance: number;
  114315. /**
  114316. * Event that fires each time the gizmo snaps to a new location.
  114317. * * snapDistance is the the change in distance
  114318. */
  114319. onSnapObservable: Observable<{
  114320. snapDistance: number;
  114321. }>;
  114322. private _isEnabled;
  114323. private _parent;
  114324. /**
  114325. * Creates a PlaneRotationGizmo
  114326. * @param gizmoLayer The utility layer the gizmo will be added to
  114327. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  114328. * @param color The color of the gizmo
  114329. * @param tessellation Amount of tessellation to be used when creating rotation circles
  114330. * @param useEulerRotation Use and update Euler angle instead of quaternion
  114331. */
  114332. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  114333. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114334. /**
  114335. * If the gizmo is enabled
  114336. */
  114337. isEnabled: boolean;
  114338. /**
  114339. * Disposes of the gizmo
  114340. */
  114341. dispose(): void;
  114342. }
  114343. }
  114344. declare module BABYLON {
  114345. /**
  114346. * Gizmo that enables rotating a mesh along 3 axis
  114347. */
  114348. export class RotationGizmo extends Gizmo {
  114349. /**
  114350. * Internal gizmo used for interactions on the x axis
  114351. */
  114352. xGizmo: PlaneRotationGizmo;
  114353. /**
  114354. * Internal gizmo used for interactions on the y axis
  114355. */
  114356. yGizmo: PlaneRotationGizmo;
  114357. /**
  114358. * Internal gizmo used for interactions on the z axis
  114359. */
  114360. zGizmo: PlaneRotationGizmo;
  114361. /** Fires an event when any of it's sub gizmos are dragged */
  114362. onDragStartObservable: Observable<unknown>;
  114363. /** Fires an event when any of it's sub gizmos are released from dragging */
  114364. onDragEndObservable: Observable<unknown>;
  114365. private _meshAttached;
  114366. attachedMesh: Nullable<AbstractMesh>;
  114367. /**
  114368. * Creates a RotationGizmo
  114369. * @param gizmoLayer The utility layer the gizmo will be added to
  114370. * @param tessellation Amount of tessellation to be used when creating rotation circles
  114371. * @param useEulerRotation Use and update Euler angle instead of quaternion
  114372. */
  114373. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  114374. updateGizmoRotationToMatchAttachedMesh: boolean;
  114375. /**
  114376. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114377. */
  114378. snapDistance: number;
  114379. /**
  114380. * Ratio for the scale of the gizmo (Default: 1)
  114381. */
  114382. scaleRatio: number;
  114383. /**
  114384. * Disposes of the gizmo
  114385. */
  114386. dispose(): void;
  114387. /**
  114388. * CustomMeshes are not supported by this gizmo
  114389. * @param mesh The mesh to replace the default mesh of the gizmo
  114390. */
  114391. setCustomMesh(mesh: Mesh): void;
  114392. }
  114393. }
  114394. declare module BABYLON {
  114395. /**
  114396. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  114397. */
  114398. export class GizmoManager implements IDisposable {
  114399. private scene;
  114400. /**
  114401. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  114402. */
  114403. gizmos: {
  114404. positionGizmo: Nullable<PositionGizmo>;
  114405. rotationGizmo: Nullable<RotationGizmo>;
  114406. scaleGizmo: Nullable<ScaleGizmo>;
  114407. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  114408. };
  114409. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  114410. clearGizmoOnEmptyPointerEvent: boolean;
  114411. /** Fires an event when the manager is attached to a mesh */
  114412. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  114413. private _gizmosEnabled;
  114414. private _pointerObserver;
  114415. private _attachedMesh;
  114416. private _boundingBoxColor;
  114417. private _defaultUtilityLayer;
  114418. private _defaultKeepDepthUtilityLayer;
  114419. /**
  114420. * When bounding box gizmo is enabled, this can be used to track drag/end events
  114421. */
  114422. boundingBoxDragBehavior: SixDofDragBehavior;
  114423. /**
  114424. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  114425. */
  114426. attachableMeshes: Nullable<Array<AbstractMesh>>;
  114427. /**
  114428. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  114429. */
  114430. usePointerToAttachGizmos: boolean;
  114431. /**
  114432. * Utility layer that the bounding box gizmo belongs to
  114433. */
  114434. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  114435. /**
  114436. * Utility layer that all gizmos besides bounding box belong to
  114437. */
  114438. readonly utilityLayer: UtilityLayerRenderer;
  114439. /**
  114440. * Instatiates a gizmo manager
  114441. * @param scene the scene to overlay the gizmos on top of
  114442. */
  114443. constructor(scene: Scene);
  114444. /**
  114445. * Attaches a set of gizmos to the specified mesh
  114446. * @param mesh The mesh the gizmo's should be attached to
  114447. */
  114448. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  114449. /**
  114450. * If the position gizmo is enabled
  114451. */
  114452. positionGizmoEnabled: boolean;
  114453. /**
  114454. * If the rotation gizmo is enabled
  114455. */
  114456. rotationGizmoEnabled: boolean;
  114457. /**
  114458. * If the scale gizmo is enabled
  114459. */
  114460. scaleGizmoEnabled: boolean;
  114461. /**
  114462. * If the boundingBox gizmo is enabled
  114463. */
  114464. boundingBoxGizmoEnabled: boolean;
  114465. /**
  114466. * Disposes of the gizmo manager
  114467. */
  114468. dispose(): void;
  114469. }
  114470. }
  114471. declare module BABYLON {
  114472. /**
  114473. * A directional light is defined by a direction (what a surprise!).
  114474. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  114475. * 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.
  114476. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114477. */
  114478. export class DirectionalLight extends ShadowLight {
  114479. private _shadowFrustumSize;
  114480. /**
  114481. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  114482. */
  114483. /**
  114484. * Specifies a fix frustum size for the shadow generation.
  114485. */
  114486. shadowFrustumSize: number;
  114487. private _shadowOrthoScale;
  114488. /**
  114489. * Gets the shadow projection scale against the optimal computed one.
  114490. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  114491. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  114492. */
  114493. /**
  114494. * Sets the shadow projection scale against the optimal computed one.
  114495. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  114496. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  114497. */
  114498. shadowOrthoScale: number;
  114499. /**
  114500. * Automatically compute the projection matrix to best fit (including all the casters)
  114501. * on each frame.
  114502. */
  114503. autoUpdateExtends: boolean;
  114504. private _orthoLeft;
  114505. private _orthoRight;
  114506. private _orthoTop;
  114507. private _orthoBottom;
  114508. /**
  114509. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  114510. * The directional light is emitted from everywhere in the given direction.
  114511. * It can cast shadows.
  114512. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114513. * @param name The friendly name of the light
  114514. * @param direction The direction of the light
  114515. * @param scene The scene the light belongs to
  114516. */
  114517. constructor(name: string, direction: Vector3, scene: Scene);
  114518. /**
  114519. * Returns the string "DirectionalLight".
  114520. * @return The class name
  114521. */
  114522. getClassName(): string;
  114523. /**
  114524. * Returns the integer 1.
  114525. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114526. */
  114527. getTypeID(): number;
  114528. /**
  114529. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  114530. * Returns the DirectionalLight Shadow projection matrix.
  114531. */
  114532. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114533. /**
  114534. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  114535. * Returns the DirectionalLight Shadow projection matrix.
  114536. */
  114537. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  114538. /**
  114539. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  114540. * Returns the DirectionalLight Shadow projection matrix.
  114541. */
  114542. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114543. protected _buildUniformLayout(): void;
  114544. /**
  114545. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  114546. * @param effect The effect to update
  114547. * @param lightIndex The index of the light in the effect to update
  114548. * @returns The directional light
  114549. */
  114550. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  114551. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  114552. /**
  114553. * Gets the minZ used for shadow according to both the scene and the light.
  114554. *
  114555. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114556. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114557. * @param activeCamera The camera we are returning the min for
  114558. * @returns the depth min z
  114559. */
  114560. getDepthMinZ(activeCamera: Camera): number;
  114561. /**
  114562. * Gets the maxZ used for shadow according to both the scene and the light.
  114563. *
  114564. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114565. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114566. * @param activeCamera The camera we are returning the max for
  114567. * @returns the depth max z
  114568. */
  114569. getDepthMaxZ(activeCamera: Camera): number;
  114570. /**
  114571. * Prepares the list of defines specific to the light type.
  114572. * @param defines the list of defines
  114573. * @param lightIndex defines the index of the light for the effect
  114574. */
  114575. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114576. }
  114577. }
  114578. declare module BABYLON {
  114579. /**
  114580. * Class containing static functions to help procedurally build meshes
  114581. */
  114582. export class HemisphereBuilder {
  114583. /**
  114584. * Creates a hemisphere mesh
  114585. * @param name defines the name of the mesh
  114586. * @param options defines the options used to create the mesh
  114587. * @param scene defines the hosting scene
  114588. * @returns the hemisphere mesh
  114589. */
  114590. static CreateHemisphere(name: string, options: {
  114591. segments?: number;
  114592. diameter?: number;
  114593. sideOrientation?: number;
  114594. }, scene: any): Mesh;
  114595. }
  114596. }
  114597. declare module BABYLON {
  114598. /**
  114599. * A spot light is defined by a position, a direction, an angle, and an exponent.
  114600. * These values define a cone of light starting from the position, emitting toward the direction.
  114601. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  114602. * and the exponent defines the speed of the decay of the light with distance (reach).
  114603. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114604. */
  114605. export class SpotLight extends ShadowLight {
  114606. private _angle;
  114607. private _innerAngle;
  114608. private _cosHalfAngle;
  114609. private _lightAngleScale;
  114610. private _lightAngleOffset;
  114611. /**
  114612. * Gets the cone angle of the spot light in Radians.
  114613. */
  114614. /**
  114615. * Sets the cone angle of the spot light in Radians.
  114616. */
  114617. angle: number;
  114618. /**
  114619. * Only used in gltf falloff mode, this defines the angle where
  114620. * the directional falloff will start before cutting at angle which could be seen
  114621. * as outer angle.
  114622. */
  114623. /**
  114624. * Only used in gltf falloff mode, this defines the angle where
  114625. * the directional falloff will start before cutting at angle which could be seen
  114626. * as outer angle.
  114627. */
  114628. innerAngle: number;
  114629. private _shadowAngleScale;
  114630. /**
  114631. * Allows scaling the angle of the light for shadow generation only.
  114632. */
  114633. /**
  114634. * Allows scaling the angle of the light for shadow generation only.
  114635. */
  114636. shadowAngleScale: number;
  114637. /**
  114638. * The light decay speed with the distance from the emission spot.
  114639. */
  114640. exponent: number;
  114641. private _projectionTextureMatrix;
  114642. /**
  114643. * Allows reading the projecton texture
  114644. */
  114645. readonly projectionTextureMatrix: Matrix;
  114646. protected _projectionTextureLightNear: number;
  114647. /**
  114648. * Gets the near clip of the Spotlight for texture projection.
  114649. */
  114650. /**
  114651. * Sets the near clip of the Spotlight for texture projection.
  114652. */
  114653. projectionTextureLightNear: number;
  114654. protected _projectionTextureLightFar: number;
  114655. /**
  114656. * Gets the far clip of the Spotlight for texture projection.
  114657. */
  114658. /**
  114659. * Sets the far clip of the Spotlight for texture projection.
  114660. */
  114661. projectionTextureLightFar: number;
  114662. protected _projectionTextureUpDirection: Vector3;
  114663. /**
  114664. * Gets the Up vector of the Spotlight for texture projection.
  114665. */
  114666. /**
  114667. * Sets the Up vector of the Spotlight for texture projection.
  114668. */
  114669. projectionTextureUpDirection: Vector3;
  114670. private _projectionTexture;
  114671. /**
  114672. * Gets the projection texture of the light.
  114673. */
  114674. /**
  114675. * Sets the projection texture of the light.
  114676. */
  114677. projectionTexture: Nullable<BaseTexture>;
  114678. private _projectionTextureViewLightDirty;
  114679. private _projectionTextureProjectionLightDirty;
  114680. private _projectionTextureDirty;
  114681. private _projectionTextureViewTargetVector;
  114682. private _projectionTextureViewLightMatrix;
  114683. private _projectionTextureProjectionLightMatrix;
  114684. private _projectionTextureScalingMatrix;
  114685. /**
  114686. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  114687. * It can cast shadows.
  114688. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114689. * @param name The light friendly name
  114690. * @param position The position of the spot light in the scene
  114691. * @param direction The direction of the light in the scene
  114692. * @param angle The cone angle of the light in Radians
  114693. * @param exponent The light decay speed with the distance from the emission spot
  114694. * @param scene The scene the lights belongs to
  114695. */
  114696. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  114697. /**
  114698. * Returns the string "SpotLight".
  114699. * @returns the class name
  114700. */
  114701. getClassName(): string;
  114702. /**
  114703. * Returns the integer 2.
  114704. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114705. */
  114706. getTypeID(): number;
  114707. /**
  114708. * Overrides the direction setter to recompute the projection texture view light Matrix.
  114709. */
  114710. protected _setDirection(value: Vector3): void;
  114711. /**
  114712. * Overrides the position setter to recompute the projection texture view light Matrix.
  114713. */
  114714. protected _setPosition(value: Vector3): void;
  114715. /**
  114716. * 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.
  114717. * Returns the SpotLight.
  114718. */
  114719. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114720. protected _computeProjectionTextureViewLightMatrix(): void;
  114721. protected _computeProjectionTextureProjectionLightMatrix(): void;
  114722. /**
  114723. * Main function for light texture projection matrix computing.
  114724. */
  114725. protected _computeProjectionTextureMatrix(): void;
  114726. protected _buildUniformLayout(): void;
  114727. private _computeAngleValues;
  114728. /**
  114729. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  114730. * @param effect The effect to update
  114731. * @param lightIndex The index of the light in the effect to update
  114732. * @returns The spot light
  114733. */
  114734. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  114735. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  114736. /**
  114737. * Disposes the light and the associated resources.
  114738. */
  114739. dispose(): void;
  114740. /**
  114741. * Prepares the list of defines specific to the light type.
  114742. * @param defines the list of defines
  114743. * @param lightIndex defines the index of the light for the effect
  114744. */
  114745. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114746. }
  114747. }
  114748. declare module BABYLON {
  114749. /**
  114750. * Gizmo that enables viewing a light
  114751. */
  114752. export class LightGizmo extends Gizmo {
  114753. private _lightMesh;
  114754. private _material;
  114755. private _cachedPosition;
  114756. private _cachedForward;
  114757. private _attachedMeshParent;
  114758. /**
  114759. * Creates a LightGizmo
  114760. * @param gizmoLayer The utility layer the gizmo will be added to
  114761. */
  114762. constructor(gizmoLayer?: UtilityLayerRenderer);
  114763. private _light;
  114764. /**
  114765. * The light that the gizmo is attached to
  114766. */
  114767. light: Nullable<Light>;
  114768. /**
  114769. * Gets the material used to render the light gizmo
  114770. */
  114771. readonly material: StandardMaterial;
  114772. /**
  114773. * @hidden
  114774. * Updates the gizmo to match the attached mesh's position/rotation
  114775. */
  114776. protected _update(): void;
  114777. private static _Scale;
  114778. /**
  114779. * Creates the lines for a light mesh
  114780. */
  114781. private static _CreateLightLines;
  114782. /**
  114783. * Disposes of the light gizmo
  114784. */
  114785. dispose(): void;
  114786. private static _CreateHemisphericLightMesh;
  114787. private static _CreatePointLightMesh;
  114788. private static _CreateSpotLightMesh;
  114789. private static _CreateDirectionalLightMesh;
  114790. }
  114791. }
  114792. declare module BABYLON {
  114793. /** @hidden */
  114794. export var backgroundFragmentDeclaration: {
  114795. name: string;
  114796. shader: string;
  114797. };
  114798. }
  114799. declare module BABYLON {
  114800. /** @hidden */
  114801. export var backgroundUboDeclaration: {
  114802. name: string;
  114803. shader: string;
  114804. };
  114805. }
  114806. declare module BABYLON {
  114807. /** @hidden */
  114808. export var backgroundPixelShader: {
  114809. name: string;
  114810. shader: string;
  114811. };
  114812. }
  114813. declare module BABYLON {
  114814. /** @hidden */
  114815. export var backgroundVertexDeclaration: {
  114816. name: string;
  114817. shader: string;
  114818. };
  114819. }
  114820. declare module BABYLON {
  114821. /** @hidden */
  114822. export var backgroundVertexShader: {
  114823. name: string;
  114824. shader: string;
  114825. };
  114826. }
  114827. declare module BABYLON {
  114828. /**
  114829. * Background material used to create an efficient environement around your scene.
  114830. */
  114831. export class BackgroundMaterial extends PushMaterial {
  114832. /**
  114833. * Standard reflectance value at parallel view angle.
  114834. */
  114835. static StandardReflectance0: number;
  114836. /**
  114837. * Standard reflectance value at grazing angle.
  114838. */
  114839. static StandardReflectance90: number;
  114840. protected _primaryColor: Color3;
  114841. /**
  114842. * Key light Color (multiply against the environement texture)
  114843. */
  114844. primaryColor: Color3;
  114845. protected __perceptualColor: Nullable<Color3>;
  114846. /**
  114847. * Experimental Internal Use Only.
  114848. *
  114849. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  114850. * This acts as a helper to set the primary color to a more "human friendly" value.
  114851. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  114852. * output color as close as possible from the chosen value.
  114853. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  114854. * part of lighting setup.)
  114855. */
  114856. _perceptualColor: Nullable<Color3>;
  114857. protected _primaryColorShadowLevel: float;
  114858. /**
  114859. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  114860. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  114861. */
  114862. primaryColorShadowLevel: float;
  114863. protected _primaryColorHighlightLevel: float;
  114864. /**
  114865. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  114866. * The primary color is used at the level chosen to define what the white area would look.
  114867. */
  114868. primaryColorHighlightLevel: float;
  114869. protected _reflectionTexture: Nullable<BaseTexture>;
  114870. /**
  114871. * Reflection Texture used in the material.
  114872. * Should be author in a specific way for the best result (refer to the documentation).
  114873. */
  114874. reflectionTexture: Nullable<BaseTexture>;
  114875. protected _reflectionBlur: float;
  114876. /**
  114877. * Reflection Texture level of blur.
  114878. *
  114879. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  114880. * texture twice.
  114881. */
  114882. reflectionBlur: float;
  114883. protected _diffuseTexture: Nullable<BaseTexture>;
  114884. /**
  114885. * Diffuse Texture used in the material.
  114886. * Should be author in a specific way for the best result (refer to the documentation).
  114887. */
  114888. diffuseTexture: Nullable<BaseTexture>;
  114889. protected _shadowLights: Nullable<IShadowLight[]>;
  114890. /**
  114891. * Specify the list of lights casting shadow on the material.
  114892. * All scene shadow lights will be included if null.
  114893. */
  114894. shadowLights: Nullable<IShadowLight[]>;
  114895. protected _shadowLevel: float;
  114896. /**
  114897. * Helps adjusting the shadow to a softer level if required.
  114898. * 0 means black shadows and 1 means no shadows.
  114899. */
  114900. shadowLevel: float;
  114901. protected _sceneCenter: Vector3;
  114902. /**
  114903. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  114904. * It is usually zero but might be interesting to modify according to your setup.
  114905. */
  114906. sceneCenter: Vector3;
  114907. protected _opacityFresnel: boolean;
  114908. /**
  114909. * This helps specifying that the material is falling off to the sky box at grazing angle.
  114910. * This helps ensuring a nice transition when the camera goes under the ground.
  114911. */
  114912. opacityFresnel: boolean;
  114913. protected _reflectionFresnel: boolean;
  114914. /**
  114915. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  114916. * This helps adding a mirror texture on the ground.
  114917. */
  114918. reflectionFresnel: boolean;
  114919. protected _reflectionFalloffDistance: number;
  114920. /**
  114921. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  114922. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  114923. */
  114924. reflectionFalloffDistance: number;
  114925. protected _reflectionAmount: number;
  114926. /**
  114927. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  114928. */
  114929. reflectionAmount: number;
  114930. protected _reflectionReflectance0: number;
  114931. /**
  114932. * This specifies the weight of the reflection at grazing angle.
  114933. */
  114934. reflectionReflectance0: number;
  114935. protected _reflectionReflectance90: number;
  114936. /**
  114937. * This specifies the weight of the reflection at a perpendicular point of view.
  114938. */
  114939. reflectionReflectance90: number;
  114940. /**
  114941. * Sets the reflection reflectance fresnel values according to the default standard
  114942. * empirically know to work well :-)
  114943. */
  114944. reflectionStandardFresnelWeight: number;
  114945. protected _useRGBColor: boolean;
  114946. /**
  114947. * Helps to directly use the maps channels instead of their level.
  114948. */
  114949. useRGBColor: boolean;
  114950. protected _enableNoise: boolean;
  114951. /**
  114952. * This helps reducing the banding effect that could occur on the background.
  114953. */
  114954. enableNoise: boolean;
  114955. /**
  114956. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114957. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  114958. * Recommended to be keep at 1.0 except for special cases.
  114959. */
  114960. fovMultiplier: number;
  114961. private _fovMultiplier;
  114962. /**
  114963. * Enable the FOV adjustment feature controlled by fovMultiplier.
  114964. */
  114965. useEquirectangularFOV: boolean;
  114966. private _maxSimultaneousLights;
  114967. /**
  114968. * Number of Simultaneous lights allowed on the material.
  114969. */
  114970. maxSimultaneousLights: int;
  114971. /**
  114972. * Default configuration related to image processing available in the Background Material.
  114973. */
  114974. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  114975. /**
  114976. * Keep track of the image processing observer to allow dispose and replace.
  114977. */
  114978. private _imageProcessingObserver;
  114979. /**
  114980. * Attaches a new image processing configuration to the PBR Material.
  114981. * @param configuration (if null the scene configuration will be use)
  114982. */
  114983. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  114984. /**
  114985. * Gets the image processing configuration used either in this material.
  114986. */
  114987. /**
  114988. * Sets the Default image processing configuration used either in the this material.
  114989. *
  114990. * If sets to null, the scene one is in use.
  114991. */
  114992. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  114993. /**
  114994. * Gets wether the color curves effect is enabled.
  114995. */
  114996. /**
  114997. * Sets wether the color curves effect is enabled.
  114998. */
  114999. cameraColorCurvesEnabled: boolean;
  115000. /**
  115001. * Gets wether the color grading effect is enabled.
  115002. */
  115003. /**
  115004. * Gets wether the color grading effect is enabled.
  115005. */
  115006. cameraColorGradingEnabled: boolean;
  115007. /**
  115008. * Gets wether tonemapping is enabled or not.
  115009. */
  115010. /**
  115011. * Sets wether tonemapping is enabled or not
  115012. */
  115013. cameraToneMappingEnabled: boolean;
  115014. /**
  115015. * The camera exposure used on this material.
  115016. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115017. * This corresponds to a photographic exposure.
  115018. */
  115019. /**
  115020. * The camera exposure used on this material.
  115021. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115022. * This corresponds to a photographic exposure.
  115023. */
  115024. cameraExposure: float;
  115025. /**
  115026. * Gets The camera contrast used on this material.
  115027. */
  115028. /**
  115029. * Sets The camera contrast used on this material.
  115030. */
  115031. cameraContrast: float;
  115032. /**
  115033. * Gets the Color Grading 2D Lookup Texture.
  115034. */
  115035. /**
  115036. * Sets the Color Grading 2D Lookup Texture.
  115037. */
  115038. cameraColorGradingTexture: Nullable<BaseTexture>;
  115039. /**
  115040. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  115041. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  115042. * 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;
  115043. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  115044. */
  115045. /**
  115046. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  115047. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  115048. * 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;
  115049. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  115050. */
  115051. cameraColorCurves: Nullable<ColorCurves>;
  115052. /**
  115053. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  115054. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  115055. */
  115056. switchToBGR: boolean;
  115057. private _renderTargets;
  115058. private _reflectionControls;
  115059. private _white;
  115060. private _primaryShadowColor;
  115061. private _primaryHighlightColor;
  115062. /**
  115063. * Instantiates a Background Material in the given scene
  115064. * @param name The friendly name of the material
  115065. * @param scene The scene to add the material to
  115066. */
  115067. constructor(name: string, scene: Scene);
  115068. /**
  115069. * Gets a boolean indicating that current material needs to register RTT
  115070. */
  115071. readonly hasRenderTargetTextures: boolean;
  115072. /**
  115073. * The entire material has been created in order to prevent overdraw.
  115074. * @returns false
  115075. */
  115076. needAlphaTesting(): boolean;
  115077. /**
  115078. * The entire material has been created in order to prevent overdraw.
  115079. * @returns true if blending is enable
  115080. */
  115081. needAlphaBlending(): boolean;
  115082. /**
  115083. * Checks wether the material is ready to be rendered for a given mesh.
  115084. * @param mesh The mesh to render
  115085. * @param subMesh The submesh to check against
  115086. * @param useInstances Specify wether or not the material is used with instances
  115087. * @returns true if all the dependencies are ready (Textures, Effects...)
  115088. */
  115089. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115090. /**
  115091. * Compute the primary color according to the chosen perceptual color.
  115092. */
  115093. private _computePrimaryColorFromPerceptualColor;
  115094. /**
  115095. * Compute the highlights and shadow colors according to their chosen levels.
  115096. */
  115097. private _computePrimaryColors;
  115098. /**
  115099. * Build the uniform buffer used in the material.
  115100. */
  115101. buildUniformLayout(): void;
  115102. /**
  115103. * Unbind the material.
  115104. */
  115105. unbind(): void;
  115106. /**
  115107. * Bind only the world matrix to the material.
  115108. * @param world The world matrix to bind.
  115109. */
  115110. bindOnlyWorldMatrix(world: Matrix): void;
  115111. /**
  115112. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  115113. * @param world The world matrix to bind.
  115114. * @param subMesh The submesh to bind for.
  115115. */
  115116. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115117. /**
  115118. * Checks to see if a texture is used in the material.
  115119. * @param texture - Base texture to use.
  115120. * @returns - Boolean specifying if a texture is used in the material.
  115121. */
  115122. hasTexture(texture: BaseTexture): boolean;
  115123. /**
  115124. * Dispose the material.
  115125. * @param forceDisposeEffect Force disposal of the associated effect.
  115126. * @param forceDisposeTextures Force disposal of the associated textures.
  115127. */
  115128. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  115129. /**
  115130. * Clones the material.
  115131. * @param name The cloned name.
  115132. * @returns The cloned material.
  115133. */
  115134. clone(name: string): BackgroundMaterial;
  115135. /**
  115136. * Serializes the current material to its JSON representation.
  115137. * @returns The JSON representation.
  115138. */
  115139. serialize(): any;
  115140. /**
  115141. * Gets the class name of the material
  115142. * @returns "BackgroundMaterial"
  115143. */
  115144. getClassName(): string;
  115145. /**
  115146. * Parse a JSON input to create back a background material.
  115147. * @param source The JSON data to parse
  115148. * @param scene The scene to create the parsed material in
  115149. * @param rootUrl The root url of the assets the material depends upon
  115150. * @returns the instantiated BackgroundMaterial.
  115151. */
  115152. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  115153. }
  115154. }
  115155. declare module BABYLON {
  115156. /**
  115157. * Represents the different options available during the creation of
  115158. * a Environment helper.
  115159. *
  115160. * This can control the default ground, skybox and image processing setup of your scene.
  115161. */
  115162. export interface IEnvironmentHelperOptions {
  115163. /**
  115164. * Specifies wether or not to create a ground.
  115165. * True by default.
  115166. */
  115167. createGround: boolean;
  115168. /**
  115169. * Specifies the ground size.
  115170. * 15 by default.
  115171. */
  115172. groundSize: number;
  115173. /**
  115174. * The texture used on the ground for the main color.
  115175. * Comes from the BabylonJS CDN by default.
  115176. *
  115177. * Remarks: Can be either a texture or a url.
  115178. */
  115179. groundTexture: string | BaseTexture;
  115180. /**
  115181. * The color mixed in the ground texture by default.
  115182. * BabylonJS clearColor by default.
  115183. */
  115184. groundColor: Color3;
  115185. /**
  115186. * Specifies the ground opacity.
  115187. * 1 by default.
  115188. */
  115189. groundOpacity: number;
  115190. /**
  115191. * Enables the ground to receive shadows.
  115192. * True by default.
  115193. */
  115194. enableGroundShadow: boolean;
  115195. /**
  115196. * Helps preventing the shadow to be fully black on the ground.
  115197. * 0.5 by default.
  115198. */
  115199. groundShadowLevel: number;
  115200. /**
  115201. * Creates a mirror texture attach to the ground.
  115202. * false by default.
  115203. */
  115204. enableGroundMirror: boolean;
  115205. /**
  115206. * Specifies the ground mirror size ratio.
  115207. * 0.3 by default as the default kernel is 64.
  115208. */
  115209. groundMirrorSizeRatio: number;
  115210. /**
  115211. * Specifies the ground mirror blur kernel size.
  115212. * 64 by default.
  115213. */
  115214. groundMirrorBlurKernel: number;
  115215. /**
  115216. * Specifies the ground mirror visibility amount.
  115217. * 1 by default
  115218. */
  115219. groundMirrorAmount: number;
  115220. /**
  115221. * Specifies the ground mirror reflectance weight.
  115222. * This uses the standard weight of the background material to setup the fresnel effect
  115223. * of the mirror.
  115224. * 1 by default.
  115225. */
  115226. groundMirrorFresnelWeight: number;
  115227. /**
  115228. * Specifies the ground mirror Falloff distance.
  115229. * This can helps reducing the size of the reflection.
  115230. * 0 by Default.
  115231. */
  115232. groundMirrorFallOffDistance: number;
  115233. /**
  115234. * Specifies the ground mirror texture type.
  115235. * Unsigned Int by Default.
  115236. */
  115237. groundMirrorTextureType: number;
  115238. /**
  115239. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  115240. * the shown objects.
  115241. */
  115242. groundYBias: number;
  115243. /**
  115244. * Specifies wether or not to create a skybox.
  115245. * True by default.
  115246. */
  115247. createSkybox: boolean;
  115248. /**
  115249. * Specifies the skybox size.
  115250. * 20 by default.
  115251. */
  115252. skyboxSize: number;
  115253. /**
  115254. * The texture used on the skybox for the main color.
  115255. * Comes from the BabylonJS CDN by default.
  115256. *
  115257. * Remarks: Can be either a texture or a url.
  115258. */
  115259. skyboxTexture: string | BaseTexture;
  115260. /**
  115261. * The color mixed in the skybox texture by default.
  115262. * BabylonJS clearColor by default.
  115263. */
  115264. skyboxColor: Color3;
  115265. /**
  115266. * The background rotation around the Y axis of the scene.
  115267. * This helps aligning the key lights of your scene with the background.
  115268. * 0 by default.
  115269. */
  115270. backgroundYRotation: number;
  115271. /**
  115272. * Compute automatically the size of the elements to best fit with the scene.
  115273. */
  115274. sizeAuto: boolean;
  115275. /**
  115276. * Default position of the rootMesh if autoSize is not true.
  115277. */
  115278. rootPosition: Vector3;
  115279. /**
  115280. * Sets up the image processing in the scene.
  115281. * true by default.
  115282. */
  115283. setupImageProcessing: boolean;
  115284. /**
  115285. * The texture used as your environment texture in the scene.
  115286. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  115287. *
  115288. * Remarks: Can be either a texture or a url.
  115289. */
  115290. environmentTexture: string | BaseTexture;
  115291. /**
  115292. * The value of the exposure to apply to the scene.
  115293. * 0.6 by default if setupImageProcessing is true.
  115294. */
  115295. cameraExposure: number;
  115296. /**
  115297. * The value of the contrast to apply to the scene.
  115298. * 1.6 by default if setupImageProcessing is true.
  115299. */
  115300. cameraContrast: number;
  115301. /**
  115302. * Specifies wether or not tonemapping should be enabled in the scene.
  115303. * true by default if setupImageProcessing is true.
  115304. */
  115305. toneMappingEnabled: boolean;
  115306. }
  115307. /**
  115308. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  115309. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  115310. * It also helps with the default setup of your imageProcessing configuration.
  115311. */
  115312. export class EnvironmentHelper {
  115313. /**
  115314. * Default ground texture URL.
  115315. */
  115316. private static _groundTextureCDNUrl;
  115317. /**
  115318. * Default skybox texture URL.
  115319. */
  115320. private static _skyboxTextureCDNUrl;
  115321. /**
  115322. * Default environment texture URL.
  115323. */
  115324. private static _environmentTextureCDNUrl;
  115325. /**
  115326. * Creates the default options for the helper.
  115327. */
  115328. private static _getDefaultOptions;
  115329. private _rootMesh;
  115330. /**
  115331. * Gets the root mesh created by the helper.
  115332. */
  115333. readonly rootMesh: Mesh;
  115334. private _skybox;
  115335. /**
  115336. * Gets the skybox created by the helper.
  115337. */
  115338. readonly skybox: Nullable<Mesh>;
  115339. private _skyboxTexture;
  115340. /**
  115341. * Gets the skybox texture created by the helper.
  115342. */
  115343. readonly skyboxTexture: Nullable<BaseTexture>;
  115344. private _skyboxMaterial;
  115345. /**
  115346. * Gets the skybox material created by the helper.
  115347. */
  115348. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  115349. private _ground;
  115350. /**
  115351. * Gets the ground mesh created by the helper.
  115352. */
  115353. readonly ground: Nullable<Mesh>;
  115354. private _groundTexture;
  115355. /**
  115356. * Gets the ground texture created by the helper.
  115357. */
  115358. readonly groundTexture: Nullable<BaseTexture>;
  115359. private _groundMirror;
  115360. /**
  115361. * Gets the ground mirror created by the helper.
  115362. */
  115363. readonly groundMirror: Nullable<MirrorTexture>;
  115364. /**
  115365. * Gets the ground mirror render list to helps pushing the meshes
  115366. * you wish in the ground reflection.
  115367. */
  115368. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  115369. private _groundMaterial;
  115370. /**
  115371. * Gets the ground material created by the helper.
  115372. */
  115373. readonly groundMaterial: Nullable<BackgroundMaterial>;
  115374. /**
  115375. * Stores the creation options.
  115376. */
  115377. private readonly _scene;
  115378. private _options;
  115379. /**
  115380. * This observable will be notified with any error during the creation of the environment,
  115381. * mainly texture creation errors.
  115382. */
  115383. onErrorObservable: Observable<{
  115384. message?: string;
  115385. exception?: any;
  115386. }>;
  115387. /**
  115388. * constructor
  115389. * @param options Defines the options we want to customize the helper
  115390. * @param scene The scene to add the material to
  115391. */
  115392. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  115393. /**
  115394. * Updates the background according to the new options
  115395. * @param options
  115396. */
  115397. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  115398. /**
  115399. * Sets the primary color of all the available elements.
  115400. * @param color the main color to affect to the ground and the background
  115401. */
  115402. setMainColor(color: Color3): void;
  115403. /**
  115404. * Setup the image processing according to the specified options.
  115405. */
  115406. private _setupImageProcessing;
  115407. /**
  115408. * Setup the environment texture according to the specified options.
  115409. */
  115410. private _setupEnvironmentTexture;
  115411. /**
  115412. * Setup the background according to the specified options.
  115413. */
  115414. private _setupBackground;
  115415. /**
  115416. * Get the scene sizes according to the setup.
  115417. */
  115418. private _getSceneSize;
  115419. /**
  115420. * Setup the ground according to the specified options.
  115421. */
  115422. private _setupGround;
  115423. /**
  115424. * Setup the ground material according to the specified options.
  115425. */
  115426. private _setupGroundMaterial;
  115427. /**
  115428. * Setup the ground diffuse texture according to the specified options.
  115429. */
  115430. private _setupGroundDiffuseTexture;
  115431. /**
  115432. * Setup the ground mirror texture according to the specified options.
  115433. */
  115434. private _setupGroundMirrorTexture;
  115435. /**
  115436. * Setup the ground to receive the mirror texture.
  115437. */
  115438. private _setupMirrorInGroundMaterial;
  115439. /**
  115440. * Setup the skybox according to the specified options.
  115441. */
  115442. private _setupSkybox;
  115443. /**
  115444. * Setup the skybox material according to the specified options.
  115445. */
  115446. private _setupSkyboxMaterial;
  115447. /**
  115448. * Setup the skybox reflection texture according to the specified options.
  115449. */
  115450. private _setupSkyboxReflectionTexture;
  115451. private _errorHandler;
  115452. /**
  115453. * Dispose all the elements created by the Helper.
  115454. */
  115455. dispose(): void;
  115456. }
  115457. }
  115458. declare module BABYLON {
  115459. /**
  115460. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  115461. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  115462. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  115463. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  115464. */
  115465. export class PhotoDome extends TransformNode {
  115466. /**
  115467. * Define the image as a Monoscopic panoramic 360 image.
  115468. */
  115469. static readonly MODE_MONOSCOPIC: number;
  115470. /**
  115471. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  115472. */
  115473. static readonly MODE_TOPBOTTOM: number;
  115474. /**
  115475. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  115476. */
  115477. static readonly MODE_SIDEBYSIDE: number;
  115478. private _useDirectMapping;
  115479. /**
  115480. * The texture being displayed on the sphere
  115481. */
  115482. protected _photoTexture: Texture;
  115483. /**
  115484. * Gets or sets the texture being displayed on the sphere
  115485. */
  115486. photoTexture: Texture;
  115487. /**
  115488. * Observable raised when an error occured while loading the 360 image
  115489. */
  115490. onLoadErrorObservable: Observable<string>;
  115491. /**
  115492. * The skybox material
  115493. */
  115494. protected _material: BackgroundMaterial;
  115495. /**
  115496. * The surface used for the skybox
  115497. */
  115498. protected _mesh: Mesh;
  115499. /**
  115500. * Gets the mesh used for the skybox.
  115501. */
  115502. readonly mesh: Mesh;
  115503. /**
  115504. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  115505. * Also see the options.resolution property.
  115506. */
  115507. fovMultiplier: number;
  115508. private _imageMode;
  115509. /**
  115510. * Gets or set the current video mode for the video. It can be:
  115511. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  115512. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  115513. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  115514. */
  115515. imageMode: number;
  115516. /**
  115517. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  115518. * @param name Element's name, child elements will append suffixes for their own names.
  115519. * @param urlsOfPhoto defines the url of the photo to display
  115520. * @param options defines an object containing optional or exposed sub element properties
  115521. * @param onError defines a callback called when an error occured while loading the texture
  115522. */
  115523. constructor(name: string, urlOfPhoto: string, options: {
  115524. resolution?: number;
  115525. size?: number;
  115526. useDirectMapping?: boolean;
  115527. faceForward?: boolean;
  115528. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  115529. private _onBeforeCameraRenderObserver;
  115530. private _changeImageMode;
  115531. /**
  115532. * Releases resources associated with this node.
  115533. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  115534. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  115535. */
  115536. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  115537. }
  115538. }
  115539. declare module BABYLON {
  115540. /**
  115541. * Class used to host RGBD texture specific utilities
  115542. */
  115543. export class RGBDTextureTools {
  115544. /**
  115545. * Expand the RGBD Texture from RGBD to Half Float if possible.
  115546. * @param texture the texture to expand.
  115547. */
  115548. static ExpandRGBDTexture(texture: Texture): void;
  115549. }
  115550. }
  115551. declare module BABYLON {
  115552. /**
  115553. * Class used to host texture specific utilities
  115554. */
  115555. export class BRDFTextureTools {
  115556. /**
  115557. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  115558. * @param scene defines the hosting scene
  115559. * @returns the environment BRDF texture
  115560. */
  115561. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  115562. private static _environmentBRDFBase64Texture;
  115563. }
  115564. }
  115565. declare module BABYLON {
  115566. /**
  115567. * @hidden
  115568. */
  115569. export interface IMaterialClearCoatDefines {
  115570. CLEARCOAT: boolean;
  115571. CLEARCOAT_DEFAULTIOR: boolean;
  115572. CLEARCOAT_TEXTURE: boolean;
  115573. CLEARCOAT_TEXTUREDIRECTUV: number;
  115574. CLEARCOAT_BUMP: boolean;
  115575. CLEARCOAT_BUMPDIRECTUV: number;
  115576. CLEARCOAT_TINT: boolean;
  115577. CLEARCOAT_TINT_TEXTURE: boolean;
  115578. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  115579. /** @hidden */
  115580. _areTexturesDirty: boolean;
  115581. }
  115582. /**
  115583. * Define the code related to the clear coat parameters of the pbr material.
  115584. */
  115585. export class PBRClearCoatConfiguration {
  115586. /**
  115587. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115588. * The default fits with a polyurethane material.
  115589. */
  115590. private static readonly _DefaultIndexOfRefraction;
  115591. private _isEnabled;
  115592. /**
  115593. * Defines if the clear coat is enabled in the material.
  115594. */
  115595. isEnabled: boolean;
  115596. /**
  115597. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  115598. */
  115599. intensity: number;
  115600. /**
  115601. * Defines the clear coat layer roughness.
  115602. */
  115603. roughness: number;
  115604. private _indexOfRefraction;
  115605. /**
  115606. * Defines the index of refraction of the clear coat.
  115607. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115608. * The default fits with a polyurethane material.
  115609. * Changing the default value is more performance intensive.
  115610. */
  115611. indexOfRefraction: number;
  115612. private _texture;
  115613. /**
  115614. * Stores the clear coat values in a texture.
  115615. */
  115616. texture: Nullable<BaseTexture>;
  115617. private _bumpTexture;
  115618. /**
  115619. * Define the clear coat specific bump texture.
  115620. */
  115621. bumpTexture: Nullable<BaseTexture>;
  115622. private _isTintEnabled;
  115623. /**
  115624. * Defines if the clear coat tint is enabled in the material.
  115625. */
  115626. isTintEnabled: boolean;
  115627. /**
  115628. * Defines the clear coat tint of the material.
  115629. * This is only use if tint is enabled
  115630. */
  115631. tintColor: Color3;
  115632. /**
  115633. * Defines the distance at which the tint color should be found in the
  115634. * clear coat media.
  115635. * This is only use if tint is enabled
  115636. */
  115637. tintColorAtDistance: number;
  115638. /**
  115639. * Defines the clear coat layer thickness.
  115640. * This is only use if tint is enabled
  115641. */
  115642. tintThickness: number;
  115643. private _tintTexture;
  115644. /**
  115645. * Stores the clear tint values in a texture.
  115646. * rgb is tint
  115647. * a is a thickness factor
  115648. */
  115649. tintTexture: Nullable<BaseTexture>;
  115650. /** @hidden */
  115651. private _internalMarkAllSubMeshesAsTexturesDirty;
  115652. /** @hidden */
  115653. _markAllSubMeshesAsTexturesDirty(): void;
  115654. /**
  115655. * Instantiate a new istance of clear coat configuration.
  115656. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115657. */
  115658. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115659. /**
  115660. * Gets wehter the submesh is ready to be used or not.
  115661. * @param defines the list of "defines" to update.
  115662. * @param scene defines the scene the material belongs to.
  115663. * @param engine defines the engine the material belongs to.
  115664. * @param disableBumpMap defines wether the material disables bump or not.
  115665. * @returns - boolean indicating that the submesh is ready or not.
  115666. */
  115667. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  115668. /**
  115669. * Checks to see if a texture is used in the material.
  115670. * @param defines the list of "defines" to update.
  115671. * @param scene defines the scene to the material belongs to.
  115672. */
  115673. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  115674. /**
  115675. * Binds the material data.
  115676. * @param uniformBuffer defines the Uniform buffer to fill in.
  115677. * @param scene defines the scene the material belongs to.
  115678. * @param engine defines the engine the material belongs to.
  115679. * @param disableBumpMap defines wether the material disables bump or not.
  115680. * @param isFrozen defines wether the material is frozen or not.
  115681. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  115682. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  115683. */
  115684. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  115685. /**
  115686. * Checks to see if a texture is used in the material.
  115687. * @param texture - Base texture to use.
  115688. * @returns - Boolean specifying if a texture is used in the material.
  115689. */
  115690. hasTexture(texture: BaseTexture): boolean;
  115691. /**
  115692. * Returns an array of the actively used textures.
  115693. * @param activeTextures Array of BaseTextures
  115694. */
  115695. getActiveTextures(activeTextures: BaseTexture[]): void;
  115696. /**
  115697. * Returns the animatable textures.
  115698. * @param animatables Array of animatable textures.
  115699. */
  115700. getAnimatables(animatables: IAnimatable[]): void;
  115701. /**
  115702. * Disposes the resources of the material.
  115703. * @param forceDisposeTextures - Forces the disposal of all textures.
  115704. */
  115705. dispose(forceDisposeTextures?: boolean): void;
  115706. /**
  115707. * Get the current class name of the texture useful for serialization or dynamic coding.
  115708. * @returns "PBRClearCoatConfiguration"
  115709. */
  115710. getClassName(): string;
  115711. /**
  115712. * Add fallbacks to the effect fallbacks list.
  115713. * @param defines defines the Base texture to use.
  115714. * @param fallbacks defines the current fallback list.
  115715. * @param currentRank defines the current fallback rank.
  115716. * @returns the new fallback rank.
  115717. */
  115718. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115719. /**
  115720. * Add the required uniforms to the current list.
  115721. * @param uniforms defines the current uniform list.
  115722. */
  115723. static AddUniforms(uniforms: string[]): void;
  115724. /**
  115725. * Add the required samplers to the current list.
  115726. * @param samplers defines the current sampler list.
  115727. */
  115728. static AddSamplers(samplers: string[]): void;
  115729. /**
  115730. * Add the required uniforms to the current buffer.
  115731. * @param uniformBuffer defines the current uniform buffer.
  115732. */
  115733. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115734. /**
  115735. * Makes a duplicate of the current configuration into another one.
  115736. * @param clearCoatConfiguration define the config where to copy the info
  115737. */
  115738. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  115739. /**
  115740. * Serializes this clear coat configuration.
  115741. * @returns - An object with the serialized config.
  115742. */
  115743. serialize(): any;
  115744. /**
  115745. * Parses a anisotropy Configuration from a serialized object.
  115746. * @param source - Serialized object.
  115747. * @param scene Defines the scene we are parsing for
  115748. * @param rootUrl Defines the rootUrl to load from
  115749. */
  115750. parse(source: any, scene: Scene, rootUrl: string): void;
  115751. }
  115752. }
  115753. declare module BABYLON {
  115754. /**
  115755. * @hidden
  115756. */
  115757. export interface IMaterialAnisotropicDefines {
  115758. ANISOTROPIC: boolean;
  115759. ANISOTROPIC_TEXTURE: boolean;
  115760. ANISOTROPIC_TEXTUREDIRECTUV: number;
  115761. MAINUV1: boolean;
  115762. _areTexturesDirty: boolean;
  115763. _needUVs: boolean;
  115764. }
  115765. /**
  115766. * Define the code related to the anisotropic parameters of the pbr material.
  115767. */
  115768. export class PBRAnisotropicConfiguration {
  115769. private _isEnabled;
  115770. /**
  115771. * Defines if the anisotropy is enabled in the material.
  115772. */
  115773. isEnabled: boolean;
  115774. /**
  115775. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  115776. */
  115777. intensity: number;
  115778. /**
  115779. * Defines if the effect is along the tangents, bitangents or in between.
  115780. * By default, the effect is "strectching" the highlights along the tangents.
  115781. */
  115782. direction: Vector2;
  115783. private _texture;
  115784. /**
  115785. * Stores the anisotropy values in a texture.
  115786. * rg is direction (like normal from -1 to 1)
  115787. * b is a intensity
  115788. */
  115789. texture: Nullable<BaseTexture>;
  115790. /** @hidden */
  115791. private _internalMarkAllSubMeshesAsTexturesDirty;
  115792. /** @hidden */
  115793. _markAllSubMeshesAsTexturesDirty(): void;
  115794. /**
  115795. * Instantiate a new istance of anisotropy configuration.
  115796. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115797. */
  115798. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115799. /**
  115800. * Specifies that the submesh is ready to be used.
  115801. * @param defines the list of "defines" to update.
  115802. * @param scene defines the scene the material belongs to.
  115803. * @returns - boolean indicating that the submesh is ready or not.
  115804. */
  115805. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  115806. /**
  115807. * Checks to see if a texture is used in the material.
  115808. * @param defines the list of "defines" to update.
  115809. * @param mesh the mesh we are preparing the defines for.
  115810. * @param scene defines the scene the material belongs to.
  115811. */
  115812. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  115813. /**
  115814. * Binds the material data.
  115815. * @param uniformBuffer defines the Uniform buffer to fill in.
  115816. * @param scene defines the scene the material belongs to.
  115817. * @param isFrozen defines wether the material is frozen or not.
  115818. */
  115819. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  115820. /**
  115821. * Checks to see if a texture is used in the material.
  115822. * @param texture - Base texture to use.
  115823. * @returns - Boolean specifying if a texture is used in the material.
  115824. */
  115825. hasTexture(texture: BaseTexture): boolean;
  115826. /**
  115827. * Returns an array of the actively used textures.
  115828. * @param activeTextures Array of BaseTextures
  115829. */
  115830. getActiveTextures(activeTextures: BaseTexture[]): void;
  115831. /**
  115832. * Returns the animatable textures.
  115833. * @param animatables Array of animatable textures.
  115834. */
  115835. getAnimatables(animatables: IAnimatable[]): void;
  115836. /**
  115837. * Disposes the resources of the material.
  115838. * @param forceDisposeTextures - Forces the disposal of all textures.
  115839. */
  115840. dispose(forceDisposeTextures?: boolean): void;
  115841. /**
  115842. * Get the current class name of the texture useful for serialization or dynamic coding.
  115843. * @returns "PBRAnisotropicConfiguration"
  115844. */
  115845. getClassName(): string;
  115846. /**
  115847. * Add fallbacks to the effect fallbacks list.
  115848. * @param defines defines the Base texture to use.
  115849. * @param fallbacks defines the current fallback list.
  115850. * @param currentRank defines the current fallback rank.
  115851. * @returns the new fallback rank.
  115852. */
  115853. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115854. /**
  115855. * Add the required uniforms to the current list.
  115856. * @param uniforms defines the current uniform list.
  115857. */
  115858. static AddUniforms(uniforms: string[]): void;
  115859. /**
  115860. * Add the required uniforms to the current buffer.
  115861. * @param uniformBuffer defines the current uniform buffer.
  115862. */
  115863. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115864. /**
  115865. * Add the required samplers to the current list.
  115866. * @param samplers defines the current sampler list.
  115867. */
  115868. static AddSamplers(samplers: string[]): void;
  115869. /**
  115870. * Makes a duplicate of the current configuration into another one.
  115871. * @param anisotropicConfiguration define the config where to copy the info
  115872. */
  115873. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  115874. /**
  115875. * Serializes this anisotropy configuration.
  115876. * @returns - An object with the serialized config.
  115877. */
  115878. serialize(): any;
  115879. /**
  115880. * Parses a anisotropy Configuration from a serialized object.
  115881. * @param source - Serialized object.
  115882. * @param scene Defines the scene we are parsing for
  115883. * @param rootUrl Defines the rootUrl to load from
  115884. */
  115885. parse(source: any, scene: Scene, rootUrl: string): void;
  115886. }
  115887. }
  115888. declare module BABYLON {
  115889. /**
  115890. * @hidden
  115891. */
  115892. export interface IMaterialBRDFDefines {
  115893. BRDF_V_HEIGHT_CORRELATED: boolean;
  115894. MS_BRDF_ENERGY_CONSERVATION: boolean;
  115895. SPHERICAL_HARMONICS: boolean;
  115896. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  115897. /** @hidden */
  115898. _areMiscDirty: boolean;
  115899. }
  115900. /**
  115901. * Define the code related to the BRDF parameters of the pbr material.
  115902. */
  115903. export class PBRBRDFConfiguration {
  115904. /**
  115905. * Default value used for the energy conservation.
  115906. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  115907. */
  115908. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  115909. /**
  115910. * Default value used for the Smith Visibility Height Correlated mode.
  115911. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  115912. */
  115913. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  115914. /**
  115915. * Default value used for the IBL diffuse part.
  115916. * This can help switching back to the polynomials mode globally which is a tiny bit
  115917. * less GPU intensive at the drawback of a lower quality.
  115918. */
  115919. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  115920. /**
  115921. * Default value used for activating energy conservation for the specular workflow.
  115922. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  115923. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  115924. */
  115925. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  115926. private _useEnergyConservation;
  115927. /**
  115928. * Defines if the material uses energy conservation.
  115929. */
  115930. useEnergyConservation: boolean;
  115931. private _useSmithVisibilityHeightCorrelated;
  115932. /**
  115933. * LEGACY Mode set to false
  115934. * Defines if the material uses height smith correlated visibility term.
  115935. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  115936. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  115937. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  115938. * Not relying on height correlated will also disable energy conservation.
  115939. */
  115940. useSmithVisibilityHeightCorrelated: boolean;
  115941. private _useSphericalHarmonics;
  115942. /**
  115943. * LEGACY Mode set to false
  115944. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  115945. * diffuse part of the IBL.
  115946. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  115947. * to the ground truth.
  115948. */
  115949. useSphericalHarmonics: boolean;
  115950. private _useSpecularGlossinessInputEnergyConservation;
  115951. /**
  115952. * Defines if the material uses energy conservation, when the specular workflow is active.
  115953. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  115954. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  115955. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  115956. */
  115957. useSpecularGlossinessInputEnergyConservation: boolean;
  115958. /** @hidden */
  115959. private _internalMarkAllSubMeshesAsMiscDirty;
  115960. /** @hidden */
  115961. _markAllSubMeshesAsMiscDirty(): void;
  115962. /**
  115963. * Instantiate a new istance of clear coat configuration.
  115964. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  115965. */
  115966. constructor(markAllSubMeshesAsMiscDirty: () => void);
  115967. /**
  115968. * Checks to see if a texture is used in the material.
  115969. * @param defines the list of "defines" to update.
  115970. */
  115971. prepareDefines(defines: IMaterialBRDFDefines): void;
  115972. /**
  115973. * Get the current class name of the texture useful for serialization or dynamic coding.
  115974. * @returns "PBRClearCoatConfiguration"
  115975. */
  115976. getClassName(): string;
  115977. /**
  115978. * Makes a duplicate of the current configuration into another one.
  115979. * @param brdfConfiguration define the config where to copy the info
  115980. */
  115981. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  115982. /**
  115983. * Serializes this BRDF configuration.
  115984. * @returns - An object with the serialized config.
  115985. */
  115986. serialize(): any;
  115987. /**
  115988. * Parses a anisotropy Configuration from a serialized object.
  115989. * @param source - Serialized object.
  115990. * @param scene Defines the scene we are parsing for
  115991. * @param rootUrl Defines the rootUrl to load from
  115992. */
  115993. parse(source: any, scene: Scene, rootUrl: string): void;
  115994. }
  115995. }
  115996. declare module BABYLON {
  115997. /**
  115998. * @hidden
  115999. */
  116000. export interface IMaterialSheenDefines {
  116001. SHEEN: boolean;
  116002. SHEEN_TEXTURE: boolean;
  116003. SHEEN_TEXTUREDIRECTUV: number;
  116004. SHEEN_LINKWITHALBEDO: boolean;
  116005. /** @hidden */
  116006. _areTexturesDirty: boolean;
  116007. }
  116008. /**
  116009. * Define the code related to the Sheen parameters of the pbr material.
  116010. */
  116011. export class PBRSheenConfiguration {
  116012. private _isEnabled;
  116013. /**
  116014. * Defines if the material uses sheen.
  116015. */
  116016. isEnabled: boolean;
  116017. private _linkSheenWithAlbedo;
  116018. /**
  116019. * Defines if the sheen is linked to the sheen color.
  116020. */
  116021. linkSheenWithAlbedo: boolean;
  116022. /**
  116023. * Defines the sheen intensity.
  116024. */
  116025. intensity: number;
  116026. /**
  116027. * Defines the sheen color.
  116028. */
  116029. color: Color3;
  116030. private _texture;
  116031. /**
  116032. * Stores the sheen tint values in a texture.
  116033. * rgb is tint
  116034. * a is a intensity
  116035. */
  116036. texture: Nullable<BaseTexture>;
  116037. /** @hidden */
  116038. private _internalMarkAllSubMeshesAsTexturesDirty;
  116039. /** @hidden */
  116040. _markAllSubMeshesAsTexturesDirty(): void;
  116041. /**
  116042. * Instantiate a new istance of clear coat configuration.
  116043. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  116044. */
  116045. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  116046. /**
  116047. * Specifies that the submesh is ready to be used.
  116048. * @param defines the list of "defines" to update.
  116049. * @param scene defines the scene the material belongs to.
  116050. * @returns - boolean indicating that the submesh is ready or not.
  116051. */
  116052. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  116053. /**
  116054. * Checks to see if a texture is used in the material.
  116055. * @param defines the list of "defines" to update.
  116056. * @param scene defines the scene the material belongs to.
  116057. */
  116058. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  116059. /**
  116060. * Binds the material data.
  116061. * @param uniformBuffer defines the Uniform buffer to fill in.
  116062. * @param scene defines the scene the material belongs to.
  116063. * @param isFrozen defines wether the material is frozen or not.
  116064. */
  116065. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  116066. /**
  116067. * Checks to see if a texture is used in the material.
  116068. * @param texture - Base texture to use.
  116069. * @returns - Boolean specifying if a texture is used in the material.
  116070. */
  116071. hasTexture(texture: BaseTexture): boolean;
  116072. /**
  116073. * Returns an array of the actively used textures.
  116074. * @param activeTextures Array of BaseTextures
  116075. */
  116076. getActiveTextures(activeTextures: BaseTexture[]): void;
  116077. /**
  116078. * Returns the animatable textures.
  116079. * @param animatables Array of animatable textures.
  116080. */
  116081. getAnimatables(animatables: IAnimatable[]): void;
  116082. /**
  116083. * Disposes the resources of the material.
  116084. * @param forceDisposeTextures - Forces the disposal of all textures.
  116085. */
  116086. dispose(forceDisposeTextures?: boolean): void;
  116087. /**
  116088. * Get the current class name of the texture useful for serialization or dynamic coding.
  116089. * @returns "PBRSheenConfiguration"
  116090. */
  116091. getClassName(): string;
  116092. /**
  116093. * Add fallbacks to the effect fallbacks list.
  116094. * @param defines defines the Base texture to use.
  116095. * @param fallbacks defines the current fallback list.
  116096. * @param currentRank defines the current fallback rank.
  116097. * @returns the new fallback rank.
  116098. */
  116099. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116100. /**
  116101. * Add the required uniforms to the current list.
  116102. * @param uniforms defines the current uniform list.
  116103. */
  116104. static AddUniforms(uniforms: string[]): void;
  116105. /**
  116106. * Add the required uniforms to the current buffer.
  116107. * @param uniformBuffer defines the current uniform buffer.
  116108. */
  116109. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116110. /**
  116111. * Add the required samplers to the current list.
  116112. * @param samplers defines the current sampler list.
  116113. */
  116114. static AddSamplers(samplers: string[]): void;
  116115. /**
  116116. * Makes a duplicate of the current configuration into another one.
  116117. * @param sheenConfiguration define the config where to copy the info
  116118. */
  116119. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  116120. /**
  116121. * Serializes this BRDF configuration.
  116122. * @returns - An object with the serialized config.
  116123. */
  116124. serialize(): any;
  116125. /**
  116126. * Parses a anisotropy Configuration from a serialized object.
  116127. * @param source - Serialized object.
  116128. * @param scene Defines the scene we are parsing for
  116129. * @param rootUrl Defines the rootUrl to load from
  116130. */
  116131. parse(source: any, scene: Scene, rootUrl: string): void;
  116132. }
  116133. }
  116134. declare module BABYLON {
  116135. /**
  116136. * @hidden
  116137. */
  116138. export interface IMaterialSubSurfaceDefines {
  116139. SUBSURFACE: boolean;
  116140. SS_REFRACTION: boolean;
  116141. SS_TRANSLUCENCY: boolean;
  116142. SS_SCATERRING: boolean;
  116143. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116144. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116145. SS_REFRACTIONMAP_3D: boolean;
  116146. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116147. SS_LODINREFRACTIONALPHA: boolean;
  116148. SS_GAMMAREFRACTION: boolean;
  116149. SS_RGBDREFRACTION: boolean;
  116150. SS_LINEARSPECULARREFRACTION: boolean;
  116151. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116152. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116153. /** @hidden */
  116154. _areTexturesDirty: boolean;
  116155. }
  116156. /**
  116157. * Define the code related to the sub surface parameters of the pbr material.
  116158. */
  116159. export class PBRSubSurfaceConfiguration {
  116160. private _isRefractionEnabled;
  116161. /**
  116162. * Defines if the refraction is enabled in the material.
  116163. */
  116164. isRefractionEnabled: boolean;
  116165. private _isTranslucencyEnabled;
  116166. /**
  116167. * Defines if the translucency is enabled in the material.
  116168. */
  116169. isTranslucencyEnabled: boolean;
  116170. private _isScatteringEnabled;
  116171. /**
  116172. * Defines the refraction intensity of the material.
  116173. * The refraction when enabled replaces the Diffuse part of the material.
  116174. * The intensity helps transitionning between diffuse and refraction.
  116175. */
  116176. refractionIntensity: number;
  116177. /**
  116178. * Defines the translucency intensity of the material.
  116179. * When translucency has been enabled, this defines how much of the "translucency"
  116180. * is addded to the diffuse part of the material.
  116181. */
  116182. translucencyIntensity: number;
  116183. /**
  116184. * Defines the scattering intensity of the material.
  116185. * When scattering has been enabled, this defines how much of the "scattered light"
  116186. * is addded to the diffuse part of the material.
  116187. */
  116188. scatteringIntensity: number;
  116189. private _thicknessTexture;
  116190. /**
  116191. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  116192. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  116193. * 0 would mean minimumThickness
  116194. * 1 would mean maximumThickness
  116195. * The other channels might be use as a mask to vary the different effects intensity.
  116196. */
  116197. thicknessTexture: Nullable<BaseTexture>;
  116198. private _refractionTexture;
  116199. /**
  116200. * Defines the texture to use for refraction.
  116201. */
  116202. refractionTexture: Nullable<BaseTexture>;
  116203. private _indexOfRefraction;
  116204. /**
  116205. * Defines the index of refraction used in the material.
  116206. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  116207. */
  116208. indexOfRefraction: number;
  116209. private _invertRefractionY;
  116210. /**
  116211. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  116212. */
  116213. invertRefractionY: boolean;
  116214. private _linkRefractionWithTransparency;
  116215. /**
  116216. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  116217. * Materials half opaque for instance using refraction could benefit from this control.
  116218. */
  116219. linkRefractionWithTransparency: boolean;
  116220. /**
  116221. * Defines the minimum thickness stored in the thickness map.
  116222. * If no thickness map is defined, this value will be used to simulate thickness.
  116223. */
  116224. minimumThickness: number;
  116225. /**
  116226. * Defines the maximum thickness stored in the thickness map.
  116227. */
  116228. maximumThickness: number;
  116229. /**
  116230. * Defines the volume tint of the material.
  116231. * This is used for both translucency and scattering.
  116232. */
  116233. tintColor: Color3;
  116234. /**
  116235. * Defines the distance at which the tint color should be found in the media.
  116236. * This is used for refraction only.
  116237. */
  116238. tintColorAtDistance: number;
  116239. /**
  116240. * Defines how far each channel transmit through the media.
  116241. * It is defined as a color to simplify it selection.
  116242. */
  116243. diffusionDistance: Color3;
  116244. private _useMaskFromThicknessTexture;
  116245. /**
  116246. * Stores the intensity of the different subsurface effects in the thickness texture.
  116247. * * the green channel is the translucency intensity.
  116248. * * the blue channel is the scattering intensity.
  116249. * * the alpha channel is the refraction intensity.
  116250. */
  116251. useMaskFromThicknessTexture: boolean;
  116252. /** @hidden */
  116253. private _internalMarkAllSubMeshesAsTexturesDirty;
  116254. /** @hidden */
  116255. _markAllSubMeshesAsTexturesDirty(): void;
  116256. /**
  116257. * Instantiate a new istance of sub surface configuration.
  116258. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  116259. */
  116260. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  116261. /**
  116262. * Gets wehter the submesh is ready to be used or not.
  116263. * @param defines the list of "defines" to update.
  116264. * @param scene defines the scene the material belongs to.
  116265. * @returns - boolean indicating that the submesh is ready or not.
  116266. */
  116267. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  116268. /**
  116269. * Checks to see if a texture is used in the material.
  116270. * @param defines the list of "defines" to update.
  116271. * @param scene defines the scene to the material belongs to.
  116272. */
  116273. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  116274. /**
  116275. * Binds the material data.
  116276. * @param uniformBuffer defines the Uniform buffer to fill in.
  116277. * @param scene defines the scene the material belongs to.
  116278. * @param engine defines the engine the material belongs to.
  116279. * @param isFrozen defines wether the material is frozen or not.
  116280. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  116281. */
  116282. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  116283. /**
  116284. * Unbinds the material from the mesh.
  116285. * @param activeEffect defines the effect that should be unbound from.
  116286. * @returns true if unbound, otherwise false
  116287. */
  116288. unbind(activeEffect: Effect): boolean;
  116289. /**
  116290. * Returns the texture used for refraction or null if none is used.
  116291. * @param scene defines the scene the material belongs to.
  116292. * @returns - Refraction texture if present. If no refraction texture and refraction
  116293. * is linked with transparency, returns environment texture. Otherwise, returns null.
  116294. */
  116295. private _getRefractionTexture;
  116296. /**
  116297. * Returns true if alpha blending should be disabled.
  116298. */
  116299. readonly disableAlphaBlending: boolean;
  116300. /**
  116301. * Fills the list of render target textures.
  116302. * @param renderTargets the list of render targets to update
  116303. */
  116304. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  116305. /**
  116306. * Checks to see if a texture is used in the material.
  116307. * @param texture - Base texture to use.
  116308. * @returns - Boolean specifying if a texture is used in the material.
  116309. */
  116310. hasTexture(texture: BaseTexture): boolean;
  116311. /**
  116312. * Gets a boolean indicating that current material needs to register RTT
  116313. * @returns true if this uses a render target otherwise false.
  116314. */
  116315. hasRenderTargetTextures(): boolean;
  116316. /**
  116317. * Returns an array of the actively used textures.
  116318. * @param activeTextures Array of BaseTextures
  116319. */
  116320. getActiveTextures(activeTextures: BaseTexture[]): void;
  116321. /**
  116322. * Returns the animatable textures.
  116323. * @param animatables Array of animatable textures.
  116324. */
  116325. getAnimatables(animatables: IAnimatable[]): void;
  116326. /**
  116327. * Disposes the resources of the material.
  116328. * @param forceDisposeTextures - Forces the disposal of all textures.
  116329. */
  116330. dispose(forceDisposeTextures?: boolean): void;
  116331. /**
  116332. * Get the current class name of the texture useful for serialization or dynamic coding.
  116333. * @returns "PBRSubSurfaceConfiguration"
  116334. */
  116335. getClassName(): string;
  116336. /**
  116337. * Add fallbacks to the effect fallbacks list.
  116338. * @param defines defines the Base texture to use.
  116339. * @param fallbacks defines the current fallback list.
  116340. * @param currentRank defines the current fallback rank.
  116341. * @returns the new fallback rank.
  116342. */
  116343. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116344. /**
  116345. * Add the required uniforms to the current list.
  116346. * @param uniforms defines the current uniform list.
  116347. */
  116348. static AddUniforms(uniforms: string[]): void;
  116349. /**
  116350. * Add the required samplers to the current list.
  116351. * @param samplers defines the current sampler list.
  116352. */
  116353. static AddSamplers(samplers: string[]): void;
  116354. /**
  116355. * Add the required uniforms to the current buffer.
  116356. * @param uniformBuffer defines the current uniform buffer.
  116357. */
  116358. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116359. /**
  116360. * Makes a duplicate of the current configuration into another one.
  116361. * @param configuration define the config where to copy the info
  116362. */
  116363. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  116364. /**
  116365. * Serializes this Sub Surface configuration.
  116366. * @returns - An object with the serialized config.
  116367. */
  116368. serialize(): any;
  116369. /**
  116370. * Parses a anisotropy Configuration from a serialized object.
  116371. * @param source - Serialized object.
  116372. * @param scene Defines the scene we are parsing for
  116373. * @param rootUrl Defines the rootUrl to load from
  116374. */
  116375. parse(source: any, scene: Scene, rootUrl: string): void;
  116376. }
  116377. }
  116378. declare module BABYLON {
  116379. /** @hidden */
  116380. export var pbrFragmentDeclaration: {
  116381. name: string;
  116382. shader: string;
  116383. };
  116384. }
  116385. declare module BABYLON {
  116386. /** @hidden */
  116387. export var pbrUboDeclaration: {
  116388. name: string;
  116389. shader: string;
  116390. };
  116391. }
  116392. declare module BABYLON {
  116393. /** @hidden */
  116394. export var pbrFragmentExtraDeclaration: {
  116395. name: string;
  116396. shader: string;
  116397. };
  116398. }
  116399. declare module BABYLON {
  116400. /** @hidden */
  116401. export var pbrFragmentSamplersDeclaration: {
  116402. name: string;
  116403. shader: string;
  116404. };
  116405. }
  116406. declare module BABYLON {
  116407. /** @hidden */
  116408. export var pbrHelperFunctions: {
  116409. name: string;
  116410. shader: string;
  116411. };
  116412. }
  116413. declare module BABYLON {
  116414. /** @hidden */
  116415. export var harmonicsFunctions: {
  116416. name: string;
  116417. shader: string;
  116418. };
  116419. }
  116420. declare module BABYLON {
  116421. /** @hidden */
  116422. export var pbrDirectLightingSetupFunctions: {
  116423. name: string;
  116424. shader: string;
  116425. };
  116426. }
  116427. declare module BABYLON {
  116428. /** @hidden */
  116429. export var pbrDirectLightingFalloffFunctions: {
  116430. name: string;
  116431. shader: string;
  116432. };
  116433. }
  116434. declare module BABYLON {
  116435. /** @hidden */
  116436. export var pbrBRDFFunctions: {
  116437. name: string;
  116438. shader: string;
  116439. };
  116440. }
  116441. declare module BABYLON {
  116442. /** @hidden */
  116443. export var pbrDirectLightingFunctions: {
  116444. name: string;
  116445. shader: string;
  116446. };
  116447. }
  116448. declare module BABYLON {
  116449. /** @hidden */
  116450. export var pbrIBLFunctions: {
  116451. name: string;
  116452. shader: string;
  116453. };
  116454. }
  116455. declare module BABYLON {
  116456. /** @hidden */
  116457. export var pbrDebug: {
  116458. name: string;
  116459. shader: string;
  116460. };
  116461. }
  116462. declare module BABYLON {
  116463. /** @hidden */
  116464. export var pbrPixelShader: {
  116465. name: string;
  116466. shader: string;
  116467. };
  116468. }
  116469. declare module BABYLON {
  116470. /** @hidden */
  116471. export var pbrVertexDeclaration: {
  116472. name: string;
  116473. shader: string;
  116474. };
  116475. }
  116476. declare module BABYLON {
  116477. /** @hidden */
  116478. export var pbrVertexShader: {
  116479. name: string;
  116480. shader: string;
  116481. };
  116482. }
  116483. declare module BABYLON {
  116484. /**
  116485. * Manages the defines for the PBR Material.
  116486. * @hidden
  116487. */
  116488. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  116489. PBR: boolean;
  116490. MAINUV1: boolean;
  116491. MAINUV2: boolean;
  116492. UV1: boolean;
  116493. UV2: boolean;
  116494. ALBEDO: boolean;
  116495. ALBEDODIRECTUV: number;
  116496. VERTEXCOLOR: boolean;
  116497. AMBIENT: boolean;
  116498. AMBIENTDIRECTUV: number;
  116499. AMBIENTINGRAYSCALE: boolean;
  116500. OPACITY: boolean;
  116501. VERTEXALPHA: boolean;
  116502. OPACITYDIRECTUV: number;
  116503. OPACITYRGB: boolean;
  116504. ALPHATEST: boolean;
  116505. DEPTHPREPASS: boolean;
  116506. ALPHABLEND: boolean;
  116507. ALPHAFROMALBEDO: boolean;
  116508. ALPHATESTVALUE: string;
  116509. SPECULAROVERALPHA: boolean;
  116510. RADIANCEOVERALPHA: boolean;
  116511. ALPHAFRESNEL: boolean;
  116512. LINEARALPHAFRESNEL: boolean;
  116513. PREMULTIPLYALPHA: boolean;
  116514. EMISSIVE: boolean;
  116515. EMISSIVEDIRECTUV: number;
  116516. REFLECTIVITY: boolean;
  116517. REFLECTIVITYDIRECTUV: number;
  116518. SPECULARTERM: boolean;
  116519. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  116520. MICROSURFACEAUTOMATIC: boolean;
  116521. LODBASEDMICROSFURACE: boolean;
  116522. MICROSURFACEMAP: boolean;
  116523. MICROSURFACEMAPDIRECTUV: number;
  116524. METALLICWORKFLOW: boolean;
  116525. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  116526. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  116527. METALLNESSSTOREINMETALMAPBLUE: boolean;
  116528. AOSTOREINMETALMAPRED: boolean;
  116529. METALLICF0FACTORFROMMETALLICMAP: boolean;
  116530. ENVIRONMENTBRDF: boolean;
  116531. ENVIRONMENTBRDF_RGBD: boolean;
  116532. NORMAL: boolean;
  116533. TANGENT: boolean;
  116534. BUMP: boolean;
  116535. BUMPDIRECTUV: number;
  116536. OBJECTSPACE_NORMALMAP: boolean;
  116537. PARALLAX: boolean;
  116538. PARALLAXOCCLUSION: boolean;
  116539. NORMALXYSCALE: boolean;
  116540. LIGHTMAP: boolean;
  116541. LIGHTMAPDIRECTUV: number;
  116542. USELIGHTMAPASSHADOWMAP: boolean;
  116543. GAMMALIGHTMAP: boolean;
  116544. RGBDLIGHTMAP: boolean;
  116545. REFLECTION: boolean;
  116546. REFLECTIONMAP_3D: boolean;
  116547. REFLECTIONMAP_SPHERICAL: boolean;
  116548. REFLECTIONMAP_PLANAR: boolean;
  116549. REFLECTIONMAP_CUBIC: boolean;
  116550. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  116551. REFLECTIONMAP_PROJECTION: boolean;
  116552. REFLECTIONMAP_SKYBOX: boolean;
  116553. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  116554. REFLECTIONMAP_EXPLICIT: boolean;
  116555. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  116556. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  116557. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  116558. INVERTCUBICMAP: boolean;
  116559. USESPHERICALFROMREFLECTIONMAP: boolean;
  116560. USEIRRADIANCEMAP: boolean;
  116561. SPHERICAL_HARMONICS: boolean;
  116562. USESPHERICALINVERTEX: boolean;
  116563. REFLECTIONMAP_OPPOSITEZ: boolean;
  116564. LODINREFLECTIONALPHA: boolean;
  116565. GAMMAREFLECTION: boolean;
  116566. RGBDREFLECTION: boolean;
  116567. LINEARSPECULARREFLECTION: boolean;
  116568. RADIANCEOCCLUSION: boolean;
  116569. HORIZONOCCLUSION: boolean;
  116570. INSTANCES: boolean;
  116571. NUM_BONE_INFLUENCERS: number;
  116572. BonesPerMesh: number;
  116573. BONETEXTURE: boolean;
  116574. NONUNIFORMSCALING: boolean;
  116575. MORPHTARGETS: boolean;
  116576. MORPHTARGETS_NORMAL: boolean;
  116577. MORPHTARGETS_TANGENT: boolean;
  116578. MORPHTARGETS_UV: boolean;
  116579. NUM_MORPH_INFLUENCERS: number;
  116580. IMAGEPROCESSING: boolean;
  116581. VIGNETTE: boolean;
  116582. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116583. VIGNETTEBLENDMODEOPAQUE: boolean;
  116584. TONEMAPPING: boolean;
  116585. TONEMAPPING_ACES: boolean;
  116586. CONTRAST: boolean;
  116587. COLORCURVES: boolean;
  116588. COLORGRADING: boolean;
  116589. COLORGRADING3D: boolean;
  116590. SAMPLER3DGREENDEPTH: boolean;
  116591. SAMPLER3DBGRMAP: boolean;
  116592. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116593. EXPOSURE: boolean;
  116594. MULTIVIEW: boolean;
  116595. USEPHYSICALLIGHTFALLOFF: boolean;
  116596. USEGLTFLIGHTFALLOFF: boolean;
  116597. TWOSIDEDLIGHTING: boolean;
  116598. SHADOWFLOAT: boolean;
  116599. CLIPPLANE: boolean;
  116600. CLIPPLANE2: boolean;
  116601. CLIPPLANE3: boolean;
  116602. CLIPPLANE4: boolean;
  116603. POINTSIZE: boolean;
  116604. FOG: boolean;
  116605. LOGARITHMICDEPTH: boolean;
  116606. FORCENORMALFORWARD: boolean;
  116607. SPECULARAA: boolean;
  116608. CLEARCOAT: boolean;
  116609. CLEARCOAT_DEFAULTIOR: boolean;
  116610. CLEARCOAT_TEXTURE: boolean;
  116611. CLEARCOAT_TEXTUREDIRECTUV: number;
  116612. CLEARCOAT_BUMP: boolean;
  116613. CLEARCOAT_BUMPDIRECTUV: number;
  116614. CLEARCOAT_TINT: boolean;
  116615. CLEARCOAT_TINT_TEXTURE: boolean;
  116616. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  116617. ANISOTROPIC: boolean;
  116618. ANISOTROPIC_TEXTURE: boolean;
  116619. ANISOTROPIC_TEXTUREDIRECTUV: number;
  116620. BRDF_V_HEIGHT_CORRELATED: boolean;
  116621. MS_BRDF_ENERGY_CONSERVATION: boolean;
  116622. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  116623. SHEEN: boolean;
  116624. SHEEN_TEXTURE: boolean;
  116625. SHEEN_TEXTUREDIRECTUV: number;
  116626. SHEEN_LINKWITHALBEDO: boolean;
  116627. SUBSURFACE: boolean;
  116628. SS_REFRACTION: boolean;
  116629. SS_TRANSLUCENCY: boolean;
  116630. SS_SCATERRING: boolean;
  116631. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116632. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116633. SS_REFRACTIONMAP_3D: boolean;
  116634. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116635. SS_LODINREFRACTIONALPHA: boolean;
  116636. SS_GAMMAREFRACTION: boolean;
  116637. SS_RGBDREFRACTION: boolean;
  116638. SS_LINEARSPECULARREFRACTION: boolean;
  116639. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116640. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116641. UNLIT: boolean;
  116642. DEBUGMODE: number;
  116643. /**
  116644. * Initializes the PBR Material defines.
  116645. */
  116646. constructor();
  116647. /**
  116648. * Resets the PBR Material defines.
  116649. */
  116650. reset(): void;
  116651. }
  116652. /**
  116653. * The Physically based material base class of BJS.
  116654. *
  116655. * This offers the main features of a standard PBR material.
  116656. * For more information, please refer to the documentation :
  116657. * https://doc.babylonjs.com/how_to/physically_based_rendering
  116658. */
  116659. export abstract class PBRBaseMaterial extends PushMaterial {
  116660. /**
  116661. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  116662. */
  116663. static readonly PBRMATERIAL_OPAQUE: number;
  116664. /**
  116665. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  116666. */
  116667. static readonly PBRMATERIAL_ALPHATEST: number;
  116668. /**
  116669. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116670. */
  116671. static readonly PBRMATERIAL_ALPHABLEND: number;
  116672. /**
  116673. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116674. * They are also discarded below the alpha cutoff threshold to improve performances.
  116675. */
  116676. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  116677. /**
  116678. * Defines the default value of how much AO map is occluding the analytical lights
  116679. * (point spot...).
  116680. */
  116681. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  116682. /**
  116683. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  116684. */
  116685. static readonly LIGHTFALLOFF_PHYSICAL: number;
  116686. /**
  116687. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  116688. * to enhance interoperability with other engines.
  116689. */
  116690. static readonly LIGHTFALLOFF_GLTF: number;
  116691. /**
  116692. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  116693. * to enhance interoperability with other materials.
  116694. */
  116695. static readonly LIGHTFALLOFF_STANDARD: number;
  116696. /**
  116697. * Intensity of the direct lights e.g. the four lights available in your scene.
  116698. * This impacts both the direct diffuse and specular highlights.
  116699. */
  116700. protected _directIntensity: number;
  116701. /**
  116702. * Intensity of the emissive part of the material.
  116703. * This helps controlling the emissive effect without modifying the emissive color.
  116704. */
  116705. protected _emissiveIntensity: number;
  116706. /**
  116707. * Intensity of the environment e.g. how much the environment will light the object
  116708. * either through harmonics for rough material or through the refelction for shiny ones.
  116709. */
  116710. protected _environmentIntensity: number;
  116711. /**
  116712. * This is a special control allowing the reduction of the specular highlights coming from the
  116713. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  116714. */
  116715. protected _specularIntensity: number;
  116716. /**
  116717. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  116718. */
  116719. private _lightingInfos;
  116720. /**
  116721. * Debug Control allowing disabling the bump map on this material.
  116722. */
  116723. protected _disableBumpMap: boolean;
  116724. /**
  116725. * AKA Diffuse Texture in standard nomenclature.
  116726. */
  116727. protected _albedoTexture: Nullable<BaseTexture>;
  116728. /**
  116729. * AKA Occlusion Texture in other nomenclature.
  116730. */
  116731. protected _ambientTexture: Nullable<BaseTexture>;
  116732. /**
  116733. * AKA Occlusion Texture Intensity in other nomenclature.
  116734. */
  116735. protected _ambientTextureStrength: number;
  116736. /**
  116737. * Defines how much the AO map is occluding the analytical lights (point spot...).
  116738. * 1 means it completely occludes it
  116739. * 0 mean it has no impact
  116740. */
  116741. protected _ambientTextureImpactOnAnalyticalLights: number;
  116742. /**
  116743. * Stores the alpha values in a texture.
  116744. */
  116745. protected _opacityTexture: Nullable<BaseTexture>;
  116746. /**
  116747. * Stores the reflection values in a texture.
  116748. */
  116749. protected _reflectionTexture: Nullable<BaseTexture>;
  116750. /**
  116751. * Stores the emissive values in a texture.
  116752. */
  116753. protected _emissiveTexture: Nullable<BaseTexture>;
  116754. /**
  116755. * AKA Specular texture in other nomenclature.
  116756. */
  116757. protected _reflectivityTexture: Nullable<BaseTexture>;
  116758. /**
  116759. * Used to switch from specular/glossiness to metallic/roughness workflow.
  116760. */
  116761. protected _metallicTexture: Nullable<BaseTexture>;
  116762. /**
  116763. * Specifies the metallic scalar of the metallic/roughness workflow.
  116764. * Can also be used to scale the metalness values of the metallic texture.
  116765. */
  116766. protected _metallic: Nullable<number>;
  116767. /**
  116768. * Specifies the roughness scalar of the metallic/roughness workflow.
  116769. * Can also be used to scale the roughness values of the metallic texture.
  116770. */
  116771. protected _roughness: Nullable<number>;
  116772. /**
  116773. * Specifies the an F0 factor to help configuring the material F0.
  116774. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  116775. * to 0.5 the previously hard coded value stays the same.
  116776. * Can also be used to scale the F0 values of the metallic texture.
  116777. */
  116778. protected _metallicF0Factor: number;
  116779. /**
  116780. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  116781. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  116782. * your expectation as it multiplies with the texture data.
  116783. */
  116784. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  116785. /**
  116786. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  116787. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  116788. */
  116789. protected _microSurfaceTexture: Nullable<BaseTexture>;
  116790. /**
  116791. * Stores surface normal data used to displace a mesh in a texture.
  116792. */
  116793. protected _bumpTexture: Nullable<BaseTexture>;
  116794. /**
  116795. * Stores the pre-calculated light information of a mesh in a texture.
  116796. */
  116797. protected _lightmapTexture: Nullable<BaseTexture>;
  116798. /**
  116799. * The color of a material in ambient lighting.
  116800. */
  116801. protected _ambientColor: Color3;
  116802. /**
  116803. * AKA Diffuse Color in other nomenclature.
  116804. */
  116805. protected _albedoColor: Color3;
  116806. /**
  116807. * AKA Specular Color in other nomenclature.
  116808. */
  116809. protected _reflectivityColor: Color3;
  116810. /**
  116811. * The color applied when light is reflected from a material.
  116812. */
  116813. protected _reflectionColor: Color3;
  116814. /**
  116815. * The color applied when light is emitted from a material.
  116816. */
  116817. protected _emissiveColor: Color3;
  116818. /**
  116819. * AKA Glossiness in other nomenclature.
  116820. */
  116821. protected _microSurface: number;
  116822. /**
  116823. * Specifies that the material will use the light map as a show map.
  116824. */
  116825. protected _useLightmapAsShadowmap: boolean;
  116826. /**
  116827. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  116828. * makes the reflect vector face the model (under horizon).
  116829. */
  116830. protected _useHorizonOcclusion: boolean;
  116831. /**
  116832. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  116833. * too much the area relying on ambient texture to define their ambient occlusion.
  116834. */
  116835. protected _useRadianceOcclusion: boolean;
  116836. /**
  116837. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  116838. */
  116839. protected _useAlphaFromAlbedoTexture: boolean;
  116840. /**
  116841. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  116842. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  116843. */
  116844. protected _useSpecularOverAlpha: boolean;
  116845. /**
  116846. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  116847. */
  116848. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  116849. /**
  116850. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  116851. */
  116852. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  116853. /**
  116854. * Specifies if the metallic texture contains the roughness information in its green channel.
  116855. */
  116856. protected _useRoughnessFromMetallicTextureGreen: boolean;
  116857. /**
  116858. * Specifies if the metallic texture contains the metallness information in its blue channel.
  116859. */
  116860. protected _useMetallnessFromMetallicTextureBlue: boolean;
  116861. /**
  116862. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  116863. */
  116864. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  116865. /**
  116866. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  116867. */
  116868. protected _useAmbientInGrayScale: boolean;
  116869. /**
  116870. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  116871. * The material will try to infer what glossiness each pixel should be.
  116872. */
  116873. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  116874. /**
  116875. * Defines the falloff type used in this material.
  116876. * It by default is Physical.
  116877. */
  116878. protected _lightFalloff: number;
  116879. /**
  116880. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  116881. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  116882. */
  116883. protected _useRadianceOverAlpha: boolean;
  116884. /**
  116885. * Allows using an object space normal map (instead of tangent space).
  116886. */
  116887. protected _useObjectSpaceNormalMap: boolean;
  116888. /**
  116889. * Allows using the bump map in parallax mode.
  116890. */
  116891. protected _useParallax: boolean;
  116892. /**
  116893. * Allows using the bump map in parallax occlusion mode.
  116894. */
  116895. protected _useParallaxOcclusion: boolean;
  116896. /**
  116897. * Controls the scale bias of the parallax mode.
  116898. */
  116899. protected _parallaxScaleBias: number;
  116900. /**
  116901. * If sets to true, disables all the lights affecting the material.
  116902. */
  116903. protected _disableLighting: boolean;
  116904. /**
  116905. * Number of Simultaneous lights allowed on the material.
  116906. */
  116907. protected _maxSimultaneousLights: number;
  116908. /**
  116909. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  116910. */
  116911. protected _invertNormalMapX: boolean;
  116912. /**
  116913. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  116914. */
  116915. protected _invertNormalMapY: boolean;
  116916. /**
  116917. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116918. */
  116919. protected _twoSidedLighting: boolean;
  116920. /**
  116921. * Defines the alpha limits in alpha test mode.
  116922. */
  116923. protected _alphaCutOff: number;
  116924. /**
  116925. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  116926. */
  116927. protected _forceAlphaTest: boolean;
  116928. /**
  116929. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116930. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  116931. */
  116932. protected _useAlphaFresnel: boolean;
  116933. /**
  116934. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116935. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  116936. */
  116937. protected _useLinearAlphaFresnel: boolean;
  116938. /**
  116939. * The transparency mode of the material.
  116940. */
  116941. protected _transparencyMode: Nullable<number>;
  116942. /**
  116943. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  116944. * from cos thetav and roughness:
  116945. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  116946. */
  116947. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  116948. /**
  116949. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  116950. */
  116951. protected _forceIrradianceInFragment: boolean;
  116952. /**
  116953. * Force normal to face away from face.
  116954. */
  116955. protected _forceNormalForward: boolean;
  116956. /**
  116957. * Enables specular anti aliasing in the PBR shader.
  116958. * It will both interacts on the Geometry for analytical and IBL lighting.
  116959. * It also prefilter the roughness map based on the bump values.
  116960. */
  116961. protected _enableSpecularAntiAliasing: boolean;
  116962. /**
  116963. * Default configuration related to image processing available in the PBR Material.
  116964. */
  116965. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  116966. /**
  116967. * Keep track of the image processing observer to allow dispose and replace.
  116968. */
  116969. private _imageProcessingObserver;
  116970. /**
  116971. * Attaches a new image processing configuration to the PBR Material.
  116972. * @param configuration
  116973. */
  116974. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  116975. /**
  116976. * Stores the available render targets.
  116977. */
  116978. private _renderTargets;
  116979. /**
  116980. * Sets the global ambient color for the material used in lighting calculations.
  116981. */
  116982. private _globalAmbientColor;
  116983. /**
  116984. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  116985. */
  116986. private _useLogarithmicDepth;
  116987. /**
  116988. * If set to true, no lighting calculations will be applied.
  116989. */
  116990. private _unlit;
  116991. private _debugMode;
  116992. /**
  116993. * @hidden
  116994. * This is reserved for the inspector.
  116995. * Defines the material debug mode.
  116996. * It helps seeing only some components of the material while troubleshooting.
  116997. */
  116998. debugMode: number;
  116999. /**
  117000. * @hidden
  117001. * This is reserved for the inspector.
  117002. * Specify from where on screen the debug mode should start.
  117003. * The value goes from -1 (full screen) to 1 (not visible)
  117004. * It helps with side by side comparison against the final render
  117005. * This defaults to -1
  117006. */
  117007. private debugLimit;
  117008. /**
  117009. * @hidden
  117010. * This is reserved for the inspector.
  117011. * As the default viewing range might not be enough (if the ambient is really small for instance)
  117012. * You can use the factor to better multiply the final value.
  117013. */
  117014. private debugFactor;
  117015. /**
  117016. * Defines the clear coat layer parameters for the material.
  117017. */
  117018. readonly clearCoat: PBRClearCoatConfiguration;
  117019. /**
  117020. * Defines the anisotropic parameters for the material.
  117021. */
  117022. readonly anisotropy: PBRAnisotropicConfiguration;
  117023. /**
  117024. * Defines the BRDF parameters for the material.
  117025. */
  117026. readonly brdf: PBRBRDFConfiguration;
  117027. /**
  117028. * Defines the Sheen parameters for the material.
  117029. */
  117030. readonly sheen: PBRSheenConfiguration;
  117031. /**
  117032. * Defines the SubSurface parameters for the material.
  117033. */
  117034. readonly subSurface: PBRSubSurfaceConfiguration;
  117035. /**
  117036. * Custom callback helping to override the default shader used in the material.
  117037. */
  117038. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  117039. protected _rebuildInParallel: boolean;
  117040. /**
  117041. * Instantiates a new PBRMaterial instance.
  117042. *
  117043. * @param name The material name
  117044. * @param scene The scene the material will be use in.
  117045. */
  117046. constructor(name: string, scene: Scene);
  117047. /**
  117048. * Gets a boolean indicating that current material needs to register RTT
  117049. */
  117050. readonly hasRenderTargetTextures: boolean;
  117051. /**
  117052. * Gets the name of the material class.
  117053. */
  117054. getClassName(): string;
  117055. /**
  117056. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  117057. */
  117058. /**
  117059. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  117060. */
  117061. useLogarithmicDepth: boolean;
  117062. /**
  117063. * Gets the current transparency mode.
  117064. */
  117065. /**
  117066. * Sets the transparency mode of the material.
  117067. *
  117068. * | Value | Type | Description |
  117069. * | ----- | ----------------------------------- | ----------- |
  117070. * | 0 | OPAQUE | |
  117071. * | 1 | ALPHATEST | |
  117072. * | 2 | ALPHABLEND | |
  117073. * | 3 | ALPHATESTANDBLEND | |
  117074. *
  117075. */
  117076. transparencyMode: Nullable<number>;
  117077. /**
  117078. * Returns true if alpha blending should be disabled.
  117079. */
  117080. private readonly _disableAlphaBlending;
  117081. /**
  117082. * Specifies whether or not this material should be rendered in alpha blend mode.
  117083. */
  117084. needAlphaBlending(): boolean;
  117085. /**
  117086. * Specifies if the mesh will require alpha blending.
  117087. * @param mesh - BJS mesh.
  117088. */
  117089. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  117090. /**
  117091. * Specifies whether or not this material should be rendered in alpha test mode.
  117092. */
  117093. needAlphaTesting(): boolean;
  117094. /**
  117095. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  117096. */
  117097. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  117098. /**
  117099. * Gets the texture used for the alpha test.
  117100. */
  117101. getAlphaTestTexture(): Nullable<BaseTexture>;
  117102. /**
  117103. * Specifies that the submesh is ready to be used.
  117104. * @param mesh - BJS mesh.
  117105. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  117106. * @param useInstances - Specifies that instances should be used.
  117107. * @returns - boolean indicating that the submesh is ready or not.
  117108. */
  117109. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  117110. /**
  117111. * Specifies if the material uses metallic roughness workflow.
  117112. * @returns boolean specifiying if the material uses metallic roughness workflow.
  117113. */
  117114. isMetallicWorkflow(): boolean;
  117115. private _prepareEffect;
  117116. private _prepareDefines;
  117117. /**
  117118. * Force shader compilation
  117119. */
  117120. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  117121. /**
  117122. * Initializes the uniform buffer layout for the shader.
  117123. */
  117124. buildUniformLayout(): void;
  117125. /**
  117126. * Unbinds the material from the mesh
  117127. */
  117128. unbind(): void;
  117129. /**
  117130. * Binds the submesh data.
  117131. * @param world - The world matrix.
  117132. * @param mesh - The BJS mesh.
  117133. * @param subMesh - A submesh of the BJS mesh.
  117134. */
  117135. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  117136. /**
  117137. * Returns the animatable textures.
  117138. * @returns - Array of animatable textures.
  117139. */
  117140. getAnimatables(): IAnimatable[];
  117141. /**
  117142. * Returns the texture used for reflections.
  117143. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  117144. */
  117145. private _getReflectionTexture;
  117146. /**
  117147. * Returns an array of the actively used textures.
  117148. * @returns - Array of BaseTextures
  117149. */
  117150. getActiveTextures(): BaseTexture[];
  117151. /**
  117152. * Checks to see if a texture is used in the material.
  117153. * @param texture - Base texture to use.
  117154. * @returns - Boolean specifying if a texture is used in the material.
  117155. */
  117156. hasTexture(texture: BaseTexture): boolean;
  117157. /**
  117158. * Disposes the resources of the material.
  117159. * @param forceDisposeEffect - Forces the disposal of effects.
  117160. * @param forceDisposeTextures - Forces the disposal of all textures.
  117161. */
  117162. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  117163. }
  117164. }
  117165. declare module BABYLON {
  117166. /**
  117167. * The Physically based material of BJS.
  117168. *
  117169. * This offers the main features of a standard PBR material.
  117170. * For more information, please refer to the documentation :
  117171. * https://doc.babylonjs.com/how_to/physically_based_rendering
  117172. */
  117173. export class PBRMaterial extends PBRBaseMaterial {
  117174. /**
  117175. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  117176. */
  117177. static readonly PBRMATERIAL_OPAQUE: number;
  117178. /**
  117179. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  117180. */
  117181. static readonly PBRMATERIAL_ALPHATEST: number;
  117182. /**
  117183. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117184. */
  117185. static readonly PBRMATERIAL_ALPHABLEND: number;
  117186. /**
  117187. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117188. * They are also discarded below the alpha cutoff threshold to improve performances.
  117189. */
  117190. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  117191. /**
  117192. * Defines the default value of how much AO map is occluding the analytical lights
  117193. * (point spot...).
  117194. */
  117195. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  117196. /**
  117197. * Intensity of the direct lights e.g. the four lights available in your scene.
  117198. * This impacts both the direct diffuse and specular highlights.
  117199. */
  117200. directIntensity: number;
  117201. /**
  117202. * Intensity of the emissive part of the material.
  117203. * This helps controlling the emissive effect without modifying the emissive color.
  117204. */
  117205. emissiveIntensity: number;
  117206. /**
  117207. * Intensity of the environment e.g. how much the environment will light the object
  117208. * either through harmonics for rough material or through the refelction for shiny ones.
  117209. */
  117210. environmentIntensity: number;
  117211. /**
  117212. * This is a special control allowing the reduction of the specular highlights coming from the
  117213. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  117214. */
  117215. specularIntensity: number;
  117216. /**
  117217. * Debug Control allowing disabling the bump map on this material.
  117218. */
  117219. disableBumpMap: boolean;
  117220. /**
  117221. * AKA Diffuse Texture in standard nomenclature.
  117222. */
  117223. albedoTexture: BaseTexture;
  117224. /**
  117225. * AKA Occlusion Texture in other nomenclature.
  117226. */
  117227. ambientTexture: BaseTexture;
  117228. /**
  117229. * AKA Occlusion Texture Intensity in other nomenclature.
  117230. */
  117231. ambientTextureStrength: number;
  117232. /**
  117233. * Defines how much the AO map is occluding the analytical lights (point spot...).
  117234. * 1 means it completely occludes it
  117235. * 0 mean it has no impact
  117236. */
  117237. ambientTextureImpactOnAnalyticalLights: number;
  117238. /**
  117239. * Stores the alpha values in a texture.
  117240. */
  117241. opacityTexture: BaseTexture;
  117242. /**
  117243. * Stores the reflection values in a texture.
  117244. */
  117245. reflectionTexture: Nullable<BaseTexture>;
  117246. /**
  117247. * Stores the emissive values in a texture.
  117248. */
  117249. emissiveTexture: BaseTexture;
  117250. /**
  117251. * AKA Specular texture in other nomenclature.
  117252. */
  117253. reflectivityTexture: BaseTexture;
  117254. /**
  117255. * Used to switch from specular/glossiness to metallic/roughness workflow.
  117256. */
  117257. metallicTexture: BaseTexture;
  117258. /**
  117259. * Specifies the metallic scalar of the metallic/roughness workflow.
  117260. * Can also be used to scale the metalness values of the metallic texture.
  117261. */
  117262. metallic: Nullable<number>;
  117263. /**
  117264. * Specifies the roughness scalar of the metallic/roughness workflow.
  117265. * Can also be used to scale the roughness values of the metallic texture.
  117266. */
  117267. roughness: Nullable<number>;
  117268. /**
  117269. * Specifies the an F0 factor to help configuring the material F0.
  117270. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  117271. * to 0.5 the previously hard coded value stays the same.
  117272. * Can also be used to scale the F0 values of the metallic texture.
  117273. */
  117274. metallicF0Factor: number;
  117275. /**
  117276. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  117277. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  117278. * your expectation as it multiplies with the texture data.
  117279. */
  117280. useMetallicF0FactorFromMetallicTexture: boolean;
  117281. /**
  117282. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  117283. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  117284. */
  117285. microSurfaceTexture: BaseTexture;
  117286. /**
  117287. * Stores surface normal data used to displace a mesh in a texture.
  117288. */
  117289. bumpTexture: BaseTexture;
  117290. /**
  117291. * Stores the pre-calculated light information of a mesh in a texture.
  117292. */
  117293. lightmapTexture: BaseTexture;
  117294. /**
  117295. * Stores the refracted light information in a texture.
  117296. */
  117297. refractionTexture: Nullable<BaseTexture>;
  117298. /**
  117299. * The color of a material in ambient lighting.
  117300. */
  117301. ambientColor: Color3;
  117302. /**
  117303. * AKA Diffuse Color in other nomenclature.
  117304. */
  117305. albedoColor: Color3;
  117306. /**
  117307. * AKA Specular Color in other nomenclature.
  117308. */
  117309. reflectivityColor: Color3;
  117310. /**
  117311. * The color reflected from the material.
  117312. */
  117313. reflectionColor: Color3;
  117314. /**
  117315. * The color emitted from the material.
  117316. */
  117317. emissiveColor: Color3;
  117318. /**
  117319. * AKA Glossiness in other nomenclature.
  117320. */
  117321. microSurface: number;
  117322. /**
  117323. * source material index of refraction (IOR)' / 'destination material IOR.
  117324. */
  117325. indexOfRefraction: number;
  117326. /**
  117327. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  117328. */
  117329. invertRefractionY: boolean;
  117330. /**
  117331. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  117332. * Materials half opaque for instance using refraction could benefit from this control.
  117333. */
  117334. linkRefractionWithTransparency: boolean;
  117335. /**
  117336. * If true, the light map contains occlusion information instead of lighting info.
  117337. */
  117338. useLightmapAsShadowmap: boolean;
  117339. /**
  117340. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  117341. */
  117342. useAlphaFromAlbedoTexture: boolean;
  117343. /**
  117344. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  117345. */
  117346. forceAlphaTest: boolean;
  117347. /**
  117348. * Defines the alpha limits in alpha test mode.
  117349. */
  117350. alphaCutOff: number;
  117351. /**
  117352. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  117353. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  117354. */
  117355. useSpecularOverAlpha: boolean;
  117356. /**
  117357. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  117358. */
  117359. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  117360. /**
  117361. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  117362. */
  117363. useRoughnessFromMetallicTextureAlpha: boolean;
  117364. /**
  117365. * Specifies if the metallic texture contains the roughness information in its green channel.
  117366. */
  117367. useRoughnessFromMetallicTextureGreen: boolean;
  117368. /**
  117369. * Specifies if the metallic texture contains the metallness information in its blue channel.
  117370. */
  117371. useMetallnessFromMetallicTextureBlue: boolean;
  117372. /**
  117373. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  117374. */
  117375. useAmbientOcclusionFromMetallicTextureRed: boolean;
  117376. /**
  117377. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  117378. */
  117379. useAmbientInGrayScale: boolean;
  117380. /**
  117381. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  117382. * The material will try to infer what glossiness each pixel should be.
  117383. */
  117384. useAutoMicroSurfaceFromReflectivityMap: boolean;
  117385. /**
  117386. * BJS is using an harcoded light falloff based on a manually sets up range.
  117387. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  117388. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  117389. */
  117390. /**
  117391. * BJS is using an harcoded light falloff based on a manually sets up range.
  117392. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  117393. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  117394. */
  117395. usePhysicalLightFalloff: boolean;
  117396. /**
  117397. * In order to support the falloff compatibility with gltf, a special mode has been added
  117398. * to reproduce the gltf light falloff.
  117399. */
  117400. /**
  117401. * In order to support the falloff compatibility with gltf, a special mode has been added
  117402. * to reproduce the gltf light falloff.
  117403. */
  117404. useGLTFLightFalloff: boolean;
  117405. /**
  117406. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  117407. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  117408. */
  117409. useRadianceOverAlpha: boolean;
  117410. /**
  117411. * Allows using an object space normal map (instead of tangent space).
  117412. */
  117413. useObjectSpaceNormalMap: boolean;
  117414. /**
  117415. * Allows using the bump map in parallax mode.
  117416. */
  117417. useParallax: boolean;
  117418. /**
  117419. * Allows using the bump map in parallax occlusion mode.
  117420. */
  117421. useParallaxOcclusion: boolean;
  117422. /**
  117423. * Controls the scale bias of the parallax mode.
  117424. */
  117425. parallaxScaleBias: number;
  117426. /**
  117427. * If sets to true, disables all the lights affecting the material.
  117428. */
  117429. disableLighting: boolean;
  117430. /**
  117431. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  117432. */
  117433. forceIrradianceInFragment: boolean;
  117434. /**
  117435. * Number of Simultaneous lights allowed on the material.
  117436. */
  117437. maxSimultaneousLights: number;
  117438. /**
  117439. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  117440. */
  117441. invertNormalMapX: boolean;
  117442. /**
  117443. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  117444. */
  117445. invertNormalMapY: boolean;
  117446. /**
  117447. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  117448. */
  117449. twoSidedLighting: boolean;
  117450. /**
  117451. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117452. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  117453. */
  117454. useAlphaFresnel: boolean;
  117455. /**
  117456. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117457. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  117458. */
  117459. useLinearAlphaFresnel: boolean;
  117460. /**
  117461. * Let user defines the brdf lookup texture used for IBL.
  117462. * A default 8bit version is embedded but you could point at :
  117463. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  117464. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  117465. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  117466. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  117467. */
  117468. environmentBRDFTexture: Nullable<BaseTexture>;
  117469. /**
  117470. * Force normal to face away from face.
  117471. */
  117472. forceNormalForward: boolean;
  117473. /**
  117474. * Enables specular anti aliasing in the PBR shader.
  117475. * It will both interacts on the Geometry for analytical and IBL lighting.
  117476. * It also prefilter the roughness map based on the bump values.
  117477. */
  117478. enableSpecularAntiAliasing: boolean;
  117479. /**
  117480. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  117481. * makes the reflect vector face the model (under horizon).
  117482. */
  117483. useHorizonOcclusion: boolean;
  117484. /**
  117485. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  117486. * too much the area relying on ambient texture to define their ambient occlusion.
  117487. */
  117488. useRadianceOcclusion: boolean;
  117489. /**
  117490. * If set to true, no lighting calculations will be applied.
  117491. */
  117492. unlit: boolean;
  117493. /**
  117494. * Gets the image processing configuration used either in this material.
  117495. */
  117496. /**
  117497. * Sets the Default image processing configuration used either in the this material.
  117498. *
  117499. * If sets to null, the scene one is in use.
  117500. */
  117501. imageProcessingConfiguration: ImageProcessingConfiguration;
  117502. /**
  117503. * Gets wether the color curves effect is enabled.
  117504. */
  117505. /**
  117506. * Sets wether the color curves effect is enabled.
  117507. */
  117508. cameraColorCurvesEnabled: boolean;
  117509. /**
  117510. * Gets wether the color grading effect is enabled.
  117511. */
  117512. /**
  117513. * Gets wether the color grading effect is enabled.
  117514. */
  117515. cameraColorGradingEnabled: boolean;
  117516. /**
  117517. * Gets wether tonemapping is enabled or not.
  117518. */
  117519. /**
  117520. * Sets wether tonemapping is enabled or not
  117521. */
  117522. cameraToneMappingEnabled: boolean;
  117523. /**
  117524. * The camera exposure used on this material.
  117525. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117526. * This corresponds to a photographic exposure.
  117527. */
  117528. /**
  117529. * The camera exposure used on this material.
  117530. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117531. * This corresponds to a photographic exposure.
  117532. */
  117533. cameraExposure: number;
  117534. /**
  117535. * Gets The camera contrast used on this material.
  117536. */
  117537. /**
  117538. * Sets The camera contrast used on this material.
  117539. */
  117540. cameraContrast: number;
  117541. /**
  117542. * Gets the Color Grading 2D Lookup Texture.
  117543. */
  117544. /**
  117545. * Sets the Color Grading 2D Lookup Texture.
  117546. */
  117547. cameraColorGradingTexture: Nullable<BaseTexture>;
  117548. /**
  117549. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117550. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117551. * 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;
  117552. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117553. */
  117554. /**
  117555. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117556. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117557. * 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;
  117558. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117559. */
  117560. cameraColorCurves: Nullable<ColorCurves>;
  117561. /**
  117562. * Instantiates a new PBRMaterial instance.
  117563. *
  117564. * @param name The material name
  117565. * @param scene The scene the material will be use in.
  117566. */
  117567. constructor(name: string, scene: Scene);
  117568. /**
  117569. * Returns the name of this material class.
  117570. */
  117571. getClassName(): string;
  117572. /**
  117573. * Makes a duplicate of the current material.
  117574. * @param name - name to use for the new material.
  117575. */
  117576. clone(name: string): PBRMaterial;
  117577. /**
  117578. * Serializes this PBR Material.
  117579. * @returns - An object with the serialized material.
  117580. */
  117581. serialize(): any;
  117582. /**
  117583. * Parses a PBR Material from a serialized object.
  117584. * @param source - Serialized object.
  117585. * @param scene - BJS scene instance.
  117586. * @param rootUrl - url for the scene object
  117587. * @returns - PBRMaterial
  117588. */
  117589. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  117590. }
  117591. }
  117592. declare module BABYLON {
  117593. /**
  117594. * Direct draw surface info
  117595. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  117596. */
  117597. export interface DDSInfo {
  117598. /**
  117599. * Width of the texture
  117600. */
  117601. width: number;
  117602. /**
  117603. * Width of the texture
  117604. */
  117605. height: number;
  117606. /**
  117607. * Number of Mipmaps for the texture
  117608. * @see https://en.wikipedia.org/wiki/Mipmap
  117609. */
  117610. mipmapCount: number;
  117611. /**
  117612. * If the textures format is a known fourCC format
  117613. * @see https://www.fourcc.org/
  117614. */
  117615. isFourCC: boolean;
  117616. /**
  117617. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  117618. */
  117619. isRGB: boolean;
  117620. /**
  117621. * If the texture is a lumincance format
  117622. */
  117623. isLuminance: boolean;
  117624. /**
  117625. * If this is a cube texture
  117626. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  117627. */
  117628. isCube: boolean;
  117629. /**
  117630. * If the texture is a compressed format eg. FOURCC_DXT1
  117631. */
  117632. isCompressed: boolean;
  117633. /**
  117634. * The dxgiFormat of the texture
  117635. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  117636. */
  117637. dxgiFormat: number;
  117638. /**
  117639. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  117640. */
  117641. textureType: number;
  117642. /**
  117643. * Sphericle polynomial created for the dds texture
  117644. */
  117645. sphericalPolynomial?: SphericalPolynomial;
  117646. }
  117647. /**
  117648. * Class used to provide DDS decompression tools
  117649. */
  117650. export class DDSTools {
  117651. /**
  117652. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  117653. */
  117654. static StoreLODInAlphaChannel: boolean;
  117655. /**
  117656. * Gets DDS information from an array buffer
  117657. * @param arrayBuffer defines the array buffer to read data from
  117658. * @returns the DDS information
  117659. */
  117660. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  117661. private static _FloatView;
  117662. private static _Int32View;
  117663. private static _ToHalfFloat;
  117664. private static _FromHalfFloat;
  117665. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  117666. private static _GetHalfFloatRGBAArrayBuffer;
  117667. private static _GetFloatRGBAArrayBuffer;
  117668. private static _GetFloatAsUIntRGBAArrayBuffer;
  117669. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  117670. private static _GetRGBAArrayBuffer;
  117671. private static _ExtractLongWordOrder;
  117672. private static _GetRGBArrayBuffer;
  117673. private static _GetLuminanceArrayBuffer;
  117674. /**
  117675. * Uploads DDS Levels to a Babylon Texture
  117676. * @hidden
  117677. */
  117678. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  117679. }
  117680. interface ThinEngine {
  117681. /**
  117682. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  117683. * @param rootUrl defines the url where the file to load is located
  117684. * @param scene defines the current scene
  117685. * @param lodScale defines scale to apply to the mip map selection
  117686. * @param lodOffset defines offset to apply to the mip map selection
  117687. * @param onLoad defines an optional callback raised when the texture is loaded
  117688. * @param onError defines an optional callback raised if there is an issue to load the texture
  117689. * @param format defines the format of the data
  117690. * @param forcedExtension defines the extension to use to pick the right loader
  117691. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  117692. * @returns the cube texture as an InternalTexture
  117693. */
  117694. 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;
  117695. }
  117696. }
  117697. declare module BABYLON {
  117698. /**
  117699. * Implementation of the DDS Texture Loader.
  117700. * @hidden
  117701. */
  117702. export class _DDSTextureLoader implements IInternalTextureLoader {
  117703. /**
  117704. * Defines wether the loader supports cascade loading the different faces.
  117705. */
  117706. readonly supportCascades: boolean;
  117707. /**
  117708. * This returns if the loader support the current file information.
  117709. * @param extension defines the file extension of the file being loaded
  117710. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117711. * @param fallback defines the fallback internal texture if any
  117712. * @param isBase64 defines whether the texture is encoded as a base64
  117713. * @param isBuffer defines whether the texture data are stored as a buffer
  117714. * @returns true if the loader can load the specified file
  117715. */
  117716. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117717. /**
  117718. * Transform the url before loading if required.
  117719. * @param rootUrl the url of the texture
  117720. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117721. * @returns the transformed texture
  117722. */
  117723. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117724. /**
  117725. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117726. * @param rootUrl the url of the texture
  117727. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117728. * @returns the fallback texture
  117729. */
  117730. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117731. /**
  117732. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117733. * @param data contains the texture data
  117734. * @param texture defines the BabylonJS internal texture
  117735. * @param createPolynomials will be true if polynomials have been requested
  117736. * @param onLoad defines the callback to trigger once the texture is ready
  117737. * @param onError defines the callback to trigger in case of error
  117738. */
  117739. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117740. /**
  117741. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117742. * @param data contains the texture data
  117743. * @param texture defines the BabylonJS internal texture
  117744. * @param callback defines the method to call once ready to upload
  117745. */
  117746. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117747. }
  117748. }
  117749. declare module BABYLON {
  117750. /**
  117751. * Implementation of the ENV Texture Loader.
  117752. * @hidden
  117753. */
  117754. export class _ENVTextureLoader implements IInternalTextureLoader {
  117755. /**
  117756. * Defines wether the loader supports cascade loading the different faces.
  117757. */
  117758. readonly supportCascades: boolean;
  117759. /**
  117760. * This returns if the loader support the current file information.
  117761. * @param extension defines the file extension of the file being loaded
  117762. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117763. * @param fallback defines the fallback internal texture if any
  117764. * @param isBase64 defines whether the texture is encoded as a base64
  117765. * @param isBuffer defines whether the texture data are stored as a buffer
  117766. * @returns true if the loader can load the specified file
  117767. */
  117768. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117769. /**
  117770. * Transform the url before loading if required.
  117771. * @param rootUrl the url of the texture
  117772. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117773. * @returns the transformed texture
  117774. */
  117775. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117776. /**
  117777. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117778. * @param rootUrl the url of the texture
  117779. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117780. * @returns the fallback texture
  117781. */
  117782. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117783. /**
  117784. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117785. * @param data contains the texture data
  117786. * @param texture defines the BabylonJS internal texture
  117787. * @param createPolynomials will be true if polynomials have been requested
  117788. * @param onLoad defines the callback to trigger once the texture is ready
  117789. * @param onError defines the callback to trigger in case of error
  117790. */
  117791. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117792. /**
  117793. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117794. * @param data contains the texture data
  117795. * @param texture defines the BabylonJS internal texture
  117796. * @param callback defines the method to call once ready to upload
  117797. */
  117798. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117799. }
  117800. }
  117801. declare module BABYLON {
  117802. /**
  117803. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  117804. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  117805. */
  117806. export class KhronosTextureContainer {
  117807. /** contents of the KTX container file */
  117808. arrayBuffer: any;
  117809. private static HEADER_LEN;
  117810. private static COMPRESSED_2D;
  117811. private static COMPRESSED_3D;
  117812. private static TEX_2D;
  117813. private static TEX_3D;
  117814. /**
  117815. * Gets the openGL type
  117816. */
  117817. glType: number;
  117818. /**
  117819. * Gets the openGL type size
  117820. */
  117821. glTypeSize: number;
  117822. /**
  117823. * Gets the openGL format
  117824. */
  117825. glFormat: number;
  117826. /**
  117827. * Gets the openGL internal format
  117828. */
  117829. glInternalFormat: number;
  117830. /**
  117831. * Gets the base internal format
  117832. */
  117833. glBaseInternalFormat: number;
  117834. /**
  117835. * Gets image width in pixel
  117836. */
  117837. pixelWidth: number;
  117838. /**
  117839. * Gets image height in pixel
  117840. */
  117841. pixelHeight: number;
  117842. /**
  117843. * Gets image depth in pixels
  117844. */
  117845. pixelDepth: number;
  117846. /**
  117847. * Gets the number of array elements
  117848. */
  117849. numberOfArrayElements: number;
  117850. /**
  117851. * Gets the number of faces
  117852. */
  117853. numberOfFaces: number;
  117854. /**
  117855. * Gets the number of mipmap levels
  117856. */
  117857. numberOfMipmapLevels: number;
  117858. /**
  117859. * Gets the bytes of key value data
  117860. */
  117861. bytesOfKeyValueData: number;
  117862. /**
  117863. * Gets the load type
  117864. */
  117865. loadType: number;
  117866. /**
  117867. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  117868. */
  117869. isInvalid: boolean;
  117870. /**
  117871. * Creates a new KhronosTextureContainer
  117872. * @param arrayBuffer contents of the KTX container file
  117873. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  117874. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  117875. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  117876. */
  117877. constructor(
  117878. /** contents of the KTX container file */
  117879. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  117880. /**
  117881. * Uploads KTX content to a Babylon Texture.
  117882. * It is assumed that the texture has already been created & is currently bound
  117883. * @hidden
  117884. */
  117885. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  117886. private _upload2DCompressedLevels;
  117887. }
  117888. }
  117889. declare module BABYLON {
  117890. /**
  117891. * Implementation of the KTX Texture Loader.
  117892. * @hidden
  117893. */
  117894. export class _KTXTextureLoader implements IInternalTextureLoader {
  117895. /**
  117896. * Defines wether the loader supports cascade loading the different faces.
  117897. */
  117898. readonly supportCascades: boolean;
  117899. /**
  117900. * This returns if the loader support the current file information.
  117901. * @param extension defines the file extension of the file being loaded
  117902. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117903. * @param fallback defines the fallback internal texture if any
  117904. * @param isBase64 defines whether the texture is encoded as a base64
  117905. * @param isBuffer defines whether the texture data are stored as a buffer
  117906. * @returns true if the loader can load the specified file
  117907. */
  117908. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117909. /**
  117910. * Transform the url before loading if required.
  117911. * @param rootUrl the url of the texture
  117912. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117913. * @returns the transformed texture
  117914. */
  117915. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117916. /**
  117917. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117918. * @param rootUrl the url of the texture
  117919. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117920. * @returns the fallback texture
  117921. */
  117922. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117923. /**
  117924. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117925. * @param data contains the texture data
  117926. * @param texture defines the BabylonJS internal texture
  117927. * @param createPolynomials will be true if polynomials have been requested
  117928. * @param onLoad defines the callback to trigger once the texture is ready
  117929. * @param onError defines the callback to trigger in case of error
  117930. */
  117931. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117932. /**
  117933. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117934. * @param data contains the texture data
  117935. * @param texture defines the BabylonJS internal texture
  117936. * @param callback defines the method to call once ready to upload
  117937. */
  117938. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  117939. }
  117940. }
  117941. declare module BABYLON {
  117942. /** @hidden */
  117943. export var _forceSceneHelpersToBundle: boolean;
  117944. interface Scene {
  117945. /**
  117946. * Creates a default light for the scene.
  117947. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  117948. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  117949. */
  117950. createDefaultLight(replace?: boolean): void;
  117951. /**
  117952. * Creates a default camera for the scene.
  117953. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  117954. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  117955. * @param replace has default false, when true replaces the active camera in the scene
  117956. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  117957. */
  117958. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  117959. /**
  117960. * Creates a default camera and a default light.
  117961. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  117962. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  117963. * @param replace has the default false, when true replaces the active camera/light in the scene
  117964. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  117965. */
  117966. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  117967. /**
  117968. * Creates a new sky box
  117969. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  117970. * @param environmentTexture defines the texture to use as environment texture
  117971. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  117972. * @param scale defines the overall scale of the skybox
  117973. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  117974. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  117975. * @returns a new mesh holding the sky box
  117976. */
  117977. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  117978. /**
  117979. * Creates a new environment
  117980. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  117981. * @param options defines the options you can use to configure the environment
  117982. * @returns the new EnvironmentHelper
  117983. */
  117984. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  117985. /**
  117986. * Creates a new VREXperienceHelper
  117987. * @see http://doc.babylonjs.com/how_to/webvr_helper
  117988. * @param webVROptions defines the options used to create the new VREXperienceHelper
  117989. * @returns a new VREXperienceHelper
  117990. */
  117991. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  117992. /**
  117993. * Creates a new WebXRDefaultExperience
  117994. * @see http://doc.babylonjs.com/how_to/webxr
  117995. * @param options experience options
  117996. * @returns a promise for a new WebXRDefaultExperience
  117997. */
  117998. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  117999. }
  118000. }
  118001. declare module BABYLON {
  118002. /**
  118003. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  118004. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  118005. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  118006. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  118007. */
  118008. export class VideoDome extends TransformNode {
  118009. /**
  118010. * Define the video source as a Monoscopic panoramic 360 video.
  118011. */
  118012. static readonly MODE_MONOSCOPIC: number;
  118013. /**
  118014. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  118015. */
  118016. static readonly MODE_TOPBOTTOM: number;
  118017. /**
  118018. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  118019. */
  118020. static readonly MODE_SIDEBYSIDE: number;
  118021. private _halfDome;
  118022. private _useDirectMapping;
  118023. /**
  118024. * The video texture being displayed on the sphere
  118025. */
  118026. protected _videoTexture: VideoTexture;
  118027. /**
  118028. * Gets the video texture being displayed on the sphere
  118029. */
  118030. readonly videoTexture: VideoTexture;
  118031. /**
  118032. * The skybox material
  118033. */
  118034. protected _material: BackgroundMaterial;
  118035. /**
  118036. * The surface used for the skybox
  118037. */
  118038. protected _mesh: Mesh;
  118039. /**
  118040. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  118041. */
  118042. private _halfDomeMask;
  118043. /**
  118044. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118045. * Also see the options.resolution property.
  118046. */
  118047. fovMultiplier: number;
  118048. private _videoMode;
  118049. /**
  118050. * Gets or set the current video mode for the video. It can be:
  118051. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  118052. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  118053. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  118054. */
  118055. videoMode: number;
  118056. /**
  118057. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  118058. *
  118059. */
  118060. /**
  118061. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  118062. */
  118063. halfDome: boolean;
  118064. /**
  118065. * Oberserver used in Stereoscopic VR Mode.
  118066. */
  118067. private _onBeforeCameraRenderObserver;
  118068. /**
  118069. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  118070. * @param name Element's name, child elements will append suffixes for their own names.
  118071. * @param urlsOrVideo defines the url(s) or the video element to use
  118072. * @param options An object containing optional or exposed sub element properties
  118073. */
  118074. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  118075. resolution?: number;
  118076. clickToPlay?: boolean;
  118077. autoPlay?: boolean;
  118078. loop?: boolean;
  118079. size?: number;
  118080. poster?: string;
  118081. faceForward?: boolean;
  118082. useDirectMapping?: boolean;
  118083. halfDomeMode?: boolean;
  118084. }, scene: Scene);
  118085. private _changeVideoMode;
  118086. /**
  118087. * Releases resources associated with this node.
  118088. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  118089. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  118090. */
  118091. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  118092. }
  118093. }
  118094. declare module BABYLON {
  118095. /**
  118096. * This class can be used to get instrumentation data from a Babylon engine
  118097. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  118098. */
  118099. export class EngineInstrumentation implements IDisposable {
  118100. /**
  118101. * Define the instrumented engine.
  118102. */
  118103. engine: Engine;
  118104. private _captureGPUFrameTime;
  118105. private _gpuFrameTimeToken;
  118106. private _gpuFrameTime;
  118107. private _captureShaderCompilationTime;
  118108. private _shaderCompilationTime;
  118109. private _onBeginFrameObserver;
  118110. private _onEndFrameObserver;
  118111. private _onBeforeShaderCompilationObserver;
  118112. private _onAfterShaderCompilationObserver;
  118113. /**
  118114. * Gets the perf counter used for GPU frame time
  118115. */
  118116. readonly gpuFrameTimeCounter: PerfCounter;
  118117. /**
  118118. * Gets the GPU frame time capture status
  118119. */
  118120. /**
  118121. * Enable or disable the GPU frame time capture
  118122. */
  118123. captureGPUFrameTime: boolean;
  118124. /**
  118125. * Gets the perf counter used for shader compilation time
  118126. */
  118127. readonly shaderCompilationTimeCounter: PerfCounter;
  118128. /**
  118129. * Gets the shader compilation time capture status
  118130. */
  118131. /**
  118132. * Enable or disable the shader compilation time capture
  118133. */
  118134. captureShaderCompilationTime: boolean;
  118135. /**
  118136. * Instantiates a new engine instrumentation.
  118137. * This class can be used to get instrumentation data from a Babylon engine
  118138. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  118139. * @param engine Defines the engine to instrument
  118140. */
  118141. constructor(
  118142. /**
  118143. * Define the instrumented engine.
  118144. */
  118145. engine: Engine);
  118146. /**
  118147. * Dispose and release associated resources.
  118148. */
  118149. dispose(): void;
  118150. }
  118151. }
  118152. declare module BABYLON {
  118153. /**
  118154. * This class can be used to get instrumentation data from a Babylon engine
  118155. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  118156. */
  118157. export class SceneInstrumentation implements IDisposable {
  118158. /**
  118159. * Defines the scene to instrument
  118160. */
  118161. scene: Scene;
  118162. private _captureActiveMeshesEvaluationTime;
  118163. private _activeMeshesEvaluationTime;
  118164. private _captureRenderTargetsRenderTime;
  118165. private _renderTargetsRenderTime;
  118166. private _captureFrameTime;
  118167. private _frameTime;
  118168. private _captureRenderTime;
  118169. private _renderTime;
  118170. private _captureInterFrameTime;
  118171. private _interFrameTime;
  118172. private _captureParticlesRenderTime;
  118173. private _particlesRenderTime;
  118174. private _captureSpritesRenderTime;
  118175. private _spritesRenderTime;
  118176. private _capturePhysicsTime;
  118177. private _physicsTime;
  118178. private _captureAnimationsTime;
  118179. private _animationsTime;
  118180. private _captureCameraRenderTime;
  118181. private _cameraRenderTime;
  118182. private _onBeforeActiveMeshesEvaluationObserver;
  118183. private _onAfterActiveMeshesEvaluationObserver;
  118184. private _onBeforeRenderTargetsRenderObserver;
  118185. private _onAfterRenderTargetsRenderObserver;
  118186. private _onAfterRenderObserver;
  118187. private _onBeforeDrawPhaseObserver;
  118188. private _onAfterDrawPhaseObserver;
  118189. private _onBeforeAnimationsObserver;
  118190. private _onBeforeParticlesRenderingObserver;
  118191. private _onAfterParticlesRenderingObserver;
  118192. private _onBeforeSpritesRenderingObserver;
  118193. private _onAfterSpritesRenderingObserver;
  118194. private _onBeforePhysicsObserver;
  118195. private _onAfterPhysicsObserver;
  118196. private _onAfterAnimationsObserver;
  118197. private _onBeforeCameraRenderObserver;
  118198. private _onAfterCameraRenderObserver;
  118199. /**
  118200. * Gets the perf counter used for active meshes evaluation time
  118201. */
  118202. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  118203. /**
  118204. * Gets the active meshes evaluation time capture status
  118205. */
  118206. /**
  118207. * Enable or disable the active meshes evaluation time capture
  118208. */
  118209. captureActiveMeshesEvaluationTime: boolean;
  118210. /**
  118211. * Gets the perf counter used for render targets render time
  118212. */
  118213. readonly renderTargetsRenderTimeCounter: PerfCounter;
  118214. /**
  118215. * Gets the render targets render time capture status
  118216. */
  118217. /**
  118218. * Enable or disable the render targets render time capture
  118219. */
  118220. captureRenderTargetsRenderTime: boolean;
  118221. /**
  118222. * Gets the perf counter used for particles render time
  118223. */
  118224. readonly particlesRenderTimeCounter: PerfCounter;
  118225. /**
  118226. * Gets the particles render time capture status
  118227. */
  118228. /**
  118229. * Enable or disable the particles render time capture
  118230. */
  118231. captureParticlesRenderTime: boolean;
  118232. /**
  118233. * Gets the perf counter used for sprites render time
  118234. */
  118235. readonly spritesRenderTimeCounter: PerfCounter;
  118236. /**
  118237. * Gets the sprites render time capture status
  118238. */
  118239. /**
  118240. * Enable or disable the sprites render time capture
  118241. */
  118242. captureSpritesRenderTime: boolean;
  118243. /**
  118244. * Gets the perf counter used for physics time
  118245. */
  118246. readonly physicsTimeCounter: PerfCounter;
  118247. /**
  118248. * Gets the physics time capture status
  118249. */
  118250. /**
  118251. * Enable or disable the physics time capture
  118252. */
  118253. capturePhysicsTime: boolean;
  118254. /**
  118255. * Gets the perf counter used for animations time
  118256. */
  118257. readonly animationsTimeCounter: PerfCounter;
  118258. /**
  118259. * Gets the animations time capture status
  118260. */
  118261. /**
  118262. * Enable or disable the animations time capture
  118263. */
  118264. captureAnimationsTime: boolean;
  118265. /**
  118266. * Gets the perf counter used for frame time capture
  118267. */
  118268. readonly frameTimeCounter: PerfCounter;
  118269. /**
  118270. * Gets the frame time capture status
  118271. */
  118272. /**
  118273. * Enable or disable the frame time capture
  118274. */
  118275. captureFrameTime: boolean;
  118276. /**
  118277. * Gets the perf counter used for inter-frames time capture
  118278. */
  118279. readonly interFrameTimeCounter: PerfCounter;
  118280. /**
  118281. * Gets the inter-frames time capture status
  118282. */
  118283. /**
  118284. * Enable or disable the inter-frames time capture
  118285. */
  118286. captureInterFrameTime: boolean;
  118287. /**
  118288. * Gets the perf counter used for render time capture
  118289. */
  118290. readonly renderTimeCounter: PerfCounter;
  118291. /**
  118292. * Gets the render time capture status
  118293. */
  118294. /**
  118295. * Enable or disable the render time capture
  118296. */
  118297. captureRenderTime: boolean;
  118298. /**
  118299. * Gets the perf counter used for camera render time capture
  118300. */
  118301. readonly cameraRenderTimeCounter: PerfCounter;
  118302. /**
  118303. * Gets the camera render time capture status
  118304. */
  118305. /**
  118306. * Enable or disable the camera render time capture
  118307. */
  118308. captureCameraRenderTime: boolean;
  118309. /**
  118310. * Gets the perf counter used for draw calls
  118311. */
  118312. readonly drawCallsCounter: PerfCounter;
  118313. /**
  118314. * Instantiates a new scene instrumentation.
  118315. * This class can be used to get instrumentation data from a Babylon engine
  118316. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  118317. * @param scene Defines the scene to instrument
  118318. */
  118319. constructor(
  118320. /**
  118321. * Defines the scene to instrument
  118322. */
  118323. scene: Scene);
  118324. /**
  118325. * Dispose and release associated resources.
  118326. */
  118327. dispose(): void;
  118328. }
  118329. }
  118330. declare module BABYLON {
  118331. /** @hidden */
  118332. export var glowMapGenerationPixelShader: {
  118333. name: string;
  118334. shader: string;
  118335. };
  118336. }
  118337. declare module BABYLON {
  118338. /** @hidden */
  118339. export var glowMapGenerationVertexShader: {
  118340. name: string;
  118341. shader: string;
  118342. };
  118343. }
  118344. declare module BABYLON {
  118345. /**
  118346. * Effect layer options. This helps customizing the behaviour
  118347. * of the effect layer.
  118348. */
  118349. export interface IEffectLayerOptions {
  118350. /**
  118351. * Multiplication factor apply to the canvas size to compute the render target size
  118352. * used to generated the objects (the smaller the faster).
  118353. */
  118354. mainTextureRatio: number;
  118355. /**
  118356. * Enforces a fixed size texture to ensure effect stability across devices.
  118357. */
  118358. mainTextureFixedSize?: number;
  118359. /**
  118360. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  118361. */
  118362. alphaBlendingMode: number;
  118363. /**
  118364. * The camera attached to the layer.
  118365. */
  118366. camera: Nullable<Camera>;
  118367. /**
  118368. * The rendering group to draw the layer in.
  118369. */
  118370. renderingGroupId: number;
  118371. }
  118372. /**
  118373. * The effect layer Helps adding post process effect blended with the main pass.
  118374. *
  118375. * This can be for instance use to generate glow or higlight effects on the scene.
  118376. *
  118377. * The effect layer class can not be used directly and is intented to inherited from to be
  118378. * customized per effects.
  118379. */
  118380. export abstract class EffectLayer {
  118381. private _vertexBuffers;
  118382. private _indexBuffer;
  118383. private _cachedDefines;
  118384. private _effectLayerMapGenerationEffect;
  118385. private _effectLayerOptions;
  118386. private _mergeEffect;
  118387. protected _scene: Scene;
  118388. protected _engine: Engine;
  118389. protected _maxSize: number;
  118390. protected _mainTextureDesiredSize: ISize;
  118391. protected _mainTexture: RenderTargetTexture;
  118392. protected _shouldRender: boolean;
  118393. protected _postProcesses: PostProcess[];
  118394. protected _textures: BaseTexture[];
  118395. protected _emissiveTextureAndColor: {
  118396. texture: Nullable<BaseTexture>;
  118397. color: Color4;
  118398. };
  118399. /**
  118400. * The name of the layer
  118401. */
  118402. name: string;
  118403. /**
  118404. * The clear color of the texture used to generate the glow map.
  118405. */
  118406. neutralColor: Color4;
  118407. /**
  118408. * Specifies wether the highlight layer is enabled or not.
  118409. */
  118410. isEnabled: boolean;
  118411. /**
  118412. * Gets the camera attached to the layer.
  118413. */
  118414. readonly camera: Nullable<Camera>;
  118415. /**
  118416. * Gets the rendering group id the layer should render in.
  118417. */
  118418. renderingGroupId: number;
  118419. /**
  118420. * An event triggered when the effect layer has been disposed.
  118421. */
  118422. onDisposeObservable: Observable<EffectLayer>;
  118423. /**
  118424. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  118425. */
  118426. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  118427. /**
  118428. * An event triggered when the generated texture is being merged in the scene.
  118429. */
  118430. onBeforeComposeObservable: Observable<EffectLayer>;
  118431. /**
  118432. * An event triggered when the mesh is rendered into the effect render target.
  118433. */
  118434. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  118435. /**
  118436. * An event triggered after the mesh has been rendered into the effect render target.
  118437. */
  118438. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  118439. /**
  118440. * An event triggered when the generated texture has been merged in the scene.
  118441. */
  118442. onAfterComposeObservable: Observable<EffectLayer>;
  118443. /**
  118444. * An event triggered when the efffect layer changes its size.
  118445. */
  118446. onSizeChangedObservable: Observable<EffectLayer>;
  118447. /** @hidden */
  118448. static _SceneComponentInitialization: (scene: Scene) => void;
  118449. /**
  118450. * Instantiates a new effect Layer and references it in the scene.
  118451. * @param name The name of the layer
  118452. * @param scene The scene to use the layer in
  118453. */
  118454. constructor(
  118455. /** The Friendly of the effect in the scene */
  118456. name: string, scene: Scene);
  118457. /**
  118458. * Get the effect name of the layer.
  118459. * @return The effect name
  118460. */
  118461. abstract getEffectName(): string;
  118462. /**
  118463. * Checks for the readiness of the element composing the layer.
  118464. * @param subMesh the mesh to check for
  118465. * @param useInstances specify wether or not to use instances to render the mesh
  118466. * @return true if ready otherwise, false
  118467. */
  118468. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118469. /**
  118470. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118471. * @returns true if the effect requires stencil during the main canvas render pass.
  118472. */
  118473. abstract needStencil(): boolean;
  118474. /**
  118475. * Create the merge effect. This is the shader use to blit the information back
  118476. * to the main canvas at the end of the scene rendering.
  118477. * @returns The effect containing the shader used to merge the effect on the main canvas
  118478. */
  118479. protected abstract _createMergeEffect(): Effect;
  118480. /**
  118481. * Creates the render target textures and post processes used in the effect layer.
  118482. */
  118483. protected abstract _createTextureAndPostProcesses(): void;
  118484. /**
  118485. * Implementation specific of rendering the generating effect on the main canvas.
  118486. * @param effect The effect used to render through
  118487. */
  118488. protected abstract _internalRender(effect: Effect): void;
  118489. /**
  118490. * Sets the required values for both the emissive texture and and the main color.
  118491. */
  118492. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118493. /**
  118494. * Free any resources and references associated to a mesh.
  118495. * Internal use
  118496. * @param mesh The mesh to free.
  118497. */
  118498. abstract _disposeMesh(mesh: Mesh): void;
  118499. /**
  118500. * Serializes this layer (Glow or Highlight for example)
  118501. * @returns a serialized layer object
  118502. */
  118503. abstract serialize?(): any;
  118504. /**
  118505. * Initializes the effect layer with the required options.
  118506. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  118507. */
  118508. protected _init(options: Partial<IEffectLayerOptions>): void;
  118509. /**
  118510. * Generates the index buffer of the full screen quad blending to the main canvas.
  118511. */
  118512. private _generateIndexBuffer;
  118513. /**
  118514. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  118515. */
  118516. private _generateVertexBuffer;
  118517. /**
  118518. * Sets the main texture desired size which is the closest power of two
  118519. * of the engine canvas size.
  118520. */
  118521. private _setMainTextureSize;
  118522. /**
  118523. * Creates the main texture for the effect layer.
  118524. */
  118525. protected _createMainTexture(): void;
  118526. /**
  118527. * Adds specific effects defines.
  118528. * @param defines The defines to add specifics to.
  118529. */
  118530. protected _addCustomEffectDefines(defines: string[]): void;
  118531. /**
  118532. * Checks for the readiness of the element composing the layer.
  118533. * @param subMesh the mesh to check for
  118534. * @param useInstances specify wether or not to use instances to render the mesh
  118535. * @param emissiveTexture the associated emissive texture used to generate the glow
  118536. * @return true if ready otherwise, false
  118537. */
  118538. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  118539. /**
  118540. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  118541. */
  118542. render(): void;
  118543. /**
  118544. * Determine if a given mesh will be used in the current effect.
  118545. * @param mesh mesh to test
  118546. * @returns true if the mesh will be used
  118547. */
  118548. hasMesh(mesh: AbstractMesh): boolean;
  118549. /**
  118550. * Returns true if the layer contains information to display, otherwise false.
  118551. * @returns true if the glow layer should be rendered
  118552. */
  118553. shouldRender(): boolean;
  118554. /**
  118555. * Returns true if the mesh should render, otherwise false.
  118556. * @param mesh The mesh to render
  118557. * @returns true if it should render otherwise false
  118558. */
  118559. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  118560. /**
  118561. * Returns true if the mesh can be rendered, otherwise false.
  118562. * @param mesh The mesh to render
  118563. * @param material The material used on the mesh
  118564. * @returns true if it can be rendered otherwise false
  118565. */
  118566. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  118567. /**
  118568. * Returns true if the mesh should render, otherwise false.
  118569. * @param mesh The mesh to render
  118570. * @returns true if it should render otherwise false
  118571. */
  118572. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  118573. /**
  118574. * Renders the submesh passed in parameter to the generation map.
  118575. */
  118576. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  118577. /**
  118578. * Defines wether the current material of the mesh should be use to render the effect.
  118579. * @param mesh defines the current mesh to render
  118580. */
  118581. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  118582. /**
  118583. * Rebuild the required buffers.
  118584. * @hidden Internal use only.
  118585. */
  118586. _rebuild(): void;
  118587. /**
  118588. * Dispose only the render target textures and post process.
  118589. */
  118590. private _disposeTextureAndPostProcesses;
  118591. /**
  118592. * Dispose the highlight layer and free resources.
  118593. */
  118594. dispose(): void;
  118595. /**
  118596. * Gets the class name of the effect layer
  118597. * @returns the string with the class name of the effect layer
  118598. */
  118599. getClassName(): string;
  118600. /**
  118601. * Creates an effect layer from parsed effect layer data
  118602. * @param parsedEffectLayer defines effect layer data
  118603. * @param scene defines the current scene
  118604. * @param rootUrl defines the root URL containing the effect layer information
  118605. * @returns a parsed effect Layer
  118606. */
  118607. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  118608. }
  118609. }
  118610. declare module BABYLON {
  118611. interface AbstractScene {
  118612. /**
  118613. * The list of effect layers (highlights/glow) added to the scene
  118614. * @see http://doc.babylonjs.com/how_to/highlight_layer
  118615. * @see http://doc.babylonjs.com/how_to/glow_layer
  118616. */
  118617. effectLayers: Array<EffectLayer>;
  118618. /**
  118619. * Removes the given effect layer from this scene.
  118620. * @param toRemove defines the effect layer to remove
  118621. * @returns the index of the removed effect layer
  118622. */
  118623. removeEffectLayer(toRemove: EffectLayer): number;
  118624. /**
  118625. * Adds the given effect layer to this scene
  118626. * @param newEffectLayer defines the effect layer to add
  118627. */
  118628. addEffectLayer(newEffectLayer: EffectLayer): void;
  118629. }
  118630. /**
  118631. * Defines the layer scene component responsible to manage any effect layers
  118632. * in a given scene.
  118633. */
  118634. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  118635. /**
  118636. * The component name helpfull to identify the component in the list of scene components.
  118637. */
  118638. readonly name: string;
  118639. /**
  118640. * The scene the component belongs to.
  118641. */
  118642. scene: Scene;
  118643. private _engine;
  118644. private _renderEffects;
  118645. private _needStencil;
  118646. private _previousStencilState;
  118647. /**
  118648. * Creates a new instance of the component for the given scene
  118649. * @param scene Defines the scene to register the component in
  118650. */
  118651. constructor(scene: Scene);
  118652. /**
  118653. * Registers the component in a given scene
  118654. */
  118655. register(): void;
  118656. /**
  118657. * Rebuilds the elements related to this component in case of
  118658. * context lost for instance.
  118659. */
  118660. rebuild(): void;
  118661. /**
  118662. * Serializes the component data to the specified json object
  118663. * @param serializationObject The object to serialize to
  118664. */
  118665. serialize(serializationObject: any): void;
  118666. /**
  118667. * Adds all the elements from the container to the scene
  118668. * @param container the container holding the elements
  118669. */
  118670. addFromContainer(container: AbstractScene): void;
  118671. /**
  118672. * Removes all the elements in the container from the scene
  118673. * @param container contains the elements to remove
  118674. * @param dispose if the removed element should be disposed (default: false)
  118675. */
  118676. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118677. /**
  118678. * Disposes the component and the associated ressources.
  118679. */
  118680. dispose(): void;
  118681. private _isReadyForMesh;
  118682. private _renderMainTexture;
  118683. private _setStencil;
  118684. private _setStencilBack;
  118685. private _draw;
  118686. private _drawCamera;
  118687. private _drawRenderingGroup;
  118688. }
  118689. }
  118690. declare module BABYLON {
  118691. /** @hidden */
  118692. export var glowMapMergePixelShader: {
  118693. name: string;
  118694. shader: string;
  118695. };
  118696. }
  118697. declare module BABYLON {
  118698. /** @hidden */
  118699. export var glowMapMergeVertexShader: {
  118700. name: string;
  118701. shader: string;
  118702. };
  118703. }
  118704. declare module BABYLON {
  118705. interface AbstractScene {
  118706. /**
  118707. * Return a the first highlight layer of the scene with a given name.
  118708. * @param name The name of the highlight layer to look for.
  118709. * @return The highlight layer if found otherwise null.
  118710. */
  118711. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  118712. }
  118713. /**
  118714. * Glow layer options. This helps customizing the behaviour
  118715. * of the glow layer.
  118716. */
  118717. export interface IGlowLayerOptions {
  118718. /**
  118719. * Multiplication factor apply to the canvas size to compute the render target size
  118720. * used to generated the glowing objects (the smaller the faster).
  118721. */
  118722. mainTextureRatio: number;
  118723. /**
  118724. * Enforces a fixed size texture to ensure resize independant blur.
  118725. */
  118726. mainTextureFixedSize?: number;
  118727. /**
  118728. * How big is the kernel of the blur texture.
  118729. */
  118730. blurKernelSize: number;
  118731. /**
  118732. * The camera attached to the layer.
  118733. */
  118734. camera: Nullable<Camera>;
  118735. /**
  118736. * Enable MSAA by chosing the number of samples.
  118737. */
  118738. mainTextureSamples?: number;
  118739. /**
  118740. * The rendering group to draw the layer in.
  118741. */
  118742. renderingGroupId: number;
  118743. }
  118744. /**
  118745. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  118746. *
  118747. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  118748. *
  118749. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  118750. */
  118751. export class GlowLayer extends EffectLayer {
  118752. /**
  118753. * Effect Name of the layer.
  118754. */
  118755. static readonly EffectName: string;
  118756. /**
  118757. * The default blur kernel size used for the glow.
  118758. */
  118759. static DefaultBlurKernelSize: number;
  118760. /**
  118761. * The default texture size ratio used for the glow.
  118762. */
  118763. static DefaultTextureRatio: number;
  118764. /**
  118765. * Sets the kernel size of the blur.
  118766. */
  118767. /**
  118768. * Gets the kernel size of the blur.
  118769. */
  118770. blurKernelSize: number;
  118771. /**
  118772. * Sets the glow intensity.
  118773. */
  118774. /**
  118775. * Gets the glow intensity.
  118776. */
  118777. intensity: number;
  118778. private _options;
  118779. private _intensity;
  118780. private _horizontalBlurPostprocess1;
  118781. private _verticalBlurPostprocess1;
  118782. private _horizontalBlurPostprocess2;
  118783. private _verticalBlurPostprocess2;
  118784. private _blurTexture1;
  118785. private _blurTexture2;
  118786. private _postProcesses1;
  118787. private _postProcesses2;
  118788. private _includedOnlyMeshes;
  118789. private _excludedMeshes;
  118790. private _meshesUsingTheirOwnMaterials;
  118791. /**
  118792. * Callback used to let the user override the color selection on a per mesh basis
  118793. */
  118794. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  118795. /**
  118796. * Callback used to let the user override the texture selection on a per mesh basis
  118797. */
  118798. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  118799. /**
  118800. * Instantiates a new glow Layer and references it to the scene.
  118801. * @param name The name of the layer
  118802. * @param scene The scene to use the layer in
  118803. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  118804. */
  118805. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  118806. /**
  118807. * Get the effect name of the layer.
  118808. * @return The effect name
  118809. */
  118810. getEffectName(): string;
  118811. /**
  118812. * Create the merge effect. This is the shader use to blit the information back
  118813. * to the main canvas at the end of the scene rendering.
  118814. */
  118815. protected _createMergeEffect(): Effect;
  118816. /**
  118817. * Creates the render target textures and post processes used in the glow layer.
  118818. */
  118819. protected _createTextureAndPostProcesses(): void;
  118820. /**
  118821. * Checks for the readiness of the element composing the layer.
  118822. * @param subMesh the mesh to check for
  118823. * @param useInstances specify wether or not to use instances to render the mesh
  118824. * @param emissiveTexture the associated emissive texture used to generate the glow
  118825. * @return true if ready otherwise, false
  118826. */
  118827. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118828. /**
  118829. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118830. */
  118831. needStencil(): boolean;
  118832. /**
  118833. * Returns true if the mesh can be rendered, otherwise false.
  118834. * @param mesh The mesh to render
  118835. * @param material The material used on the mesh
  118836. * @returns true if it can be rendered otherwise false
  118837. */
  118838. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  118839. /**
  118840. * Implementation specific of rendering the generating effect on the main canvas.
  118841. * @param effect The effect used to render through
  118842. */
  118843. protected _internalRender(effect: Effect): void;
  118844. /**
  118845. * Sets the required values for both the emissive texture and and the main color.
  118846. */
  118847. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118848. /**
  118849. * Returns true if the mesh should render, otherwise false.
  118850. * @param mesh The mesh to render
  118851. * @returns true if it should render otherwise false
  118852. */
  118853. protected _shouldRenderMesh(mesh: Mesh): boolean;
  118854. /**
  118855. * Adds specific effects defines.
  118856. * @param defines The defines to add specifics to.
  118857. */
  118858. protected _addCustomEffectDefines(defines: string[]): void;
  118859. /**
  118860. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  118861. * @param mesh The mesh to exclude from the glow layer
  118862. */
  118863. addExcludedMesh(mesh: Mesh): void;
  118864. /**
  118865. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  118866. * @param mesh The mesh to remove
  118867. */
  118868. removeExcludedMesh(mesh: Mesh): void;
  118869. /**
  118870. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  118871. * @param mesh The mesh to include in the glow layer
  118872. */
  118873. addIncludedOnlyMesh(mesh: Mesh): void;
  118874. /**
  118875. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  118876. * @param mesh The mesh to remove
  118877. */
  118878. removeIncludedOnlyMesh(mesh: Mesh): void;
  118879. /**
  118880. * Determine if a given mesh will be used in the glow layer
  118881. * @param mesh The mesh to test
  118882. * @returns true if the mesh will be highlighted by the current glow layer
  118883. */
  118884. hasMesh(mesh: AbstractMesh): boolean;
  118885. /**
  118886. * Defines wether the current material of the mesh should be use to render the effect.
  118887. * @param mesh defines the current mesh to render
  118888. */
  118889. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  118890. /**
  118891. * Add a mesh to be rendered through its own material and not with emissive only.
  118892. * @param mesh The mesh for which we need to use its material
  118893. */
  118894. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  118895. /**
  118896. * Remove a mesh from being rendered through its own material and not with emissive only.
  118897. * @param mesh The mesh for which we need to not use its material
  118898. */
  118899. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  118900. /**
  118901. * Free any resources and references associated to a mesh.
  118902. * Internal use
  118903. * @param mesh The mesh to free.
  118904. * @hidden
  118905. */
  118906. _disposeMesh(mesh: Mesh): void;
  118907. /**
  118908. * Gets the class name of the effect layer
  118909. * @returns the string with the class name of the effect layer
  118910. */
  118911. getClassName(): string;
  118912. /**
  118913. * Serializes this glow layer
  118914. * @returns a serialized glow layer object
  118915. */
  118916. serialize(): any;
  118917. /**
  118918. * Creates a Glow Layer from parsed glow layer data
  118919. * @param parsedGlowLayer defines glow layer data
  118920. * @param scene defines the current scene
  118921. * @param rootUrl defines the root URL containing the glow layer information
  118922. * @returns a parsed Glow Layer
  118923. */
  118924. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  118925. }
  118926. }
  118927. declare module BABYLON {
  118928. /** @hidden */
  118929. export var glowBlurPostProcessPixelShader: {
  118930. name: string;
  118931. shader: string;
  118932. };
  118933. }
  118934. declare module BABYLON {
  118935. interface AbstractScene {
  118936. /**
  118937. * Return a the first highlight layer of the scene with a given name.
  118938. * @param name The name of the highlight layer to look for.
  118939. * @return The highlight layer if found otherwise null.
  118940. */
  118941. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  118942. }
  118943. /**
  118944. * Highlight layer options. This helps customizing the behaviour
  118945. * of the highlight layer.
  118946. */
  118947. export interface IHighlightLayerOptions {
  118948. /**
  118949. * Multiplication factor apply to the canvas size to compute the render target size
  118950. * used to generated the glowing objects (the smaller the faster).
  118951. */
  118952. mainTextureRatio: number;
  118953. /**
  118954. * Enforces a fixed size texture to ensure resize independant blur.
  118955. */
  118956. mainTextureFixedSize?: number;
  118957. /**
  118958. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  118959. * of the picture to blur (the smaller the faster).
  118960. */
  118961. blurTextureSizeRatio: number;
  118962. /**
  118963. * How big in texel of the blur texture is the vertical blur.
  118964. */
  118965. blurVerticalSize: number;
  118966. /**
  118967. * How big in texel of the blur texture is the horizontal blur.
  118968. */
  118969. blurHorizontalSize: number;
  118970. /**
  118971. * Alpha blending mode used to apply the blur. Default is combine.
  118972. */
  118973. alphaBlendingMode: number;
  118974. /**
  118975. * The camera attached to the layer.
  118976. */
  118977. camera: Nullable<Camera>;
  118978. /**
  118979. * Should we display highlight as a solid stroke?
  118980. */
  118981. isStroke?: boolean;
  118982. /**
  118983. * The rendering group to draw the layer in.
  118984. */
  118985. renderingGroupId: number;
  118986. }
  118987. /**
  118988. * The highlight layer Helps adding a glow effect around a mesh.
  118989. *
  118990. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  118991. * glowy meshes to your scene.
  118992. *
  118993. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  118994. */
  118995. export class HighlightLayer extends EffectLayer {
  118996. name: string;
  118997. /**
  118998. * Effect Name of the highlight layer.
  118999. */
  119000. static readonly EffectName: string;
  119001. /**
  119002. * The neutral color used during the preparation of the glow effect.
  119003. * This is black by default as the blend operation is a blend operation.
  119004. */
  119005. static NeutralColor: Color4;
  119006. /**
  119007. * Stencil value used for glowing meshes.
  119008. */
  119009. static GlowingMeshStencilReference: number;
  119010. /**
  119011. * Stencil value used for the other meshes in the scene.
  119012. */
  119013. static NormalMeshStencilReference: number;
  119014. /**
  119015. * Specifies whether or not the inner glow is ACTIVE in the layer.
  119016. */
  119017. innerGlow: boolean;
  119018. /**
  119019. * Specifies whether or not the outer glow is ACTIVE in the layer.
  119020. */
  119021. outerGlow: boolean;
  119022. /**
  119023. * Specifies the horizontal size of the blur.
  119024. */
  119025. /**
  119026. * Gets the horizontal size of the blur.
  119027. */
  119028. blurHorizontalSize: number;
  119029. /**
  119030. * Specifies the vertical size of the blur.
  119031. */
  119032. /**
  119033. * Gets the vertical size of the blur.
  119034. */
  119035. blurVerticalSize: number;
  119036. /**
  119037. * An event triggered when the highlight layer is being blurred.
  119038. */
  119039. onBeforeBlurObservable: Observable<HighlightLayer>;
  119040. /**
  119041. * An event triggered when the highlight layer has been blurred.
  119042. */
  119043. onAfterBlurObservable: Observable<HighlightLayer>;
  119044. private _instanceGlowingMeshStencilReference;
  119045. private _options;
  119046. private _downSamplePostprocess;
  119047. private _horizontalBlurPostprocess;
  119048. private _verticalBlurPostprocess;
  119049. private _blurTexture;
  119050. private _meshes;
  119051. private _excludedMeshes;
  119052. /**
  119053. * Instantiates a new highlight Layer and references it to the scene..
  119054. * @param name The name of the layer
  119055. * @param scene The scene to use the layer in
  119056. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  119057. */
  119058. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  119059. /**
  119060. * Get the effect name of the layer.
  119061. * @return The effect name
  119062. */
  119063. getEffectName(): string;
  119064. /**
  119065. * Create the merge effect. This is the shader use to blit the information back
  119066. * to the main canvas at the end of the scene rendering.
  119067. */
  119068. protected _createMergeEffect(): Effect;
  119069. /**
  119070. * Creates the render target textures and post processes used in the highlight layer.
  119071. */
  119072. protected _createTextureAndPostProcesses(): void;
  119073. /**
  119074. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  119075. */
  119076. needStencil(): boolean;
  119077. /**
  119078. * Checks for the readiness of the element composing the layer.
  119079. * @param subMesh the mesh to check for
  119080. * @param useInstances specify wether or not to use instances to render the mesh
  119081. * @param emissiveTexture the associated emissive texture used to generate the glow
  119082. * @return true if ready otherwise, false
  119083. */
  119084. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  119085. /**
  119086. * Implementation specific of rendering the generating effect on the main canvas.
  119087. * @param effect The effect used to render through
  119088. */
  119089. protected _internalRender(effect: Effect): void;
  119090. /**
  119091. * Returns true if the layer contains information to display, otherwise false.
  119092. */
  119093. shouldRender(): boolean;
  119094. /**
  119095. * Returns true if the mesh should render, otherwise false.
  119096. * @param mesh The mesh to render
  119097. * @returns true if it should render otherwise false
  119098. */
  119099. protected _shouldRenderMesh(mesh: Mesh): boolean;
  119100. /**
  119101. * Sets the required values for both the emissive texture and and the main color.
  119102. */
  119103. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  119104. /**
  119105. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  119106. * @param mesh The mesh to exclude from the highlight layer
  119107. */
  119108. addExcludedMesh(mesh: Mesh): void;
  119109. /**
  119110. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  119111. * @param mesh The mesh to highlight
  119112. */
  119113. removeExcludedMesh(mesh: Mesh): void;
  119114. /**
  119115. * Determine if a given mesh will be highlighted by the current HighlightLayer
  119116. * @param mesh mesh to test
  119117. * @returns true if the mesh will be highlighted by the current HighlightLayer
  119118. */
  119119. hasMesh(mesh: AbstractMesh): boolean;
  119120. /**
  119121. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  119122. * @param mesh The mesh to highlight
  119123. * @param color The color of the highlight
  119124. * @param glowEmissiveOnly Extract the glow from the emissive texture
  119125. */
  119126. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  119127. /**
  119128. * Remove a mesh from the highlight layer in order to make it stop glowing.
  119129. * @param mesh The mesh to highlight
  119130. */
  119131. removeMesh(mesh: Mesh): void;
  119132. /**
  119133. * Force the stencil to the normal expected value for none glowing parts
  119134. */
  119135. private _defaultStencilReference;
  119136. /**
  119137. * Free any resources and references associated to a mesh.
  119138. * Internal use
  119139. * @param mesh The mesh to free.
  119140. * @hidden
  119141. */
  119142. _disposeMesh(mesh: Mesh): void;
  119143. /**
  119144. * Dispose the highlight layer and free resources.
  119145. */
  119146. dispose(): void;
  119147. /**
  119148. * Gets the class name of the effect layer
  119149. * @returns the string with the class name of the effect layer
  119150. */
  119151. getClassName(): string;
  119152. /**
  119153. * Serializes this Highlight layer
  119154. * @returns a serialized Highlight layer object
  119155. */
  119156. serialize(): any;
  119157. /**
  119158. * Creates a Highlight layer from parsed Highlight layer data
  119159. * @param parsedHightlightLayer defines the Highlight layer data
  119160. * @param scene defines the current scene
  119161. * @param rootUrl defines the root URL containing the Highlight layer information
  119162. * @returns a parsed Highlight layer
  119163. */
  119164. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  119165. }
  119166. }
  119167. declare module BABYLON {
  119168. interface AbstractScene {
  119169. /**
  119170. * The list of layers (background and foreground) of the scene
  119171. */
  119172. layers: Array<Layer>;
  119173. }
  119174. /**
  119175. * Defines the layer scene component responsible to manage any layers
  119176. * in a given scene.
  119177. */
  119178. export class LayerSceneComponent implements ISceneComponent {
  119179. /**
  119180. * The component name helpfull to identify the component in the list of scene components.
  119181. */
  119182. readonly name: string;
  119183. /**
  119184. * The scene the component belongs to.
  119185. */
  119186. scene: Scene;
  119187. private _engine;
  119188. /**
  119189. * Creates a new instance of the component for the given scene
  119190. * @param scene Defines the scene to register the component in
  119191. */
  119192. constructor(scene: Scene);
  119193. /**
  119194. * Registers the component in a given scene
  119195. */
  119196. register(): void;
  119197. /**
  119198. * Rebuilds the elements related to this component in case of
  119199. * context lost for instance.
  119200. */
  119201. rebuild(): void;
  119202. /**
  119203. * Disposes the component and the associated ressources.
  119204. */
  119205. dispose(): void;
  119206. private _draw;
  119207. private _drawCameraPredicate;
  119208. private _drawCameraBackground;
  119209. private _drawCameraForeground;
  119210. private _drawRenderTargetPredicate;
  119211. private _drawRenderTargetBackground;
  119212. private _drawRenderTargetForeground;
  119213. /**
  119214. * Adds all the elements from the container to the scene
  119215. * @param container the container holding the elements
  119216. */
  119217. addFromContainer(container: AbstractScene): void;
  119218. /**
  119219. * Removes all the elements in the container from the scene
  119220. * @param container contains the elements to remove
  119221. * @param dispose if the removed element should be disposed (default: false)
  119222. */
  119223. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119224. }
  119225. }
  119226. declare module BABYLON {
  119227. /** @hidden */
  119228. export var layerPixelShader: {
  119229. name: string;
  119230. shader: string;
  119231. };
  119232. }
  119233. declare module BABYLON {
  119234. /** @hidden */
  119235. export var layerVertexShader: {
  119236. name: string;
  119237. shader: string;
  119238. };
  119239. }
  119240. declare module BABYLON {
  119241. /**
  119242. * This represents a full screen 2d layer.
  119243. * This can be useful to display a picture in the background of your scene for instance.
  119244. * @see https://www.babylonjs-playground.com/#08A2BS#1
  119245. */
  119246. export class Layer {
  119247. /**
  119248. * Define the name of the layer.
  119249. */
  119250. name: string;
  119251. /**
  119252. * Define the texture the layer should display.
  119253. */
  119254. texture: Nullable<Texture>;
  119255. /**
  119256. * Is the layer in background or foreground.
  119257. */
  119258. isBackground: boolean;
  119259. /**
  119260. * Define the color of the layer (instead of texture).
  119261. */
  119262. color: Color4;
  119263. /**
  119264. * Define the scale of the layer in order to zoom in out of the texture.
  119265. */
  119266. scale: Vector2;
  119267. /**
  119268. * Define an offset for the layer in order to shift the texture.
  119269. */
  119270. offset: Vector2;
  119271. /**
  119272. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  119273. */
  119274. alphaBlendingMode: number;
  119275. /**
  119276. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  119277. * Alpha test will not mix with the background color in case of transparency.
  119278. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  119279. */
  119280. alphaTest: boolean;
  119281. /**
  119282. * Define a mask to restrict the layer to only some of the scene cameras.
  119283. */
  119284. layerMask: number;
  119285. /**
  119286. * Define the list of render target the layer is visible into.
  119287. */
  119288. renderTargetTextures: RenderTargetTexture[];
  119289. /**
  119290. * Define if the layer is only used in renderTarget or if it also
  119291. * renders in the main frame buffer of the canvas.
  119292. */
  119293. renderOnlyInRenderTargetTextures: boolean;
  119294. private _scene;
  119295. private _vertexBuffers;
  119296. private _indexBuffer;
  119297. private _effect;
  119298. private _alphaTestEffect;
  119299. /**
  119300. * An event triggered when the layer is disposed.
  119301. */
  119302. onDisposeObservable: Observable<Layer>;
  119303. private _onDisposeObserver;
  119304. /**
  119305. * Back compatibility with callback before the onDisposeObservable existed.
  119306. * The set callback will be triggered when the layer has been disposed.
  119307. */
  119308. onDispose: () => void;
  119309. /**
  119310. * An event triggered before rendering the scene
  119311. */
  119312. onBeforeRenderObservable: Observable<Layer>;
  119313. private _onBeforeRenderObserver;
  119314. /**
  119315. * Back compatibility with callback before the onBeforeRenderObservable existed.
  119316. * The set callback will be triggered just before rendering the layer.
  119317. */
  119318. onBeforeRender: () => void;
  119319. /**
  119320. * An event triggered after rendering the scene
  119321. */
  119322. onAfterRenderObservable: Observable<Layer>;
  119323. private _onAfterRenderObserver;
  119324. /**
  119325. * Back compatibility with callback before the onAfterRenderObservable existed.
  119326. * The set callback will be triggered just after rendering the layer.
  119327. */
  119328. onAfterRender: () => void;
  119329. /**
  119330. * Instantiates a new layer.
  119331. * This represents a full screen 2d layer.
  119332. * This can be useful to display a picture in the background of your scene for instance.
  119333. * @see https://www.babylonjs-playground.com/#08A2BS#1
  119334. * @param name Define the name of the layer in the scene
  119335. * @param imgUrl Define the url of the texture to display in the layer
  119336. * @param scene Define the scene the layer belongs to
  119337. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  119338. * @param color Defines a color for the layer
  119339. */
  119340. constructor(
  119341. /**
  119342. * Define the name of the layer.
  119343. */
  119344. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  119345. private _createIndexBuffer;
  119346. /** @hidden */
  119347. _rebuild(): void;
  119348. /**
  119349. * Renders the layer in the scene.
  119350. */
  119351. render(): void;
  119352. /**
  119353. * Disposes and releases the associated ressources.
  119354. */
  119355. dispose(): void;
  119356. }
  119357. }
  119358. declare module BABYLON {
  119359. /** @hidden */
  119360. export var lensFlarePixelShader: {
  119361. name: string;
  119362. shader: string;
  119363. };
  119364. }
  119365. declare module BABYLON {
  119366. /** @hidden */
  119367. export var lensFlareVertexShader: {
  119368. name: string;
  119369. shader: string;
  119370. };
  119371. }
  119372. declare module BABYLON {
  119373. /**
  119374. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  119375. * It is usually composed of several `lensFlare`.
  119376. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119377. */
  119378. export class LensFlareSystem {
  119379. /**
  119380. * Define the name of the lens flare system
  119381. */
  119382. name: string;
  119383. /**
  119384. * List of lens flares used in this system.
  119385. */
  119386. lensFlares: LensFlare[];
  119387. /**
  119388. * Define a limit from the border the lens flare can be visible.
  119389. */
  119390. borderLimit: number;
  119391. /**
  119392. * Define a viewport border we do not want to see the lens flare in.
  119393. */
  119394. viewportBorder: number;
  119395. /**
  119396. * Define a predicate which could limit the list of meshes able to occlude the effect.
  119397. */
  119398. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  119399. /**
  119400. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  119401. */
  119402. layerMask: number;
  119403. /**
  119404. * Define the id of the lens flare system in the scene.
  119405. * (equal to name by default)
  119406. */
  119407. id: string;
  119408. private _scene;
  119409. private _emitter;
  119410. private _vertexBuffers;
  119411. private _indexBuffer;
  119412. private _effect;
  119413. private _positionX;
  119414. private _positionY;
  119415. private _isEnabled;
  119416. /** @hidden */
  119417. static _SceneComponentInitialization: (scene: Scene) => void;
  119418. /**
  119419. * Instantiates a lens flare system.
  119420. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  119421. * It is usually composed of several `lensFlare`.
  119422. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119423. * @param name Define the name of the lens flare system in the scene
  119424. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  119425. * @param scene Define the scene the lens flare system belongs to
  119426. */
  119427. constructor(
  119428. /**
  119429. * Define the name of the lens flare system
  119430. */
  119431. name: string, emitter: any, scene: Scene);
  119432. /**
  119433. * Define if the lens flare system is enabled.
  119434. */
  119435. isEnabled: boolean;
  119436. /**
  119437. * Get the scene the effects belongs to.
  119438. * @returns the scene holding the lens flare system
  119439. */
  119440. getScene(): Scene;
  119441. /**
  119442. * Get the emitter of the lens flare system.
  119443. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  119444. * @returns the emitter of the lens flare system
  119445. */
  119446. getEmitter(): any;
  119447. /**
  119448. * Set the emitter of the lens flare system.
  119449. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  119450. * @param newEmitter Define the new emitter of the system
  119451. */
  119452. setEmitter(newEmitter: any): void;
  119453. /**
  119454. * Get the lens flare system emitter position.
  119455. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  119456. * @returns the position
  119457. */
  119458. getEmitterPosition(): Vector3;
  119459. /**
  119460. * @hidden
  119461. */
  119462. computeEffectivePosition(globalViewport: Viewport): boolean;
  119463. /** @hidden */
  119464. _isVisible(): boolean;
  119465. /**
  119466. * @hidden
  119467. */
  119468. render(): boolean;
  119469. /**
  119470. * Dispose and release the lens flare with its associated resources.
  119471. */
  119472. dispose(): void;
  119473. /**
  119474. * Parse a lens flare system from a JSON repressentation
  119475. * @param parsedLensFlareSystem Define the JSON to parse
  119476. * @param scene Define the scene the parsed system should be instantiated in
  119477. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  119478. * @returns the parsed system
  119479. */
  119480. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  119481. /**
  119482. * Serialize the current Lens Flare System into a JSON representation.
  119483. * @returns the serialized JSON
  119484. */
  119485. serialize(): any;
  119486. }
  119487. }
  119488. declare module BABYLON {
  119489. /**
  119490. * This represents one of the lens effect in a `lensFlareSystem`.
  119491. * It controls one of the indiviual texture used in the effect.
  119492. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119493. */
  119494. export class LensFlare {
  119495. /**
  119496. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119497. */
  119498. size: number;
  119499. /**
  119500. * 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.
  119501. */
  119502. position: number;
  119503. /**
  119504. * Define the lens color.
  119505. */
  119506. color: Color3;
  119507. /**
  119508. * Define the lens texture.
  119509. */
  119510. texture: Nullable<Texture>;
  119511. /**
  119512. * Define the alpha mode to render this particular lens.
  119513. */
  119514. alphaMode: number;
  119515. private _system;
  119516. /**
  119517. * Creates a new Lens Flare.
  119518. * This represents one of the lens effect in a `lensFlareSystem`.
  119519. * It controls one of the indiviual texture used in the effect.
  119520. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119521. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  119522. * @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.
  119523. * @param color Define the lens color
  119524. * @param imgUrl Define the lens texture url
  119525. * @param system Define the `lensFlareSystem` this flare is part of
  119526. * @returns The newly created Lens Flare
  119527. */
  119528. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  119529. /**
  119530. * Instantiates a new Lens Flare.
  119531. * This represents one of the lens effect in a `lensFlareSystem`.
  119532. * It controls one of the indiviual texture used in the effect.
  119533. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119534. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  119535. * @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.
  119536. * @param color Define the lens color
  119537. * @param imgUrl Define the lens texture url
  119538. * @param system Define the `lensFlareSystem` this flare is part of
  119539. */
  119540. constructor(
  119541. /**
  119542. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119543. */
  119544. size: number,
  119545. /**
  119546. * 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.
  119547. */
  119548. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  119549. /**
  119550. * Dispose and release the lens flare with its associated resources.
  119551. */
  119552. dispose(): void;
  119553. }
  119554. }
  119555. declare module BABYLON {
  119556. interface AbstractScene {
  119557. /**
  119558. * The list of lens flare system added to the scene
  119559. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119560. */
  119561. lensFlareSystems: Array<LensFlareSystem>;
  119562. /**
  119563. * Removes the given lens flare system from this scene.
  119564. * @param toRemove The lens flare system to remove
  119565. * @returns The index of the removed lens flare system
  119566. */
  119567. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  119568. /**
  119569. * Adds the given lens flare system to this scene
  119570. * @param newLensFlareSystem The lens flare system to add
  119571. */
  119572. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  119573. /**
  119574. * Gets a lens flare system using its name
  119575. * @param name defines the name to look for
  119576. * @returns the lens flare system or null if not found
  119577. */
  119578. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  119579. /**
  119580. * Gets a lens flare system using its id
  119581. * @param id defines the id to look for
  119582. * @returns the lens flare system or null if not found
  119583. */
  119584. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  119585. }
  119586. /**
  119587. * Defines the lens flare scene component responsible to manage any lens flares
  119588. * in a given scene.
  119589. */
  119590. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  119591. /**
  119592. * The component name helpfull to identify the component in the list of scene components.
  119593. */
  119594. readonly name: string;
  119595. /**
  119596. * The scene the component belongs to.
  119597. */
  119598. scene: Scene;
  119599. /**
  119600. * Creates a new instance of the component for the given scene
  119601. * @param scene Defines the scene to register the component in
  119602. */
  119603. constructor(scene: Scene);
  119604. /**
  119605. * Registers the component in a given scene
  119606. */
  119607. register(): void;
  119608. /**
  119609. * Rebuilds the elements related to this component in case of
  119610. * context lost for instance.
  119611. */
  119612. rebuild(): void;
  119613. /**
  119614. * Adds all the elements from the container to the scene
  119615. * @param container the container holding the elements
  119616. */
  119617. addFromContainer(container: AbstractScene): void;
  119618. /**
  119619. * Removes all the elements in the container from the scene
  119620. * @param container contains the elements to remove
  119621. * @param dispose if the removed element should be disposed (default: false)
  119622. */
  119623. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119624. /**
  119625. * Serializes the component data to the specified json object
  119626. * @param serializationObject The object to serialize to
  119627. */
  119628. serialize(serializationObject: any): void;
  119629. /**
  119630. * Disposes the component and the associated ressources.
  119631. */
  119632. dispose(): void;
  119633. private _draw;
  119634. }
  119635. }
  119636. declare module BABYLON {
  119637. /**
  119638. * Defines the shadow generator component responsible to manage any shadow generators
  119639. * in a given scene.
  119640. */
  119641. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  119642. /**
  119643. * The component name helpfull to identify the component in the list of scene components.
  119644. */
  119645. readonly name: string;
  119646. /**
  119647. * The scene the component belongs to.
  119648. */
  119649. scene: Scene;
  119650. /**
  119651. * Creates a new instance of the component for the given scene
  119652. * @param scene Defines the scene to register the component in
  119653. */
  119654. constructor(scene: Scene);
  119655. /**
  119656. * Registers the component in a given scene
  119657. */
  119658. register(): void;
  119659. /**
  119660. * Rebuilds the elements related to this component in case of
  119661. * context lost for instance.
  119662. */
  119663. rebuild(): void;
  119664. /**
  119665. * Serializes the component data to the specified json object
  119666. * @param serializationObject The object to serialize to
  119667. */
  119668. serialize(serializationObject: any): void;
  119669. /**
  119670. * Adds all the elements from the container to the scene
  119671. * @param container the container holding the elements
  119672. */
  119673. addFromContainer(container: AbstractScene): void;
  119674. /**
  119675. * Removes all the elements in the container from the scene
  119676. * @param container contains the elements to remove
  119677. * @param dispose if the removed element should be disposed (default: false)
  119678. */
  119679. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119680. /**
  119681. * Rebuilds the elements related to this component in case of
  119682. * context lost for instance.
  119683. */
  119684. dispose(): void;
  119685. private _gatherRenderTargets;
  119686. }
  119687. }
  119688. declare module BABYLON {
  119689. /**
  119690. * A point light is a light defined by an unique point in world space.
  119691. * The light is emitted in every direction from this point.
  119692. * A good example of a point light is a standard light bulb.
  119693. * Documentation: https://doc.babylonjs.com/babylon101/lights
  119694. */
  119695. export class PointLight extends ShadowLight {
  119696. private _shadowAngle;
  119697. /**
  119698. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119699. * This specifies what angle the shadow will use to be created.
  119700. *
  119701. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  119702. */
  119703. /**
  119704. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119705. * This specifies what angle the shadow will use to be created.
  119706. *
  119707. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  119708. */
  119709. shadowAngle: number;
  119710. /**
  119711. * Gets the direction if it has been set.
  119712. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119713. */
  119714. /**
  119715. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119716. */
  119717. direction: Vector3;
  119718. /**
  119719. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  119720. * A PointLight emits the light in every direction.
  119721. * It can cast shadows.
  119722. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  119723. * ```javascript
  119724. * var pointLight = new PointLight("pl", camera.position, scene);
  119725. * ```
  119726. * Documentation : https://doc.babylonjs.com/babylon101/lights
  119727. * @param name The light friendly name
  119728. * @param position The position of the point light in the scene
  119729. * @param scene The scene the lights belongs to
  119730. */
  119731. constructor(name: string, position: Vector3, scene: Scene);
  119732. /**
  119733. * Returns the string "PointLight"
  119734. * @returns the class name
  119735. */
  119736. getClassName(): string;
  119737. /**
  119738. * Returns the integer 0.
  119739. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  119740. */
  119741. getTypeID(): number;
  119742. /**
  119743. * Specifies wether or not the shadowmap should be a cube texture.
  119744. * @returns true if the shadowmap needs to be a cube texture.
  119745. */
  119746. needCube(): boolean;
  119747. /**
  119748. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  119749. * @param faceIndex The index of the face we are computed the direction to generate shadow
  119750. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  119751. */
  119752. getShadowDirection(faceIndex?: number): Vector3;
  119753. /**
  119754. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  119755. * - fov = PI / 2
  119756. * - aspect ratio : 1.0
  119757. * - z-near and far equal to the active camera minZ and maxZ.
  119758. * Returns the PointLight.
  119759. */
  119760. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  119761. protected _buildUniformLayout(): void;
  119762. /**
  119763. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  119764. * @param effect The effect to update
  119765. * @param lightIndex The index of the light in the effect to update
  119766. * @returns The point light
  119767. */
  119768. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  119769. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  119770. /**
  119771. * Prepares the list of defines specific to the light type.
  119772. * @param defines the list of defines
  119773. * @param lightIndex defines the index of the light for the effect
  119774. */
  119775. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  119776. }
  119777. }
  119778. declare module BABYLON {
  119779. /**
  119780. * Header information of HDR texture files.
  119781. */
  119782. export interface HDRInfo {
  119783. /**
  119784. * The height of the texture in pixels.
  119785. */
  119786. height: number;
  119787. /**
  119788. * The width of the texture in pixels.
  119789. */
  119790. width: number;
  119791. /**
  119792. * The index of the beginning of the data in the binary file.
  119793. */
  119794. dataPosition: number;
  119795. }
  119796. /**
  119797. * This groups tools to convert HDR texture to native colors array.
  119798. */
  119799. export class HDRTools {
  119800. private static Ldexp;
  119801. private static Rgbe2float;
  119802. private static readStringLine;
  119803. /**
  119804. * Reads header information from an RGBE texture stored in a native array.
  119805. * More information on this format are available here:
  119806. * https://en.wikipedia.org/wiki/RGBE_image_format
  119807. *
  119808. * @param uint8array The binary file stored in native array.
  119809. * @return The header information.
  119810. */
  119811. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  119812. /**
  119813. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  119814. * This RGBE texture needs to store the information as a panorama.
  119815. *
  119816. * More information on this format are available here:
  119817. * https://en.wikipedia.org/wiki/RGBE_image_format
  119818. *
  119819. * @param buffer The binary file stored in an array buffer.
  119820. * @param size The expected size of the extracted cubemap.
  119821. * @return The Cube Map information.
  119822. */
  119823. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  119824. /**
  119825. * Returns the pixels data extracted from an RGBE texture.
  119826. * This pixels will be stored left to right up to down in the R G B order in one array.
  119827. *
  119828. * More information on this format are available here:
  119829. * https://en.wikipedia.org/wiki/RGBE_image_format
  119830. *
  119831. * @param uint8array The binary file stored in an array buffer.
  119832. * @param hdrInfo The header information of the file.
  119833. * @return The pixels data in RGB right to left up to down order.
  119834. */
  119835. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  119836. private static RGBE_ReadPixels_RLE;
  119837. }
  119838. }
  119839. declare module BABYLON {
  119840. /**
  119841. * This represents a texture coming from an HDR input.
  119842. *
  119843. * The only supported format is currently panorama picture stored in RGBE format.
  119844. * Example of such files can be found on HDRLib: http://hdrlib.com/
  119845. */
  119846. export class HDRCubeTexture extends BaseTexture {
  119847. private static _facesMapping;
  119848. private _generateHarmonics;
  119849. private _noMipmap;
  119850. private _textureMatrix;
  119851. private _size;
  119852. private _onLoad;
  119853. private _onError;
  119854. /**
  119855. * The texture URL.
  119856. */
  119857. url: string;
  119858. /**
  119859. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  119860. */
  119861. coordinatesMode: number;
  119862. protected _isBlocking: boolean;
  119863. /**
  119864. * Sets wether or not the texture is blocking during loading.
  119865. */
  119866. /**
  119867. * Gets wether or not the texture is blocking during loading.
  119868. */
  119869. isBlocking: boolean;
  119870. protected _rotationY: number;
  119871. /**
  119872. * Sets texture matrix rotation angle around Y axis in radians.
  119873. */
  119874. /**
  119875. * Gets texture matrix rotation angle around Y axis radians.
  119876. */
  119877. rotationY: number;
  119878. /**
  119879. * Gets or sets the center of the bounding box associated with the cube texture
  119880. * It must define where the camera used to render the texture was set
  119881. */
  119882. boundingBoxPosition: Vector3;
  119883. private _boundingBoxSize;
  119884. /**
  119885. * Gets or sets the size of the bounding box associated with the cube texture
  119886. * When defined, the cubemap will switch to local mode
  119887. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  119888. * @example https://www.babylonjs-playground.com/#RNASML
  119889. */
  119890. boundingBoxSize: Vector3;
  119891. /**
  119892. * Instantiates an HDRTexture from the following parameters.
  119893. *
  119894. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  119895. * @param scene The scene the texture will be used in
  119896. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  119897. * @param noMipmap Forces to not generate the mipmap if true
  119898. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  119899. * @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)
  119900. * @param reserved Reserved flag for internal use.
  119901. */
  119902. 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>);
  119903. /**
  119904. * Get the current class name of the texture useful for serialization or dynamic coding.
  119905. * @returns "HDRCubeTexture"
  119906. */
  119907. getClassName(): string;
  119908. /**
  119909. * Occurs when the file is raw .hdr file.
  119910. */
  119911. private loadTexture;
  119912. clone(): HDRCubeTexture;
  119913. delayLoad(): void;
  119914. /**
  119915. * Get the texture reflection matrix used to rotate/transform the reflection.
  119916. * @returns the reflection matrix
  119917. */
  119918. getReflectionTextureMatrix(): Matrix;
  119919. /**
  119920. * Set the texture reflection matrix used to rotate/transform the reflection.
  119921. * @param value Define the reflection matrix to set
  119922. */
  119923. setReflectionTextureMatrix(value: Matrix): void;
  119924. /**
  119925. * Parses a JSON representation of an HDR Texture in order to create the texture
  119926. * @param parsedTexture Define the JSON representation
  119927. * @param scene Define the scene the texture should be created in
  119928. * @param rootUrl Define the root url in case we need to load relative dependencies
  119929. * @returns the newly created texture after parsing
  119930. */
  119931. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  119932. serialize(): any;
  119933. }
  119934. }
  119935. declare module BABYLON {
  119936. /**
  119937. * Class used to control physics engine
  119938. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  119939. */
  119940. export class PhysicsEngine implements IPhysicsEngine {
  119941. private _physicsPlugin;
  119942. /**
  119943. * Global value used to control the smallest number supported by the simulation
  119944. */
  119945. static Epsilon: number;
  119946. private _impostors;
  119947. private _joints;
  119948. /**
  119949. * Gets the gravity vector used by the simulation
  119950. */
  119951. gravity: Vector3;
  119952. /**
  119953. * Factory used to create the default physics plugin.
  119954. * @returns The default physics plugin
  119955. */
  119956. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  119957. /**
  119958. * Creates a new Physics Engine
  119959. * @param gravity defines the gravity vector used by the simulation
  119960. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  119961. */
  119962. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  119963. /**
  119964. * Sets the gravity vector used by the simulation
  119965. * @param gravity defines the gravity vector to use
  119966. */
  119967. setGravity(gravity: Vector3): void;
  119968. /**
  119969. * Set the time step of the physics engine.
  119970. * Default is 1/60.
  119971. * To slow it down, enter 1/600 for example.
  119972. * To speed it up, 1/30
  119973. * @param newTimeStep defines the new timestep to apply to this world.
  119974. */
  119975. setTimeStep(newTimeStep?: number): void;
  119976. /**
  119977. * Get the time step of the physics engine.
  119978. * @returns the current time step
  119979. */
  119980. getTimeStep(): number;
  119981. /**
  119982. * Release all resources
  119983. */
  119984. dispose(): void;
  119985. /**
  119986. * Gets the name of the current physics plugin
  119987. * @returns the name of the plugin
  119988. */
  119989. getPhysicsPluginName(): string;
  119990. /**
  119991. * Adding a new impostor for the impostor tracking.
  119992. * This will be done by the impostor itself.
  119993. * @param impostor the impostor to add
  119994. */
  119995. addImpostor(impostor: PhysicsImpostor): void;
  119996. /**
  119997. * Remove an impostor from the engine.
  119998. * This impostor and its mesh will not longer be updated by the physics engine.
  119999. * @param impostor the impostor to remove
  120000. */
  120001. removeImpostor(impostor: PhysicsImpostor): void;
  120002. /**
  120003. * Add a joint to the physics engine
  120004. * @param mainImpostor defines the main impostor to which the joint is added.
  120005. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  120006. * @param joint defines the joint that will connect both impostors.
  120007. */
  120008. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  120009. /**
  120010. * Removes a joint from the simulation
  120011. * @param mainImpostor defines the impostor used with the joint
  120012. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  120013. * @param joint defines the joint to remove
  120014. */
  120015. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  120016. /**
  120017. * Called by the scene. No need to call it.
  120018. * @param delta defines the timespam between frames
  120019. */
  120020. _step(delta: number): void;
  120021. /**
  120022. * Gets the current plugin used to run the simulation
  120023. * @returns current plugin
  120024. */
  120025. getPhysicsPlugin(): IPhysicsEnginePlugin;
  120026. /**
  120027. * Gets the list of physic impostors
  120028. * @returns an array of PhysicsImpostor
  120029. */
  120030. getImpostors(): Array<PhysicsImpostor>;
  120031. /**
  120032. * Gets the impostor for a physics enabled object
  120033. * @param object defines the object impersonated by the impostor
  120034. * @returns the PhysicsImpostor or null if not found
  120035. */
  120036. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  120037. /**
  120038. * Gets the impostor for a physics body object
  120039. * @param body defines physics body used by the impostor
  120040. * @returns the PhysicsImpostor or null if not found
  120041. */
  120042. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  120043. /**
  120044. * Does a raycast in the physics world
  120045. * @param from when should the ray start?
  120046. * @param to when should the ray end?
  120047. * @returns PhysicsRaycastResult
  120048. */
  120049. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120050. }
  120051. }
  120052. declare module BABYLON {
  120053. /** @hidden */
  120054. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  120055. private _useDeltaForWorldStep;
  120056. world: any;
  120057. name: string;
  120058. private _physicsMaterials;
  120059. private _fixedTimeStep;
  120060. private _cannonRaycastResult;
  120061. private _raycastResult;
  120062. private _physicsBodysToRemoveAfterStep;
  120063. BJSCANNON: any;
  120064. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  120065. setGravity(gravity: Vector3): void;
  120066. setTimeStep(timeStep: number): void;
  120067. getTimeStep(): number;
  120068. executeStep(delta: number): void;
  120069. private _removeMarkedPhysicsBodiesFromWorld;
  120070. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120071. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120072. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120073. private _processChildMeshes;
  120074. removePhysicsBody(impostor: PhysicsImpostor): void;
  120075. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120076. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120077. private _addMaterial;
  120078. private _checkWithEpsilon;
  120079. private _createShape;
  120080. private _createHeightmap;
  120081. private _minus90X;
  120082. private _plus90X;
  120083. private _tmpPosition;
  120084. private _tmpDeltaPosition;
  120085. private _tmpUnityRotation;
  120086. private _updatePhysicsBodyTransformation;
  120087. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120088. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120089. isSupported(): boolean;
  120090. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120091. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120092. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120093. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120094. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120095. getBodyMass(impostor: PhysicsImpostor): number;
  120096. getBodyFriction(impostor: PhysicsImpostor): number;
  120097. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120098. getBodyRestitution(impostor: PhysicsImpostor): number;
  120099. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120100. sleepBody(impostor: PhysicsImpostor): void;
  120101. wakeUpBody(impostor: PhysicsImpostor): void;
  120102. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  120103. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120104. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120105. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120106. getRadius(impostor: PhysicsImpostor): number;
  120107. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120108. dispose(): void;
  120109. private _extendNamespace;
  120110. /**
  120111. * Does a raycast in the physics world
  120112. * @param from when should the ray start?
  120113. * @param to when should the ray end?
  120114. * @returns PhysicsRaycastResult
  120115. */
  120116. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120117. }
  120118. }
  120119. declare module BABYLON {
  120120. /** @hidden */
  120121. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  120122. world: any;
  120123. name: string;
  120124. BJSOIMO: any;
  120125. private _raycastResult;
  120126. constructor(iterations?: number, oimoInjection?: any);
  120127. setGravity(gravity: Vector3): void;
  120128. setTimeStep(timeStep: number): void;
  120129. getTimeStep(): number;
  120130. private _tmpImpostorsArray;
  120131. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  120132. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120133. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120134. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120135. private _tmpPositionVector;
  120136. removePhysicsBody(impostor: PhysicsImpostor): void;
  120137. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120138. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120139. isSupported(): boolean;
  120140. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120141. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120142. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120143. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120144. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120145. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120146. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120147. getBodyMass(impostor: PhysicsImpostor): number;
  120148. getBodyFriction(impostor: PhysicsImpostor): number;
  120149. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120150. getBodyRestitution(impostor: PhysicsImpostor): number;
  120151. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120152. sleepBody(impostor: PhysicsImpostor): void;
  120153. wakeUpBody(impostor: PhysicsImpostor): void;
  120154. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120155. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  120156. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  120157. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120158. getRadius(impostor: PhysicsImpostor): number;
  120159. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120160. dispose(): void;
  120161. /**
  120162. * Does a raycast in the physics world
  120163. * @param from when should the ray start?
  120164. * @param to when should the ray end?
  120165. * @returns PhysicsRaycastResult
  120166. */
  120167. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120168. }
  120169. }
  120170. declare module BABYLON {
  120171. /**
  120172. * Class containing static functions to help procedurally build meshes
  120173. */
  120174. export class RibbonBuilder {
  120175. /**
  120176. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120177. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  120178. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  120179. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  120180. * * 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
  120181. * * 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
  120182. * * 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
  120183. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120184. * * 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
  120185. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120186. * * 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
  120187. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  120188. * * 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
  120189. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  120190. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120191. * @param name defines the name of the mesh
  120192. * @param options defines the options used to create the mesh
  120193. * @param scene defines the hosting scene
  120194. * @returns the ribbon mesh
  120195. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  120196. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120197. */
  120198. static CreateRibbon(name: string, options: {
  120199. pathArray: Vector3[][];
  120200. closeArray?: boolean;
  120201. closePath?: boolean;
  120202. offset?: number;
  120203. updatable?: boolean;
  120204. sideOrientation?: number;
  120205. frontUVs?: Vector4;
  120206. backUVs?: Vector4;
  120207. instance?: Mesh;
  120208. invertUV?: boolean;
  120209. uvs?: Vector2[];
  120210. colors?: Color4[];
  120211. }, scene?: Nullable<Scene>): Mesh;
  120212. }
  120213. }
  120214. declare module BABYLON {
  120215. /**
  120216. * Class containing static functions to help procedurally build meshes
  120217. */
  120218. export class ShapeBuilder {
  120219. /**
  120220. * 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.
  120221. * * 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.
  120222. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  120223. * * 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.
  120224. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  120225. * * 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
  120226. * * 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
  120227. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  120228. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120229. * * 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
  120230. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  120231. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120232. * @param name defines the name of the mesh
  120233. * @param options defines the options used to create the mesh
  120234. * @param scene defines the hosting scene
  120235. * @returns the extruded shape mesh
  120236. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120237. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  120238. */
  120239. static ExtrudeShape(name: string, options: {
  120240. shape: Vector3[];
  120241. path: Vector3[];
  120242. scale?: number;
  120243. rotation?: number;
  120244. cap?: number;
  120245. updatable?: boolean;
  120246. sideOrientation?: number;
  120247. frontUVs?: Vector4;
  120248. backUVs?: Vector4;
  120249. instance?: Mesh;
  120250. invertUV?: boolean;
  120251. }, scene?: Nullable<Scene>): Mesh;
  120252. /**
  120253. * Creates an custom extruded shape mesh.
  120254. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  120255. * * 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.
  120256. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  120257. * * 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
  120258. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  120259. * * 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
  120260. * * It must returns a float value that will be the scale value applied to the shape on each path point
  120261. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  120262. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  120263. * * 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
  120264. * * 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
  120265. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  120266. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120267. * * 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
  120268. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120269. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120270. * @param name defines the name of the mesh
  120271. * @param options defines the options used to create the mesh
  120272. * @param scene defines the hosting scene
  120273. * @returns the custom extruded shape mesh
  120274. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  120275. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120276. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  120277. */
  120278. static ExtrudeShapeCustom(name: string, options: {
  120279. shape: Vector3[];
  120280. path: Vector3[];
  120281. scaleFunction?: any;
  120282. rotationFunction?: any;
  120283. ribbonCloseArray?: boolean;
  120284. ribbonClosePath?: boolean;
  120285. cap?: number;
  120286. updatable?: boolean;
  120287. sideOrientation?: number;
  120288. frontUVs?: Vector4;
  120289. backUVs?: Vector4;
  120290. instance?: Mesh;
  120291. invertUV?: boolean;
  120292. }, scene?: Nullable<Scene>): Mesh;
  120293. private static _ExtrudeShapeGeneric;
  120294. }
  120295. }
  120296. declare module BABYLON {
  120297. /**
  120298. * AmmoJS Physics plugin
  120299. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  120300. * @see https://github.com/kripken/ammo.js/
  120301. */
  120302. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  120303. private _useDeltaForWorldStep;
  120304. /**
  120305. * Reference to the Ammo library
  120306. */
  120307. bjsAMMO: any;
  120308. /**
  120309. * Created ammoJS world which physics bodies are added to
  120310. */
  120311. world: any;
  120312. /**
  120313. * Name of the plugin
  120314. */
  120315. name: string;
  120316. private _timeStep;
  120317. private _fixedTimeStep;
  120318. private _maxSteps;
  120319. private _tmpQuaternion;
  120320. private _tmpAmmoTransform;
  120321. private _tmpAmmoQuaternion;
  120322. private _tmpAmmoConcreteContactResultCallback;
  120323. private _collisionConfiguration;
  120324. private _dispatcher;
  120325. private _overlappingPairCache;
  120326. private _solver;
  120327. private _softBodySolver;
  120328. private _tmpAmmoVectorA;
  120329. private _tmpAmmoVectorB;
  120330. private _tmpAmmoVectorC;
  120331. private _tmpAmmoVectorD;
  120332. private _tmpContactCallbackResult;
  120333. private _tmpAmmoVectorRCA;
  120334. private _tmpAmmoVectorRCB;
  120335. private _raycastResult;
  120336. private static readonly DISABLE_COLLISION_FLAG;
  120337. private static readonly KINEMATIC_FLAG;
  120338. private static readonly DISABLE_DEACTIVATION_FLAG;
  120339. /**
  120340. * Initializes the ammoJS plugin
  120341. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  120342. * @param ammoInjection can be used to inject your own ammo reference
  120343. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  120344. */
  120345. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  120346. /**
  120347. * Sets the gravity of the physics world (m/(s^2))
  120348. * @param gravity Gravity to set
  120349. */
  120350. setGravity(gravity: Vector3): void;
  120351. /**
  120352. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  120353. * @param timeStep timestep to use in seconds
  120354. */
  120355. setTimeStep(timeStep: number): void;
  120356. /**
  120357. * 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)
  120358. * @param fixedTimeStep fixedTimeStep to use in seconds
  120359. */
  120360. setFixedTimeStep(fixedTimeStep: number): void;
  120361. /**
  120362. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  120363. * @param maxSteps the maximum number of steps by the physics engine per frame
  120364. */
  120365. setMaxSteps(maxSteps: number): void;
  120366. /**
  120367. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  120368. * @returns the current timestep in seconds
  120369. */
  120370. getTimeStep(): number;
  120371. private _isImpostorInContact;
  120372. private _isImpostorPairInContact;
  120373. private _stepSimulation;
  120374. /**
  120375. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  120376. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  120377. * After the step the babylon meshes are set to the position of the physics imposters
  120378. * @param delta amount of time to step forward
  120379. * @param impostors array of imposters to update before/after the step
  120380. */
  120381. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  120382. /**
  120383. * Update babylon mesh to match physics world object
  120384. * @param impostor imposter to match
  120385. */
  120386. private _afterSoftStep;
  120387. /**
  120388. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  120389. * @param impostor imposter to match
  120390. */
  120391. private _ropeStep;
  120392. /**
  120393. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  120394. * @param impostor imposter to match
  120395. */
  120396. private _softbodyOrClothStep;
  120397. private _tmpVector;
  120398. private _tmpMatrix;
  120399. /**
  120400. * Applies an impulse on the imposter
  120401. * @param impostor imposter to apply impulse to
  120402. * @param force amount of force to be applied to the imposter
  120403. * @param contactPoint the location to apply the impulse on the imposter
  120404. */
  120405. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120406. /**
  120407. * Applies a force on the imposter
  120408. * @param impostor imposter to apply force
  120409. * @param force amount of force to be applied to the imposter
  120410. * @param contactPoint the location to apply the force on the imposter
  120411. */
  120412. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120413. /**
  120414. * Creates a physics body using the plugin
  120415. * @param impostor the imposter to create the physics body on
  120416. */
  120417. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120418. /**
  120419. * Removes the physics body from the imposter and disposes of the body's memory
  120420. * @param impostor imposter to remove the physics body from
  120421. */
  120422. removePhysicsBody(impostor: PhysicsImpostor): void;
  120423. /**
  120424. * Generates a joint
  120425. * @param impostorJoint the imposter joint to create the joint with
  120426. */
  120427. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120428. /**
  120429. * Removes a joint
  120430. * @param impostorJoint the imposter joint to remove the joint from
  120431. */
  120432. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120433. private _addMeshVerts;
  120434. /**
  120435. * Initialise the soft body vertices to match its object's (mesh) vertices
  120436. * Softbody vertices (nodes) are in world space and to match this
  120437. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  120438. * @param impostor to create the softbody for
  120439. */
  120440. private _softVertexData;
  120441. /**
  120442. * Create an impostor's soft body
  120443. * @param impostor to create the softbody for
  120444. */
  120445. private _createSoftbody;
  120446. /**
  120447. * Create cloth for an impostor
  120448. * @param impostor to create the softbody for
  120449. */
  120450. private _createCloth;
  120451. /**
  120452. * Create rope for an impostor
  120453. * @param impostor to create the softbody for
  120454. */
  120455. private _createRope;
  120456. private _addHullVerts;
  120457. private _createShape;
  120458. /**
  120459. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  120460. * @param impostor imposter containing the physics body and babylon object
  120461. */
  120462. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120463. /**
  120464. * Sets the babylon object's position/rotation from the physics body's position/rotation
  120465. * @param impostor imposter containing the physics body and babylon object
  120466. * @param newPosition new position
  120467. * @param newRotation new rotation
  120468. */
  120469. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120470. /**
  120471. * If this plugin is supported
  120472. * @returns true if its supported
  120473. */
  120474. isSupported(): boolean;
  120475. /**
  120476. * Sets the linear velocity of the physics body
  120477. * @param impostor imposter to set the velocity on
  120478. * @param velocity velocity to set
  120479. */
  120480. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120481. /**
  120482. * Sets the angular velocity of the physics body
  120483. * @param impostor imposter to set the velocity on
  120484. * @param velocity velocity to set
  120485. */
  120486. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120487. /**
  120488. * gets the linear velocity
  120489. * @param impostor imposter to get linear velocity from
  120490. * @returns linear velocity
  120491. */
  120492. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120493. /**
  120494. * gets the angular velocity
  120495. * @param impostor imposter to get angular velocity from
  120496. * @returns angular velocity
  120497. */
  120498. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120499. /**
  120500. * Sets the mass of physics body
  120501. * @param impostor imposter to set the mass on
  120502. * @param mass mass to set
  120503. */
  120504. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120505. /**
  120506. * Gets the mass of the physics body
  120507. * @param impostor imposter to get the mass from
  120508. * @returns mass
  120509. */
  120510. getBodyMass(impostor: PhysicsImpostor): number;
  120511. /**
  120512. * Gets friction of the impostor
  120513. * @param impostor impostor to get friction from
  120514. * @returns friction value
  120515. */
  120516. getBodyFriction(impostor: PhysicsImpostor): number;
  120517. /**
  120518. * Sets friction of the impostor
  120519. * @param impostor impostor to set friction on
  120520. * @param friction friction value
  120521. */
  120522. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120523. /**
  120524. * Gets restitution of the impostor
  120525. * @param impostor impostor to get restitution from
  120526. * @returns restitution value
  120527. */
  120528. getBodyRestitution(impostor: PhysicsImpostor): number;
  120529. /**
  120530. * Sets resitution of the impostor
  120531. * @param impostor impostor to set resitution on
  120532. * @param restitution resitution value
  120533. */
  120534. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120535. /**
  120536. * Gets pressure inside the impostor
  120537. * @param impostor impostor to get pressure from
  120538. * @returns pressure value
  120539. */
  120540. getBodyPressure(impostor: PhysicsImpostor): number;
  120541. /**
  120542. * Sets pressure inside a soft body impostor
  120543. * Cloth and rope must remain 0 pressure
  120544. * @param impostor impostor to set pressure on
  120545. * @param pressure pressure value
  120546. */
  120547. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  120548. /**
  120549. * Gets stiffness of the impostor
  120550. * @param impostor impostor to get stiffness from
  120551. * @returns pressure value
  120552. */
  120553. getBodyStiffness(impostor: PhysicsImpostor): number;
  120554. /**
  120555. * Sets stiffness of the impostor
  120556. * @param impostor impostor to set stiffness on
  120557. * @param stiffness stiffness value from 0 to 1
  120558. */
  120559. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  120560. /**
  120561. * Gets velocityIterations of the impostor
  120562. * @param impostor impostor to get velocity iterations from
  120563. * @returns velocityIterations value
  120564. */
  120565. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  120566. /**
  120567. * Sets velocityIterations of the impostor
  120568. * @param impostor impostor to set velocity iterations on
  120569. * @param velocityIterations velocityIterations value
  120570. */
  120571. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  120572. /**
  120573. * Gets positionIterations of the impostor
  120574. * @param impostor impostor to get position iterations from
  120575. * @returns positionIterations value
  120576. */
  120577. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  120578. /**
  120579. * Sets positionIterations of the impostor
  120580. * @param impostor impostor to set position on
  120581. * @param positionIterations positionIterations value
  120582. */
  120583. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  120584. /**
  120585. * Append an anchor to a cloth object
  120586. * @param impostor is the cloth impostor to add anchor to
  120587. * @param otherImpostor is the rigid impostor to anchor to
  120588. * @param width ratio across width from 0 to 1
  120589. * @param height ratio up height from 0 to 1
  120590. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  120591. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120592. */
  120593. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120594. /**
  120595. * Append an hook to a rope object
  120596. * @param impostor is the rope impostor to add hook to
  120597. * @param otherImpostor is the rigid impostor to hook to
  120598. * @param length ratio along the rope from 0 to 1
  120599. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  120600. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120601. */
  120602. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120603. /**
  120604. * Sleeps the physics body and stops it from being active
  120605. * @param impostor impostor to sleep
  120606. */
  120607. sleepBody(impostor: PhysicsImpostor): void;
  120608. /**
  120609. * Activates the physics body
  120610. * @param impostor impostor to activate
  120611. */
  120612. wakeUpBody(impostor: PhysicsImpostor): void;
  120613. /**
  120614. * Updates the distance parameters of the joint
  120615. * @param joint joint to update
  120616. * @param maxDistance maximum distance of the joint
  120617. * @param minDistance minimum distance of the joint
  120618. */
  120619. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120620. /**
  120621. * Sets a motor on the joint
  120622. * @param joint joint to set motor on
  120623. * @param speed speed of the motor
  120624. * @param maxForce maximum force of the motor
  120625. * @param motorIndex index of the motor
  120626. */
  120627. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120628. /**
  120629. * Sets the motors limit
  120630. * @param joint joint to set limit on
  120631. * @param upperLimit upper limit
  120632. * @param lowerLimit lower limit
  120633. */
  120634. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120635. /**
  120636. * Syncs the position and rotation of a mesh with the impostor
  120637. * @param mesh mesh to sync
  120638. * @param impostor impostor to update the mesh with
  120639. */
  120640. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120641. /**
  120642. * Gets the radius of the impostor
  120643. * @param impostor impostor to get radius from
  120644. * @returns the radius
  120645. */
  120646. getRadius(impostor: PhysicsImpostor): number;
  120647. /**
  120648. * Gets the box size of the impostor
  120649. * @param impostor impostor to get box size from
  120650. * @param result the resulting box size
  120651. */
  120652. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120653. /**
  120654. * Disposes of the impostor
  120655. */
  120656. dispose(): void;
  120657. /**
  120658. * Does a raycast in the physics world
  120659. * @param from when should the ray start?
  120660. * @param to when should the ray end?
  120661. * @returns PhysicsRaycastResult
  120662. */
  120663. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120664. }
  120665. }
  120666. declare module BABYLON {
  120667. interface AbstractScene {
  120668. /**
  120669. * The list of reflection probes added to the scene
  120670. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  120671. */
  120672. reflectionProbes: Array<ReflectionProbe>;
  120673. /**
  120674. * Removes the given reflection probe from this scene.
  120675. * @param toRemove The reflection probe to remove
  120676. * @returns The index of the removed reflection probe
  120677. */
  120678. removeReflectionProbe(toRemove: ReflectionProbe): number;
  120679. /**
  120680. * Adds the given reflection probe to this scene.
  120681. * @param newReflectionProbe The reflection probe to add
  120682. */
  120683. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  120684. }
  120685. /**
  120686. * Class used to generate realtime reflection / refraction cube textures
  120687. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  120688. */
  120689. export class ReflectionProbe {
  120690. /** defines the name of the probe */
  120691. name: string;
  120692. private _scene;
  120693. private _renderTargetTexture;
  120694. private _projectionMatrix;
  120695. private _viewMatrix;
  120696. private _target;
  120697. private _add;
  120698. private _attachedMesh;
  120699. private _invertYAxis;
  120700. /** Gets or sets probe position (center of the cube map) */
  120701. position: Vector3;
  120702. /**
  120703. * Creates a new reflection probe
  120704. * @param name defines the name of the probe
  120705. * @param size defines the texture resolution (for each face)
  120706. * @param scene defines the hosting scene
  120707. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  120708. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  120709. */
  120710. constructor(
  120711. /** defines the name of the probe */
  120712. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  120713. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  120714. samples: number;
  120715. /** Gets or sets the refresh rate to use (on every frame by default) */
  120716. refreshRate: number;
  120717. /**
  120718. * Gets the hosting scene
  120719. * @returns a Scene
  120720. */
  120721. getScene(): Scene;
  120722. /** Gets the internal CubeTexture used to render to */
  120723. readonly cubeTexture: RenderTargetTexture;
  120724. /** Gets the list of meshes to render */
  120725. readonly renderList: Nullable<AbstractMesh[]>;
  120726. /**
  120727. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  120728. * @param mesh defines the mesh to attach to
  120729. */
  120730. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  120731. /**
  120732. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  120733. * @param renderingGroupId The rendering group id corresponding to its index
  120734. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  120735. */
  120736. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  120737. /**
  120738. * Clean all associated resources
  120739. */
  120740. dispose(): void;
  120741. /**
  120742. * Converts the reflection probe information to a readable string for debug purpose.
  120743. * @param fullDetails Supports for multiple levels of logging within scene loading
  120744. * @returns the human readable reflection probe info
  120745. */
  120746. toString(fullDetails?: boolean): string;
  120747. /**
  120748. * Get the class name of the relfection probe.
  120749. * @returns "ReflectionProbe"
  120750. */
  120751. getClassName(): string;
  120752. /**
  120753. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  120754. * @returns The JSON representation of the texture
  120755. */
  120756. serialize(): any;
  120757. /**
  120758. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  120759. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  120760. * @param scene Define the scene the parsed reflection probe should be instantiated in
  120761. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  120762. * @returns The parsed reflection probe if successful
  120763. */
  120764. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  120765. }
  120766. }
  120767. declare module BABYLON {
  120768. /** @hidden */
  120769. export var _BabylonLoaderRegistered: boolean;
  120770. /**
  120771. * Helps setting up some configuration for the babylon file loader.
  120772. */
  120773. export class BabylonFileLoaderConfiguration {
  120774. /**
  120775. * The loader does not allow injecting custom physix engine into the plugins.
  120776. * Unfortunately in ES6, we need to manually inject them into the plugin.
  120777. * So you could set this variable to your engine import to make it work.
  120778. */
  120779. static LoaderInjectedPhysicsEngine: any;
  120780. }
  120781. }
  120782. declare module BABYLON {
  120783. /**
  120784. * The Physically based simple base material of BJS.
  120785. *
  120786. * This enables better naming and convention enforcements on top of the pbrMaterial.
  120787. * It is used as the base class for both the specGloss and metalRough conventions.
  120788. */
  120789. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  120790. /**
  120791. * Number of Simultaneous lights allowed on the material.
  120792. */
  120793. maxSimultaneousLights: number;
  120794. /**
  120795. * If sets to true, disables all the lights affecting the material.
  120796. */
  120797. disableLighting: boolean;
  120798. /**
  120799. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  120800. */
  120801. environmentTexture: BaseTexture;
  120802. /**
  120803. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  120804. */
  120805. invertNormalMapX: boolean;
  120806. /**
  120807. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  120808. */
  120809. invertNormalMapY: boolean;
  120810. /**
  120811. * Normal map used in the model.
  120812. */
  120813. normalTexture: BaseTexture;
  120814. /**
  120815. * Emissivie color used to self-illuminate the model.
  120816. */
  120817. emissiveColor: Color3;
  120818. /**
  120819. * Emissivie texture used to self-illuminate the model.
  120820. */
  120821. emissiveTexture: BaseTexture;
  120822. /**
  120823. * Occlusion Channel Strenght.
  120824. */
  120825. occlusionStrength: number;
  120826. /**
  120827. * Occlusion Texture of the material (adding extra occlusion effects).
  120828. */
  120829. occlusionTexture: BaseTexture;
  120830. /**
  120831. * Defines the alpha limits in alpha test mode.
  120832. */
  120833. alphaCutOff: number;
  120834. /**
  120835. * Gets the current double sided mode.
  120836. */
  120837. /**
  120838. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  120839. */
  120840. doubleSided: boolean;
  120841. /**
  120842. * Stores the pre-calculated light information of a mesh in a texture.
  120843. */
  120844. lightmapTexture: BaseTexture;
  120845. /**
  120846. * If true, the light map contains occlusion information instead of lighting info.
  120847. */
  120848. useLightmapAsShadowmap: boolean;
  120849. /**
  120850. * Instantiates a new PBRMaterial instance.
  120851. *
  120852. * @param name The material name
  120853. * @param scene The scene the material will be use in.
  120854. */
  120855. constructor(name: string, scene: Scene);
  120856. getClassName(): string;
  120857. }
  120858. }
  120859. declare module BABYLON {
  120860. /**
  120861. * The PBR material of BJS following the metal roughness convention.
  120862. *
  120863. * This fits to the PBR convention in the GLTF definition:
  120864. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  120865. */
  120866. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  120867. /**
  120868. * The base color has two different interpretations depending on the value of metalness.
  120869. * When the material is a metal, the base color is the specific measured reflectance value
  120870. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  120871. * of the material.
  120872. */
  120873. baseColor: Color3;
  120874. /**
  120875. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  120876. * well as opacity information in the alpha channel.
  120877. */
  120878. baseTexture: BaseTexture;
  120879. /**
  120880. * Specifies the metallic scalar value of the material.
  120881. * Can also be used to scale the metalness values of the metallic texture.
  120882. */
  120883. metallic: number;
  120884. /**
  120885. * Specifies the roughness scalar value of the material.
  120886. * Can also be used to scale the roughness values of the metallic texture.
  120887. */
  120888. roughness: number;
  120889. /**
  120890. * Texture containing both the metallic value in the B channel and the
  120891. * roughness value in the G channel to keep better precision.
  120892. */
  120893. metallicRoughnessTexture: BaseTexture;
  120894. /**
  120895. * Instantiates a new PBRMetalRoughnessMaterial instance.
  120896. *
  120897. * @param name The material name
  120898. * @param scene The scene the material will be use in.
  120899. */
  120900. constructor(name: string, scene: Scene);
  120901. /**
  120902. * Return the currrent class name of the material.
  120903. */
  120904. getClassName(): string;
  120905. /**
  120906. * Makes a duplicate of the current material.
  120907. * @param name - name to use for the new material.
  120908. */
  120909. clone(name: string): PBRMetallicRoughnessMaterial;
  120910. /**
  120911. * Serialize the material to a parsable JSON object.
  120912. */
  120913. serialize(): any;
  120914. /**
  120915. * Parses a JSON object correponding to the serialize function.
  120916. */
  120917. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  120918. }
  120919. }
  120920. declare module BABYLON {
  120921. /**
  120922. * The PBR material of BJS following the specular glossiness convention.
  120923. *
  120924. * This fits to the PBR convention in the GLTF definition:
  120925. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  120926. */
  120927. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  120928. /**
  120929. * Specifies the diffuse color of the material.
  120930. */
  120931. diffuseColor: Color3;
  120932. /**
  120933. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  120934. * channel.
  120935. */
  120936. diffuseTexture: BaseTexture;
  120937. /**
  120938. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  120939. */
  120940. specularColor: Color3;
  120941. /**
  120942. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  120943. */
  120944. glossiness: number;
  120945. /**
  120946. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  120947. */
  120948. specularGlossinessTexture: BaseTexture;
  120949. /**
  120950. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  120951. *
  120952. * @param name The material name
  120953. * @param scene The scene the material will be use in.
  120954. */
  120955. constructor(name: string, scene: Scene);
  120956. /**
  120957. * Return the currrent class name of the material.
  120958. */
  120959. getClassName(): string;
  120960. /**
  120961. * Makes a duplicate of the current material.
  120962. * @param name - name to use for the new material.
  120963. */
  120964. clone(name: string): PBRSpecularGlossinessMaterial;
  120965. /**
  120966. * Serialize the material to a parsable JSON object.
  120967. */
  120968. serialize(): any;
  120969. /**
  120970. * Parses a JSON object correponding to the serialize function.
  120971. */
  120972. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  120973. }
  120974. }
  120975. declare module BABYLON {
  120976. /**
  120977. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  120978. * It can help converting any input color in a desired output one. This can then be used to create effects
  120979. * from sepia, black and white to sixties or futuristic rendering...
  120980. *
  120981. * The only supported format is currently 3dl.
  120982. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  120983. */
  120984. export class ColorGradingTexture extends BaseTexture {
  120985. /**
  120986. * The current texture matrix. (will always be identity in color grading texture)
  120987. */
  120988. private _textureMatrix;
  120989. /**
  120990. * The texture URL.
  120991. */
  120992. url: string;
  120993. /**
  120994. * Empty line regex stored for GC.
  120995. */
  120996. private static _noneEmptyLineRegex;
  120997. private _engine;
  120998. /**
  120999. * Instantiates a ColorGradingTexture from the following parameters.
  121000. *
  121001. * @param url The location of the color gradind data (currently only supporting 3dl)
  121002. * @param scene The scene the texture will be used in
  121003. */
  121004. constructor(url: string, scene: Scene);
  121005. /**
  121006. * Returns the texture matrix used in most of the material.
  121007. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  121008. */
  121009. getTextureMatrix(): Matrix;
  121010. /**
  121011. * Occurs when the file being loaded is a .3dl LUT file.
  121012. */
  121013. private load3dlTexture;
  121014. /**
  121015. * Starts the loading process of the texture.
  121016. */
  121017. private loadTexture;
  121018. /**
  121019. * Clones the color gradind texture.
  121020. */
  121021. clone(): ColorGradingTexture;
  121022. /**
  121023. * Called during delayed load for textures.
  121024. */
  121025. delayLoad(): void;
  121026. /**
  121027. * Parses a color grading texture serialized by Babylon.
  121028. * @param parsedTexture The texture information being parsedTexture
  121029. * @param scene The scene to load the texture in
  121030. * @param rootUrl The root url of the data assets to load
  121031. * @return A color gradind texture
  121032. */
  121033. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  121034. /**
  121035. * Serializes the LUT texture to json format.
  121036. */
  121037. serialize(): any;
  121038. }
  121039. }
  121040. declare module BABYLON {
  121041. /**
  121042. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  121043. */
  121044. export class EquiRectangularCubeTexture extends BaseTexture {
  121045. /** The six faces of the cube. */
  121046. private static _FacesMapping;
  121047. private _noMipmap;
  121048. private _onLoad;
  121049. private _onError;
  121050. /** The size of the cubemap. */
  121051. private _size;
  121052. /** The buffer of the image. */
  121053. private _buffer;
  121054. /** The width of the input image. */
  121055. private _width;
  121056. /** The height of the input image. */
  121057. private _height;
  121058. /** The URL to the image. */
  121059. url: string;
  121060. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  121061. coordinatesMode: number;
  121062. /**
  121063. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  121064. * @param url The location of the image
  121065. * @param scene The scene the texture will be used in
  121066. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  121067. * @param noMipmap Forces to not generate the mipmap if true
  121068. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  121069. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  121070. * @param onLoad — defines a callback called when texture is loaded
  121071. * @param onError — defines a callback called if there is an error
  121072. */
  121073. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  121074. /**
  121075. * Load the image data, by putting the image on a canvas and extracting its buffer.
  121076. */
  121077. private loadImage;
  121078. /**
  121079. * Convert the image buffer into a cubemap and create a CubeTexture.
  121080. */
  121081. private loadTexture;
  121082. /**
  121083. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  121084. * @param buffer The ArrayBuffer that should be converted.
  121085. * @returns The buffer as Float32Array.
  121086. */
  121087. private getFloat32ArrayFromArrayBuffer;
  121088. /**
  121089. * Get the current class name of the texture useful for serialization or dynamic coding.
  121090. * @returns "EquiRectangularCubeTexture"
  121091. */
  121092. getClassName(): string;
  121093. /**
  121094. * Create a clone of the current EquiRectangularCubeTexture and return it.
  121095. * @returns A clone of the current EquiRectangularCubeTexture.
  121096. */
  121097. clone(): EquiRectangularCubeTexture;
  121098. }
  121099. }
  121100. declare module BABYLON {
  121101. /**
  121102. * Based on jsTGALoader - Javascript loader for TGA file
  121103. * By Vincent Thibault
  121104. * @see http://blog.robrowser.com/javascript-tga-loader.html
  121105. */
  121106. export class TGATools {
  121107. private static _TYPE_INDEXED;
  121108. private static _TYPE_RGB;
  121109. private static _TYPE_GREY;
  121110. private static _TYPE_RLE_INDEXED;
  121111. private static _TYPE_RLE_RGB;
  121112. private static _TYPE_RLE_GREY;
  121113. private static _ORIGIN_MASK;
  121114. private static _ORIGIN_SHIFT;
  121115. private static _ORIGIN_BL;
  121116. private static _ORIGIN_BR;
  121117. private static _ORIGIN_UL;
  121118. private static _ORIGIN_UR;
  121119. /**
  121120. * Gets the header of a TGA file
  121121. * @param data defines the TGA data
  121122. * @returns the header
  121123. */
  121124. static GetTGAHeader(data: Uint8Array): any;
  121125. /**
  121126. * Uploads TGA content to a Babylon Texture
  121127. * @hidden
  121128. */
  121129. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  121130. /** @hidden */
  121131. 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;
  121132. /** @hidden */
  121133. 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;
  121134. /** @hidden */
  121135. 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;
  121136. /** @hidden */
  121137. 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;
  121138. /** @hidden */
  121139. 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;
  121140. /** @hidden */
  121141. 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;
  121142. }
  121143. }
  121144. declare module BABYLON {
  121145. /**
  121146. * Implementation of the TGA Texture Loader.
  121147. * @hidden
  121148. */
  121149. export class _TGATextureLoader implements IInternalTextureLoader {
  121150. /**
  121151. * Defines wether the loader supports cascade loading the different faces.
  121152. */
  121153. readonly supportCascades: boolean;
  121154. /**
  121155. * This returns if the loader support the current file information.
  121156. * @param extension defines the file extension of the file being loaded
  121157. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121158. * @param fallback defines the fallback internal texture if any
  121159. * @param isBase64 defines whether the texture is encoded as a base64
  121160. * @param isBuffer defines whether the texture data are stored as a buffer
  121161. * @returns true if the loader can load the specified file
  121162. */
  121163. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  121164. /**
  121165. * Transform the url before loading if required.
  121166. * @param rootUrl the url of the texture
  121167. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121168. * @returns the transformed texture
  121169. */
  121170. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  121171. /**
  121172. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  121173. * @param rootUrl the url of the texture
  121174. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121175. * @returns the fallback texture
  121176. */
  121177. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  121178. /**
  121179. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  121180. * @param data contains the texture data
  121181. * @param texture defines the BabylonJS internal texture
  121182. * @param createPolynomials will be true if polynomials have been requested
  121183. * @param onLoad defines the callback to trigger once the texture is ready
  121184. * @param onError defines the callback to trigger in case of error
  121185. */
  121186. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  121187. /**
  121188. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  121189. * @param data contains the texture data
  121190. * @param texture defines the BabylonJS internal texture
  121191. * @param callback defines the method to call once ready to upload
  121192. */
  121193. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  121194. }
  121195. }
  121196. declare module BABYLON {
  121197. /**
  121198. * Info about the .basis files
  121199. */
  121200. class BasisFileInfo {
  121201. /**
  121202. * If the file has alpha
  121203. */
  121204. hasAlpha: boolean;
  121205. /**
  121206. * Info about each image of the basis file
  121207. */
  121208. images: Array<{
  121209. levels: Array<{
  121210. width: number;
  121211. height: number;
  121212. transcodedPixels: ArrayBufferView;
  121213. }>;
  121214. }>;
  121215. }
  121216. /**
  121217. * Result of transcoding a basis file
  121218. */
  121219. class TranscodeResult {
  121220. /**
  121221. * Info about the .basis file
  121222. */
  121223. fileInfo: BasisFileInfo;
  121224. /**
  121225. * Format to use when loading the file
  121226. */
  121227. format: number;
  121228. }
  121229. /**
  121230. * Configuration options for the Basis transcoder
  121231. */
  121232. export class BasisTranscodeConfiguration {
  121233. /**
  121234. * Supported compression formats used to determine the supported output format of the transcoder
  121235. */
  121236. supportedCompressionFormats?: {
  121237. /**
  121238. * etc1 compression format
  121239. */
  121240. etc1?: boolean;
  121241. /**
  121242. * s3tc compression format
  121243. */
  121244. s3tc?: boolean;
  121245. /**
  121246. * pvrtc compression format
  121247. */
  121248. pvrtc?: boolean;
  121249. /**
  121250. * etc2 compression format
  121251. */
  121252. etc2?: boolean;
  121253. };
  121254. /**
  121255. * If mipmap levels should be loaded for transcoded images (Default: true)
  121256. */
  121257. loadMipmapLevels?: boolean;
  121258. /**
  121259. * Index of a single image to load (Default: all images)
  121260. */
  121261. loadSingleImage?: number;
  121262. }
  121263. /**
  121264. * Used to load .Basis files
  121265. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  121266. */
  121267. export class BasisTools {
  121268. private static _IgnoreSupportedFormats;
  121269. /**
  121270. * URL to use when loading the basis transcoder
  121271. */
  121272. static JSModuleURL: string;
  121273. /**
  121274. * URL to use when loading the wasm module for the transcoder
  121275. */
  121276. static WasmModuleURL: string;
  121277. /**
  121278. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  121279. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  121280. * @returns internal format corresponding to the Basis format
  121281. */
  121282. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  121283. private static _WorkerPromise;
  121284. private static _Worker;
  121285. private static _actionId;
  121286. private static _CreateWorkerAsync;
  121287. /**
  121288. * Transcodes a loaded image file to compressed pixel data
  121289. * @param imageData image data to transcode
  121290. * @param config configuration options for the transcoding
  121291. * @returns a promise resulting in the transcoded image
  121292. */
  121293. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  121294. /**
  121295. * Loads a texture from the transcode result
  121296. * @param texture texture load to
  121297. * @param transcodeResult the result of transcoding the basis file to load from
  121298. */
  121299. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  121300. }
  121301. }
  121302. declare module BABYLON {
  121303. /**
  121304. * Loader for .basis file format
  121305. */
  121306. export class _BasisTextureLoader implements IInternalTextureLoader {
  121307. /**
  121308. * Defines whether the loader supports cascade loading the different faces.
  121309. */
  121310. readonly supportCascades: boolean;
  121311. /**
  121312. * This returns if the loader support the current file information.
  121313. * @param extension defines the file extension of the file being loaded
  121314. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121315. * @param fallback defines the fallback internal texture if any
  121316. * @param isBase64 defines whether the texture is encoded as a base64
  121317. * @param isBuffer defines whether the texture data are stored as a buffer
  121318. * @returns true if the loader can load the specified file
  121319. */
  121320. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  121321. /**
  121322. * Transform the url before loading if required.
  121323. * @param rootUrl the url of the texture
  121324. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121325. * @returns the transformed texture
  121326. */
  121327. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  121328. /**
  121329. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  121330. * @param rootUrl the url of the texture
  121331. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121332. * @returns the fallback texture
  121333. */
  121334. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  121335. /**
  121336. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  121337. * @param data contains the texture data
  121338. * @param texture defines the BabylonJS internal texture
  121339. * @param createPolynomials will be true if polynomials have been requested
  121340. * @param onLoad defines the callback to trigger once the texture is ready
  121341. * @param onError defines the callback to trigger in case of error
  121342. */
  121343. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  121344. /**
  121345. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  121346. * @param data contains the texture data
  121347. * @param texture defines the BabylonJS internal texture
  121348. * @param callback defines the method to call once ready to upload
  121349. */
  121350. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  121351. }
  121352. }
  121353. declare module BABYLON {
  121354. /**
  121355. * 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.
  121356. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  121357. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  121358. */
  121359. export class CustomProceduralTexture extends ProceduralTexture {
  121360. private _animate;
  121361. private _time;
  121362. private _config;
  121363. private _texturePath;
  121364. /**
  121365. * Instantiates a new Custom Procedural Texture.
  121366. * 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.
  121367. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  121368. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  121369. * @param name Define the name of the texture
  121370. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  121371. * @param size Define the size of the texture to create
  121372. * @param scene Define the scene the texture belongs to
  121373. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  121374. * @param generateMipMaps Define if the texture should creates mip maps or not
  121375. */
  121376. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  121377. private _loadJson;
  121378. /**
  121379. * Is the texture ready to be used ? (rendered at least once)
  121380. * @returns true if ready, otherwise, false.
  121381. */
  121382. isReady(): boolean;
  121383. /**
  121384. * Render the texture to its associated render target.
  121385. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  121386. */
  121387. render(useCameraPostProcess?: boolean): void;
  121388. /**
  121389. * Update the list of dependant textures samplers in the shader.
  121390. */
  121391. updateTextures(): void;
  121392. /**
  121393. * Update the uniform values of the procedural texture in the shader.
  121394. */
  121395. updateShaderUniforms(): void;
  121396. /**
  121397. * Define if the texture animates or not.
  121398. */
  121399. animate: boolean;
  121400. }
  121401. }
  121402. declare module BABYLON {
  121403. /** @hidden */
  121404. export var noisePixelShader: {
  121405. name: string;
  121406. shader: string;
  121407. };
  121408. }
  121409. declare module BABYLON {
  121410. /**
  121411. * Class used to generate noise procedural textures
  121412. */
  121413. export class NoiseProceduralTexture extends ProceduralTexture {
  121414. private _time;
  121415. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  121416. brightness: number;
  121417. /** Defines the number of octaves to process */
  121418. octaves: number;
  121419. /** Defines the level of persistence (0.8 by default) */
  121420. persistence: number;
  121421. /** Gets or sets animation speed factor (default is 1) */
  121422. animationSpeedFactor: number;
  121423. /**
  121424. * Creates a new NoiseProceduralTexture
  121425. * @param name defines the name fo the texture
  121426. * @param size defines the size of the texture (default is 256)
  121427. * @param scene defines the hosting scene
  121428. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  121429. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  121430. */
  121431. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  121432. private _updateShaderUniforms;
  121433. protected _getDefines(): string;
  121434. /** Generate the current state of the procedural texture */
  121435. render(useCameraPostProcess?: boolean): void;
  121436. /**
  121437. * Serializes this noise procedural texture
  121438. * @returns a serialized noise procedural texture object
  121439. */
  121440. serialize(): any;
  121441. /**
  121442. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  121443. * @param parsedTexture defines parsed texture data
  121444. * @param scene defines the current scene
  121445. * @param rootUrl defines the root URL containing noise procedural texture information
  121446. * @returns a parsed NoiseProceduralTexture
  121447. */
  121448. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  121449. }
  121450. }
  121451. declare module BABYLON {
  121452. /**
  121453. * Raw cube texture where the raw buffers are passed in
  121454. */
  121455. export class RawCubeTexture extends CubeTexture {
  121456. /**
  121457. * Creates a cube texture where the raw buffers are passed in.
  121458. * @param scene defines the scene the texture is attached to
  121459. * @param data defines the array of data to use to create each face
  121460. * @param size defines the size of the textures
  121461. * @param format defines the format of the data
  121462. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  121463. * @param generateMipMaps defines if the engine should generate the mip levels
  121464. * @param invertY defines if data must be stored with Y axis inverted
  121465. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  121466. * @param compression defines the compression used (null by default)
  121467. */
  121468. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  121469. /**
  121470. * Updates the raw cube texture.
  121471. * @param data defines the data to store
  121472. * @param format defines the data format
  121473. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  121474. * @param invertY defines if data must be stored with Y axis inverted
  121475. * @param compression defines the compression used (null by default)
  121476. * @param level defines which level of the texture to update
  121477. */
  121478. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  121479. /**
  121480. * Updates a raw cube texture with RGBD encoded data.
  121481. * @param data defines the array of data [mipmap][face] to use to create each face
  121482. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  121483. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  121484. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  121485. * @returns a promsie that resolves when the operation is complete
  121486. */
  121487. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  121488. /**
  121489. * Clones the raw cube texture.
  121490. * @return a new cube texture
  121491. */
  121492. clone(): CubeTexture;
  121493. /** @hidden */
  121494. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  121495. }
  121496. }
  121497. declare module BABYLON {
  121498. /**
  121499. * Class used to store 3D textures containing user data
  121500. */
  121501. export class RawTexture3D extends Texture {
  121502. /** Gets or sets the texture format to use */
  121503. format: number;
  121504. private _engine;
  121505. /**
  121506. * Create a new RawTexture3D
  121507. * @param data defines the data of the texture
  121508. * @param width defines the width of the texture
  121509. * @param height defines the height of the texture
  121510. * @param depth defines the depth of the texture
  121511. * @param format defines the texture format to use
  121512. * @param scene defines the hosting scene
  121513. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121514. * @param invertY defines if texture must be stored with Y axis inverted
  121515. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121516. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121517. */
  121518. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121519. /** Gets or sets the texture format to use */
  121520. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121521. /**
  121522. * Update the texture with new data
  121523. * @param data defines the data to store in the texture
  121524. */
  121525. update(data: ArrayBufferView): void;
  121526. }
  121527. }
  121528. declare module BABYLON {
  121529. /**
  121530. * Class used to store 2D array textures containing user data
  121531. */
  121532. export class RawTexture2DArray extends Texture {
  121533. /** Gets or sets the texture format to use */
  121534. format: number;
  121535. private _engine;
  121536. /**
  121537. * Create a new RawTexture2DArray
  121538. * @param data defines the data of the texture
  121539. * @param width defines the width of the texture
  121540. * @param height defines the height of the texture
  121541. * @param depth defines the number of layers of the texture
  121542. * @param format defines the texture format to use
  121543. * @param scene defines the hosting scene
  121544. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121545. * @param invertY defines if texture must be stored with Y axis inverted
  121546. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121547. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121548. */
  121549. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121550. /** Gets or sets the texture format to use */
  121551. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121552. /**
  121553. * Update the texture with new data
  121554. * @param data defines the data to store in the texture
  121555. */
  121556. update(data: ArrayBufferView): void;
  121557. }
  121558. }
  121559. declare module BABYLON {
  121560. /**
  121561. * Creates a refraction texture used by refraction channel of the standard material.
  121562. * It is like a mirror but to see through a material.
  121563. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121564. */
  121565. export class RefractionTexture extends RenderTargetTexture {
  121566. /**
  121567. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  121568. * 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.
  121569. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121570. */
  121571. refractionPlane: Plane;
  121572. /**
  121573. * Define how deep under the surface we should see.
  121574. */
  121575. depth: number;
  121576. /**
  121577. * Creates a refraction texture used by refraction channel of the standard material.
  121578. * It is like a mirror but to see through a material.
  121579. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121580. * @param name Define the texture name
  121581. * @param size Define the size of the underlying texture
  121582. * @param scene Define the scene the refraction belongs to
  121583. * @param generateMipMaps Define if we need to generate mips level for the refraction
  121584. */
  121585. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  121586. /**
  121587. * Clone the refraction texture.
  121588. * @returns the cloned texture
  121589. */
  121590. clone(): RefractionTexture;
  121591. /**
  121592. * Serialize the texture to a JSON representation you could use in Parse later on
  121593. * @returns the serialized JSON representation
  121594. */
  121595. serialize(): any;
  121596. }
  121597. }
  121598. declare module BABYLON {
  121599. /**
  121600. * Defines the options related to the creation of an HtmlElementTexture
  121601. */
  121602. export interface IHtmlElementTextureOptions {
  121603. /**
  121604. * Defines wether mip maps should be created or not.
  121605. */
  121606. generateMipMaps?: boolean;
  121607. /**
  121608. * Defines the sampling mode of the texture.
  121609. */
  121610. samplingMode?: number;
  121611. /**
  121612. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  121613. */
  121614. engine: Nullable<ThinEngine>;
  121615. /**
  121616. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  121617. */
  121618. scene: Nullable<Scene>;
  121619. }
  121620. /**
  121621. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  121622. * To be as efficient as possible depending on your constraints nothing aside the first upload
  121623. * is automatically managed.
  121624. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  121625. * in your application.
  121626. *
  121627. * As the update is not automatic, you need to call them manually.
  121628. */
  121629. export class HtmlElementTexture extends BaseTexture {
  121630. /**
  121631. * The texture URL.
  121632. */
  121633. element: HTMLVideoElement | HTMLCanvasElement;
  121634. private static readonly DefaultOptions;
  121635. private _textureMatrix;
  121636. private _engine;
  121637. private _isVideo;
  121638. private _generateMipMaps;
  121639. private _samplingMode;
  121640. /**
  121641. * Instantiates a HtmlElementTexture from the following parameters.
  121642. *
  121643. * @param name Defines the name of the texture
  121644. * @param element Defines the video or canvas the texture is filled with
  121645. * @param options Defines the other none mandatory texture creation options
  121646. */
  121647. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  121648. private _createInternalTexture;
  121649. /**
  121650. * Returns the texture matrix used in most of the material.
  121651. */
  121652. getTextureMatrix(): Matrix;
  121653. /**
  121654. * Updates the content of the texture.
  121655. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  121656. */
  121657. update(invertY?: Nullable<boolean>): void;
  121658. }
  121659. }
  121660. declare module BABYLON {
  121661. /**
  121662. * Enum used to define the target of a block
  121663. */
  121664. export enum NodeMaterialBlockTargets {
  121665. /** Vertex shader */
  121666. Vertex = 1,
  121667. /** Fragment shader */
  121668. Fragment = 2,
  121669. /** Neutral */
  121670. Neutral = 4,
  121671. /** Vertex and Fragment */
  121672. VertexAndFragment = 3
  121673. }
  121674. }
  121675. declare module BABYLON {
  121676. /**
  121677. * Defines the kind of connection point for node based material
  121678. */
  121679. export enum NodeMaterialBlockConnectionPointTypes {
  121680. /** Float */
  121681. Float = 1,
  121682. /** Int */
  121683. Int = 2,
  121684. /** Vector2 */
  121685. Vector2 = 4,
  121686. /** Vector3 */
  121687. Vector3 = 8,
  121688. /** Vector4 */
  121689. Vector4 = 16,
  121690. /** Color3 */
  121691. Color3 = 32,
  121692. /** Color4 */
  121693. Color4 = 64,
  121694. /** Matrix */
  121695. Matrix = 128,
  121696. /** Detect type based on connection */
  121697. AutoDetect = 1024,
  121698. /** Output type that will be defined by input type */
  121699. BasedOnInput = 2048
  121700. }
  121701. }
  121702. declare module BABYLON {
  121703. /**
  121704. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  121705. */
  121706. export enum NodeMaterialBlockConnectionPointMode {
  121707. /** Value is an uniform */
  121708. Uniform = 0,
  121709. /** Value is a mesh attribute */
  121710. Attribute = 1,
  121711. /** Value is a varying between vertex and fragment shaders */
  121712. Varying = 2,
  121713. /** Mode is undefined */
  121714. Undefined = 3
  121715. }
  121716. }
  121717. declare module BABYLON {
  121718. /**
  121719. * Enum used to define system values e.g. values automatically provided by the system
  121720. */
  121721. export enum NodeMaterialSystemValues {
  121722. /** World */
  121723. World = 1,
  121724. /** View */
  121725. View = 2,
  121726. /** Projection */
  121727. Projection = 3,
  121728. /** ViewProjection */
  121729. ViewProjection = 4,
  121730. /** WorldView */
  121731. WorldView = 5,
  121732. /** WorldViewProjection */
  121733. WorldViewProjection = 6,
  121734. /** CameraPosition */
  121735. CameraPosition = 7,
  121736. /** Fog Color */
  121737. FogColor = 8,
  121738. /** Delta time */
  121739. DeltaTime = 9
  121740. }
  121741. }
  121742. declare module BABYLON {
  121743. /**
  121744. * Root class for all node material optimizers
  121745. */
  121746. export class NodeMaterialOptimizer {
  121747. /**
  121748. * Function used to optimize a NodeMaterial graph
  121749. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  121750. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  121751. */
  121752. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  121753. }
  121754. }
  121755. declare module BABYLON {
  121756. /**
  121757. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  121758. */
  121759. export class TransformBlock extends NodeMaterialBlock {
  121760. /**
  121761. * Defines the value to use to complement W value to transform it to a Vector4
  121762. */
  121763. complementW: number;
  121764. /**
  121765. * Defines the value to use to complement z value to transform it to a Vector4
  121766. */
  121767. complementZ: number;
  121768. /**
  121769. * Creates a new TransformBlock
  121770. * @param name defines the block name
  121771. */
  121772. constructor(name: string);
  121773. /**
  121774. * Gets the current class name
  121775. * @returns the class name
  121776. */
  121777. getClassName(): string;
  121778. /**
  121779. * Gets the vector input
  121780. */
  121781. readonly vector: NodeMaterialConnectionPoint;
  121782. /**
  121783. * Gets the output component
  121784. */
  121785. readonly output: NodeMaterialConnectionPoint;
  121786. /**
  121787. * Gets the matrix transform input
  121788. */
  121789. readonly transform: NodeMaterialConnectionPoint;
  121790. protected _buildBlock(state: NodeMaterialBuildState): this;
  121791. serialize(): any;
  121792. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121793. protected _dumpPropertiesCode(): string;
  121794. }
  121795. }
  121796. declare module BABYLON {
  121797. /**
  121798. * Block used to output the vertex position
  121799. */
  121800. export class VertexOutputBlock extends NodeMaterialBlock {
  121801. /**
  121802. * Creates a new VertexOutputBlock
  121803. * @param name defines the block name
  121804. */
  121805. constructor(name: string);
  121806. /**
  121807. * Gets the current class name
  121808. * @returns the class name
  121809. */
  121810. getClassName(): string;
  121811. /**
  121812. * Gets the vector input component
  121813. */
  121814. readonly vector: NodeMaterialConnectionPoint;
  121815. protected _buildBlock(state: NodeMaterialBuildState): this;
  121816. }
  121817. }
  121818. declare module BABYLON {
  121819. /**
  121820. * Block used to output the final color
  121821. */
  121822. export class FragmentOutputBlock extends NodeMaterialBlock {
  121823. /**
  121824. * Create a new FragmentOutputBlock
  121825. * @param name defines the block name
  121826. */
  121827. constructor(name: string);
  121828. /**
  121829. * Gets the current class name
  121830. * @returns the class name
  121831. */
  121832. getClassName(): string;
  121833. /**
  121834. * Gets the rgba input component
  121835. */
  121836. readonly rgba: NodeMaterialConnectionPoint;
  121837. /**
  121838. * Gets the rgb input component
  121839. */
  121840. readonly rgb: NodeMaterialConnectionPoint;
  121841. /**
  121842. * Gets the a input component
  121843. */
  121844. readonly a: NodeMaterialConnectionPoint;
  121845. protected _buildBlock(state: NodeMaterialBuildState): this;
  121846. }
  121847. }
  121848. declare module BABYLON {
  121849. /**
  121850. * Block used to read a reflection texture from a sampler
  121851. */
  121852. export class ReflectionTextureBlock extends NodeMaterialBlock {
  121853. private _define3DName;
  121854. private _defineCubicName;
  121855. private _defineExplicitName;
  121856. private _defineProjectionName;
  121857. private _defineLocalCubicName;
  121858. private _defineSphericalName;
  121859. private _definePlanarName;
  121860. private _defineEquirectangularName;
  121861. private _defineMirroredEquirectangularFixedName;
  121862. private _defineEquirectangularFixedName;
  121863. private _defineSkyboxName;
  121864. private _cubeSamplerName;
  121865. private _2DSamplerName;
  121866. private _positionUVWName;
  121867. private _directionWName;
  121868. private _reflectionCoordsName;
  121869. private _reflection2DCoordsName;
  121870. private _reflectionColorName;
  121871. private _reflectionMatrixName;
  121872. /**
  121873. * Gets or sets the texture associated with the node
  121874. */
  121875. texture: Nullable<BaseTexture>;
  121876. /**
  121877. * Create a new TextureBlock
  121878. * @param name defines the block name
  121879. */
  121880. constructor(name: string);
  121881. /**
  121882. * Gets the current class name
  121883. * @returns the class name
  121884. */
  121885. getClassName(): string;
  121886. /**
  121887. * Gets the world position input component
  121888. */
  121889. readonly position: NodeMaterialConnectionPoint;
  121890. /**
  121891. * Gets the world position input component
  121892. */
  121893. readonly worldPosition: NodeMaterialConnectionPoint;
  121894. /**
  121895. * Gets the world normal input component
  121896. */
  121897. readonly worldNormal: NodeMaterialConnectionPoint;
  121898. /**
  121899. * Gets the world input component
  121900. */
  121901. readonly world: NodeMaterialConnectionPoint;
  121902. /**
  121903. * Gets the camera (or eye) position component
  121904. */
  121905. readonly cameraPosition: NodeMaterialConnectionPoint;
  121906. /**
  121907. * Gets the view input component
  121908. */
  121909. readonly view: NodeMaterialConnectionPoint;
  121910. /**
  121911. * Gets the rgb output component
  121912. */
  121913. readonly rgb: NodeMaterialConnectionPoint;
  121914. /**
  121915. * Gets the r output component
  121916. */
  121917. readonly r: NodeMaterialConnectionPoint;
  121918. /**
  121919. * Gets the g output component
  121920. */
  121921. readonly g: NodeMaterialConnectionPoint;
  121922. /**
  121923. * Gets the b output component
  121924. */
  121925. readonly b: NodeMaterialConnectionPoint;
  121926. autoConfigure(material: NodeMaterial): void;
  121927. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121928. isReady(): boolean;
  121929. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121930. private _injectVertexCode;
  121931. private _writeOutput;
  121932. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  121933. protected _dumpPropertiesCode(): string;
  121934. serialize(): any;
  121935. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121936. }
  121937. }
  121938. declare module BABYLON {
  121939. /**
  121940. * Interface used to configure the node material editor
  121941. */
  121942. export interface INodeMaterialEditorOptions {
  121943. /** Define the URl to load node editor script */
  121944. editorURL?: string;
  121945. }
  121946. /** @hidden */
  121947. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  121948. /** BONES */
  121949. NUM_BONE_INFLUENCERS: number;
  121950. BonesPerMesh: number;
  121951. BONETEXTURE: boolean;
  121952. /** MORPH TARGETS */
  121953. MORPHTARGETS: boolean;
  121954. MORPHTARGETS_NORMAL: boolean;
  121955. MORPHTARGETS_TANGENT: boolean;
  121956. MORPHTARGETS_UV: boolean;
  121957. NUM_MORPH_INFLUENCERS: number;
  121958. /** IMAGE PROCESSING */
  121959. IMAGEPROCESSING: boolean;
  121960. VIGNETTE: boolean;
  121961. VIGNETTEBLENDMODEMULTIPLY: boolean;
  121962. VIGNETTEBLENDMODEOPAQUE: boolean;
  121963. TONEMAPPING: boolean;
  121964. TONEMAPPING_ACES: boolean;
  121965. CONTRAST: boolean;
  121966. EXPOSURE: boolean;
  121967. COLORCURVES: boolean;
  121968. COLORGRADING: boolean;
  121969. COLORGRADING3D: boolean;
  121970. SAMPLER3DGREENDEPTH: boolean;
  121971. SAMPLER3DBGRMAP: boolean;
  121972. IMAGEPROCESSINGPOSTPROCESS: boolean;
  121973. /** MISC. */
  121974. BUMPDIRECTUV: number;
  121975. constructor();
  121976. setValue(name: string, value: boolean): void;
  121977. }
  121978. /**
  121979. * Class used to configure NodeMaterial
  121980. */
  121981. export interface INodeMaterialOptions {
  121982. /**
  121983. * Defines if blocks should emit comments
  121984. */
  121985. emitComments: boolean;
  121986. }
  121987. /**
  121988. * Class used to create a node based material built by assembling shader blocks
  121989. */
  121990. export class NodeMaterial extends PushMaterial {
  121991. private static _BuildIdGenerator;
  121992. private _options;
  121993. private _vertexCompilationState;
  121994. private _fragmentCompilationState;
  121995. private _sharedData;
  121996. private _buildId;
  121997. private _buildWasSuccessful;
  121998. private _cachedWorldViewMatrix;
  121999. private _cachedWorldViewProjectionMatrix;
  122000. private _optimizers;
  122001. private _animationFrame;
  122002. /** Define the URl to load node editor script */
  122003. static EditorURL: string;
  122004. private BJSNODEMATERIALEDITOR;
  122005. /** Get the inspector from bundle or global */
  122006. private _getGlobalNodeMaterialEditor;
  122007. /**
  122008. * Gets or sets data used by visual editor
  122009. * @see https://nme.babylonjs.com
  122010. */
  122011. editorData: any;
  122012. /**
  122013. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  122014. */
  122015. ignoreAlpha: boolean;
  122016. /**
  122017. * Defines the maximum number of lights that can be used in the material
  122018. */
  122019. maxSimultaneousLights: number;
  122020. /**
  122021. * Observable raised when the material is built
  122022. */
  122023. onBuildObservable: Observable<NodeMaterial>;
  122024. /**
  122025. * Gets or sets the root nodes of the material vertex shader
  122026. */
  122027. _vertexOutputNodes: NodeMaterialBlock[];
  122028. /**
  122029. * Gets or sets the root nodes of the material fragment (pixel) shader
  122030. */
  122031. _fragmentOutputNodes: NodeMaterialBlock[];
  122032. /** Gets or sets options to control the node material overall behavior */
  122033. options: INodeMaterialOptions;
  122034. /**
  122035. * Default configuration related to image processing available in the standard Material.
  122036. */
  122037. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  122038. /**
  122039. * Gets the image processing configuration used either in this material.
  122040. */
  122041. /**
  122042. * Sets the Default image processing configuration used either in the this material.
  122043. *
  122044. * If sets to null, the scene one is in use.
  122045. */
  122046. imageProcessingConfiguration: ImageProcessingConfiguration;
  122047. /**
  122048. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  122049. */
  122050. attachedBlocks: NodeMaterialBlock[];
  122051. /**
  122052. * Create a new node based material
  122053. * @param name defines the material name
  122054. * @param scene defines the hosting scene
  122055. * @param options defines creation option
  122056. */
  122057. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  122058. /**
  122059. * Gets the current class name of the material e.g. "NodeMaterial"
  122060. * @returns the class name
  122061. */
  122062. getClassName(): string;
  122063. /**
  122064. * Keep track of the image processing observer to allow dispose and replace.
  122065. */
  122066. private _imageProcessingObserver;
  122067. /**
  122068. * Attaches a new image processing configuration to the Standard Material.
  122069. * @param configuration
  122070. */
  122071. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  122072. /**
  122073. * Get a block by its name
  122074. * @param name defines the name of the block to retrieve
  122075. * @returns the required block or null if not found
  122076. */
  122077. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  122078. /**
  122079. * Get a block by its name
  122080. * @param predicate defines the predicate used to find the good candidate
  122081. * @returns the required block or null if not found
  122082. */
  122083. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  122084. /**
  122085. * Get an input block by its name
  122086. * @param predicate defines the predicate used to find the good candidate
  122087. * @returns the required input block or null if not found
  122088. */
  122089. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  122090. /**
  122091. * Gets the list of input blocks attached to this material
  122092. * @returns an array of InputBlocks
  122093. */
  122094. getInputBlocks(): InputBlock[];
  122095. /**
  122096. * Adds a new optimizer to the list of optimizers
  122097. * @param optimizer defines the optimizers to add
  122098. * @returns the current material
  122099. */
  122100. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  122101. /**
  122102. * Remove an optimizer from the list of optimizers
  122103. * @param optimizer defines the optimizers to remove
  122104. * @returns the current material
  122105. */
  122106. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  122107. /**
  122108. * Add a new block to the list of output nodes
  122109. * @param node defines the node to add
  122110. * @returns the current material
  122111. */
  122112. addOutputNode(node: NodeMaterialBlock): this;
  122113. /**
  122114. * Remove a block from the list of root nodes
  122115. * @param node defines the node to remove
  122116. * @returns the current material
  122117. */
  122118. removeOutputNode(node: NodeMaterialBlock): this;
  122119. private _addVertexOutputNode;
  122120. private _removeVertexOutputNode;
  122121. private _addFragmentOutputNode;
  122122. private _removeFragmentOutputNode;
  122123. /**
  122124. * Specifies if the material will require alpha blending
  122125. * @returns a boolean specifying if alpha blending is needed
  122126. */
  122127. needAlphaBlending(): boolean;
  122128. /**
  122129. * Specifies if this material should be rendered in alpha test mode
  122130. * @returns a boolean specifying if an alpha test is needed.
  122131. */
  122132. needAlphaTesting(): boolean;
  122133. private _initializeBlock;
  122134. private _resetDualBlocks;
  122135. /**
  122136. * Build the material and generates the inner effect
  122137. * @param verbose defines if the build should log activity
  122138. */
  122139. build(verbose?: boolean): void;
  122140. /**
  122141. * Runs an otpimization phase to try to improve the shader code
  122142. */
  122143. optimize(): void;
  122144. private _prepareDefinesForAttributes;
  122145. /**
  122146. * Get if the submesh is ready to be used and all its information available.
  122147. * Child classes can use it to update shaders
  122148. * @param mesh defines the mesh to check
  122149. * @param subMesh defines which submesh to check
  122150. * @param useInstances specifies that instances should be used
  122151. * @returns a boolean indicating that the submesh is ready or not
  122152. */
  122153. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  122154. /**
  122155. * Get a string representing the shaders built by the current node graph
  122156. */
  122157. readonly compiledShaders: string;
  122158. /**
  122159. * Binds the world matrix to the material
  122160. * @param world defines the world transformation matrix
  122161. */
  122162. bindOnlyWorldMatrix(world: Matrix): void;
  122163. /**
  122164. * Binds the submesh to this material by preparing the effect and shader to draw
  122165. * @param world defines the world transformation matrix
  122166. * @param mesh defines the mesh containing the submesh
  122167. * @param subMesh defines the submesh to bind the material to
  122168. */
  122169. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  122170. /**
  122171. * Gets the active textures from the material
  122172. * @returns an array of textures
  122173. */
  122174. getActiveTextures(): BaseTexture[];
  122175. /**
  122176. * Gets the list of texture blocks
  122177. * @returns an array of texture blocks
  122178. */
  122179. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  122180. /**
  122181. * Specifies if the material uses a texture
  122182. * @param texture defines the texture to check against the material
  122183. * @returns a boolean specifying if the material uses the texture
  122184. */
  122185. hasTexture(texture: BaseTexture): boolean;
  122186. /**
  122187. * Disposes the material
  122188. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  122189. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  122190. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  122191. */
  122192. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  122193. /** Creates the node editor window. */
  122194. private _createNodeEditor;
  122195. /**
  122196. * Launch the node material editor
  122197. * @param config Define the configuration of the editor
  122198. * @return a promise fulfilled when the node editor is visible
  122199. */
  122200. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  122201. /**
  122202. * Clear the current material
  122203. */
  122204. clear(): void;
  122205. /**
  122206. * Clear the current material and set it to a default state
  122207. */
  122208. setToDefault(): void;
  122209. /**
  122210. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  122211. * @param url defines the url to load from
  122212. * @returns a promise that will fullfil when the material is fully loaded
  122213. */
  122214. loadAsync(url: string): Promise<void>;
  122215. private _gatherBlocks;
  122216. /**
  122217. * Generate a string containing the code declaration required to create an equivalent of this material
  122218. * @returns a string
  122219. */
  122220. generateCode(): string;
  122221. /**
  122222. * Serializes this material in a JSON representation
  122223. * @returns the serialized material object
  122224. */
  122225. serialize(): any;
  122226. private _restoreConnections;
  122227. /**
  122228. * Clear the current graph and load a new one from a serialization object
  122229. * @param source defines the JSON representation of the material
  122230. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122231. */
  122232. loadFromSerialization(source: any, rootUrl?: string): void;
  122233. /**
  122234. * Creates a node material from parsed material data
  122235. * @param source defines the JSON representation of the material
  122236. * @param scene defines the hosting scene
  122237. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122238. * @returns a new node material
  122239. */
  122240. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  122241. /**
  122242. * Creates a new node material set to default basic configuration
  122243. * @param name defines the name of the material
  122244. * @param scene defines the hosting scene
  122245. * @returns a new NodeMaterial
  122246. */
  122247. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  122248. }
  122249. }
  122250. declare module BABYLON {
  122251. /**
  122252. * Block used to read a texture from a sampler
  122253. */
  122254. export class TextureBlock extends NodeMaterialBlock {
  122255. private _defineName;
  122256. private _linearDefineName;
  122257. private _tempTextureRead;
  122258. private _samplerName;
  122259. private _transformedUVName;
  122260. private _textureTransformName;
  122261. private _textureInfoName;
  122262. private _mainUVName;
  122263. private _mainUVDefineName;
  122264. /**
  122265. * Gets or sets the texture associated with the node
  122266. */
  122267. texture: Nullable<Texture>;
  122268. /**
  122269. * Create a new TextureBlock
  122270. * @param name defines the block name
  122271. */
  122272. constructor(name: string);
  122273. /**
  122274. * Gets the current class name
  122275. * @returns the class name
  122276. */
  122277. getClassName(): string;
  122278. /**
  122279. * Gets the uv input component
  122280. */
  122281. readonly uv: NodeMaterialConnectionPoint;
  122282. /**
  122283. * Gets the rgba output component
  122284. */
  122285. readonly rgba: NodeMaterialConnectionPoint;
  122286. /**
  122287. * Gets the rgb output component
  122288. */
  122289. readonly rgb: NodeMaterialConnectionPoint;
  122290. /**
  122291. * Gets the r output component
  122292. */
  122293. readonly r: NodeMaterialConnectionPoint;
  122294. /**
  122295. * Gets the g output component
  122296. */
  122297. readonly g: NodeMaterialConnectionPoint;
  122298. /**
  122299. * Gets the b output component
  122300. */
  122301. readonly b: NodeMaterialConnectionPoint;
  122302. /**
  122303. * Gets the a output component
  122304. */
  122305. readonly a: NodeMaterialConnectionPoint;
  122306. readonly target: NodeMaterialBlockTargets;
  122307. autoConfigure(material: NodeMaterial): void;
  122308. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122309. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122310. isReady(): boolean;
  122311. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122312. private readonly _isMixed;
  122313. private _injectVertexCode;
  122314. private _writeTextureRead;
  122315. private _writeOutput;
  122316. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122317. protected _dumpPropertiesCode(): string;
  122318. serialize(): any;
  122319. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122320. }
  122321. }
  122322. declare module BABYLON {
  122323. /**
  122324. * Class used to store shared data between 2 NodeMaterialBuildState
  122325. */
  122326. export class NodeMaterialBuildStateSharedData {
  122327. /**
  122328. * Gets the list of emitted varyings
  122329. */
  122330. temps: string[];
  122331. /**
  122332. * Gets the list of emitted varyings
  122333. */
  122334. varyings: string[];
  122335. /**
  122336. * Gets the varying declaration string
  122337. */
  122338. varyingDeclaration: string;
  122339. /**
  122340. * Input blocks
  122341. */
  122342. inputBlocks: InputBlock[];
  122343. /**
  122344. * Input blocks
  122345. */
  122346. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  122347. /**
  122348. * Bindable blocks (Blocks that need to set data to the effect)
  122349. */
  122350. bindableBlocks: NodeMaterialBlock[];
  122351. /**
  122352. * List of blocks that can provide a compilation fallback
  122353. */
  122354. blocksWithFallbacks: NodeMaterialBlock[];
  122355. /**
  122356. * List of blocks that can provide a define update
  122357. */
  122358. blocksWithDefines: NodeMaterialBlock[];
  122359. /**
  122360. * List of blocks that can provide a repeatable content
  122361. */
  122362. repeatableContentBlocks: NodeMaterialBlock[];
  122363. /**
  122364. * List of blocks that can provide a dynamic list of uniforms
  122365. */
  122366. dynamicUniformBlocks: NodeMaterialBlock[];
  122367. /**
  122368. * List of blocks that can block the isReady function for the material
  122369. */
  122370. blockingBlocks: NodeMaterialBlock[];
  122371. /**
  122372. * Gets the list of animated inputs
  122373. */
  122374. animatedInputs: InputBlock[];
  122375. /**
  122376. * Build Id used to avoid multiple recompilations
  122377. */
  122378. buildId: number;
  122379. /** List of emitted variables */
  122380. variableNames: {
  122381. [key: string]: number;
  122382. };
  122383. /** List of emitted defines */
  122384. defineNames: {
  122385. [key: string]: number;
  122386. };
  122387. /** Should emit comments? */
  122388. emitComments: boolean;
  122389. /** Emit build activity */
  122390. verbose: boolean;
  122391. /** Gets or sets the hosting scene */
  122392. scene: Scene;
  122393. /**
  122394. * Gets the compilation hints emitted at compilation time
  122395. */
  122396. hints: {
  122397. needWorldViewMatrix: boolean;
  122398. needWorldViewProjectionMatrix: boolean;
  122399. needAlphaBlending: boolean;
  122400. needAlphaTesting: boolean;
  122401. };
  122402. /**
  122403. * List of compilation checks
  122404. */
  122405. checks: {
  122406. emitVertex: boolean;
  122407. emitFragment: boolean;
  122408. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  122409. };
  122410. /** Creates a new shared data */
  122411. constructor();
  122412. /**
  122413. * Emits console errors and exceptions if there is a failing check
  122414. */
  122415. emitErrors(): void;
  122416. }
  122417. }
  122418. declare module BABYLON {
  122419. /**
  122420. * Class used to store node based material build state
  122421. */
  122422. export class NodeMaterialBuildState {
  122423. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  122424. supportUniformBuffers: boolean;
  122425. /**
  122426. * Gets the list of emitted attributes
  122427. */
  122428. attributes: string[];
  122429. /**
  122430. * Gets the list of emitted uniforms
  122431. */
  122432. uniforms: string[];
  122433. /**
  122434. * Gets the list of emitted constants
  122435. */
  122436. constants: string[];
  122437. /**
  122438. * Gets the list of emitted samplers
  122439. */
  122440. samplers: string[];
  122441. /**
  122442. * Gets the list of emitted functions
  122443. */
  122444. functions: {
  122445. [key: string]: string;
  122446. };
  122447. /**
  122448. * Gets the list of emitted extensions
  122449. */
  122450. extensions: {
  122451. [key: string]: string;
  122452. };
  122453. /**
  122454. * Gets the target of the compilation state
  122455. */
  122456. target: NodeMaterialBlockTargets;
  122457. /**
  122458. * Gets the list of emitted counters
  122459. */
  122460. counters: {
  122461. [key: string]: number;
  122462. };
  122463. /**
  122464. * Shared data between multiple NodeMaterialBuildState instances
  122465. */
  122466. sharedData: NodeMaterialBuildStateSharedData;
  122467. /** @hidden */
  122468. _vertexState: NodeMaterialBuildState;
  122469. /** @hidden */
  122470. _attributeDeclaration: string;
  122471. /** @hidden */
  122472. _uniformDeclaration: string;
  122473. /** @hidden */
  122474. _constantDeclaration: string;
  122475. /** @hidden */
  122476. _samplerDeclaration: string;
  122477. /** @hidden */
  122478. _varyingTransfer: string;
  122479. private _repeatableContentAnchorIndex;
  122480. /** @hidden */
  122481. _builtCompilationString: string;
  122482. /**
  122483. * Gets the emitted compilation strings
  122484. */
  122485. compilationString: string;
  122486. /**
  122487. * Finalize the compilation strings
  122488. * @param state defines the current compilation state
  122489. */
  122490. finalize(state: NodeMaterialBuildState): void;
  122491. /** @hidden */
  122492. readonly _repeatableContentAnchor: string;
  122493. /** @hidden */
  122494. _getFreeVariableName(prefix: string): string;
  122495. /** @hidden */
  122496. _getFreeDefineName(prefix: string): string;
  122497. /** @hidden */
  122498. _excludeVariableName(name: string): void;
  122499. /** @hidden */
  122500. _emit2DSampler(name: string): void;
  122501. /** @hidden */
  122502. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  122503. /** @hidden */
  122504. _emitExtension(name: string, extension: string): void;
  122505. /** @hidden */
  122506. _emitFunction(name: string, code: string, comments: string): void;
  122507. /** @hidden */
  122508. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  122509. replaceStrings?: {
  122510. search: RegExp;
  122511. replace: string;
  122512. }[];
  122513. repeatKey?: string;
  122514. }): string;
  122515. /** @hidden */
  122516. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  122517. repeatKey?: string;
  122518. removeAttributes?: boolean;
  122519. removeUniforms?: boolean;
  122520. removeVaryings?: boolean;
  122521. removeIfDef?: boolean;
  122522. replaceStrings?: {
  122523. search: RegExp;
  122524. replace: string;
  122525. }[];
  122526. }, storeKey?: string): void;
  122527. /** @hidden */
  122528. _registerTempVariable(name: string): boolean;
  122529. /** @hidden */
  122530. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  122531. /** @hidden */
  122532. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  122533. /** @hidden */
  122534. _emitFloat(value: number): string;
  122535. }
  122536. }
  122537. declare module BABYLON {
  122538. /**
  122539. * Defines a block that can be used inside a node based material
  122540. */
  122541. export class NodeMaterialBlock {
  122542. private _buildId;
  122543. private _buildTarget;
  122544. private _target;
  122545. private _isFinalMerger;
  122546. private _isInput;
  122547. protected _isUnique: boolean;
  122548. /** @hidden */
  122549. _codeVariableName: string;
  122550. /** @hidden */
  122551. _inputs: NodeMaterialConnectionPoint[];
  122552. /** @hidden */
  122553. _outputs: NodeMaterialConnectionPoint[];
  122554. /** @hidden */
  122555. _preparationId: number;
  122556. /**
  122557. * Gets or sets the name of the block
  122558. */
  122559. name: string;
  122560. /**
  122561. * Gets or sets the unique id of the node
  122562. */
  122563. uniqueId: number;
  122564. /**
  122565. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  122566. */
  122567. readonly isUnique: boolean;
  122568. /**
  122569. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  122570. */
  122571. readonly isFinalMerger: boolean;
  122572. /**
  122573. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  122574. */
  122575. readonly isInput: boolean;
  122576. /**
  122577. * Gets or sets the build Id
  122578. */
  122579. buildId: number;
  122580. /**
  122581. * Gets or sets the target of the block
  122582. */
  122583. target: NodeMaterialBlockTargets;
  122584. /**
  122585. * Gets the list of input points
  122586. */
  122587. readonly inputs: NodeMaterialConnectionPoint[];
  122588. /** Gets the list of output points */
  122589. readonly outputs: NodeMaterialConnectionPoint[];
  122590. /**
  122591. * Find an input by its name
  122592. * @param name defines the name of the input to look for
  122593. * @returns the input or null if not found
  122594. */
  122595. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122596. /**
  122597. * Find an output by its name
  122598. * @param name defines the name of the outputto look for
  122599. * @returns the output or null if not found
  122600. */
  122601. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122602. /**
  122603. * Creates a new NodeMaterialBlock
  122604. * @param name defines the block name
  122605. * @param target defines the target of that block (Vertex by default)
  122606. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  122607. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  122608. */
  122609. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  122610. /**
  122611. * Initialize the block and prepare the context for build
  122612. * @param state defines the state that will be used for the build
  122613. */
  122614. initialize(state: NodeMaterialBuildState): void;
  122615. /**
  122616. * Bind data to effect. Will only be called for blocks with isBindable === true
  122617. * @param effect defines the effect to bind data to
  122618. * @param nodeMaterial defines the hosting NodeMaterial
  122619. * @param mesh defines the mesh that will be rendered
  122620. */
  122621. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122622. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  122623. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  122624. protected _writeFloat(value: number): string;
  122625. /**
  122626. * Gets the current class name e.g. "NodeMaterialBlock"
  122627. * @returns the class name
  122628. */
  122629. getClassName(): string;
  122630. /**
  122631. * Register a new input. Must be called inside a block constructor
  122632. * @param name defines the connection point name
  122633. * @param type defines the connection point type
  122634. * @param isOptional defines a boolean indicating that this input can be omitted
  122635. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122636. * @returns the current block
  122637. */
  122638. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  122639. /**
  122640. * Register a new output. Must be called inside a block constructor
  122641. * @param name defines the connection point name
  122642. * @param type defines the connection point type
  122643. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122644. * @returns the current block
  122645. */
  122646. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  122647. /**
  122648. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  122649. * @param forOutput defines an optional connection point to check compatibility with
  122650. * @returns the first available input or null
  122651. */
  122652. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  122653. /**
  122654. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  122655. * @param forBlock defines an optional block to check compatibility with
  122656. * @returns the first available input or null
  122657. */
  122658. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  122659. /**
  122660. * Gets the sibling of the given output
  122661. * @param current defines the current output
  122662. * @returns the next output in the list or null
  122663. */
  122664. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  122665. /**
  122666. * Connect current block with another block
  122667. * @param other defines the block to connect with
  122668. * @param options define the various options to help pick the right connections
  122669. * @returns the current block
  122670. */
  122671. connectTo(other: NodeMaterialBlock, options?: {
  122672. input?: string;
  122673. output?: string;
  122674. outputSwizzle?: string;
  122675. }): this | undefined;
  122676. protected _buildBlock(state: NodeMaterialBuildState): void;
  122677. /**
  122678. * Add uniforms, samplers and uniform buffers at compilation time
  122679. * @param state defines the state to update
  122680. * @param nodeMaterial defines the node material requesting the update
  122681. * @param defines defines the material defines to update
  122682. * @param uniformBuffers defines the list of uniform buffer names
  122683. */
  122684. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  122685. /**
  122686. * Add potential fallbacks if shader compilation fails
  122687. * @param mesh defines the mesh to be rendered
  122688. * @param fallbacks defines the current prioritized list of fallbacks
  122689. */
  122690. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  122691. /**
  122692. * Initialize defines for shader compilation
  122693. * @param mesh defines the mesh to be rendered
  122694. * @param nodeMaterial defines the node material requesting the update
  122695. * @param defines defines the material defines to update
  122696. * @param useInstances specifies that instances should be used
  122697. */
  122698. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122699. /**
  122700. * Update defines for shader compilation
  122701. * @param mesh defines the mesh to be rendered
  122702. * @param nodeMaterial defines the node material requesting the update
  122703. * @param defines defines the material defines to update
  122704. * @param useInstances specifies that instances should be used
  122705. */
  122706. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122707. /**
  122708. * Lets the block try to connect some inputs automatically
  122709. * @param material defines the hosting NodeMaterial
  122710. */
  122711. autoConfigure(material: NodeMaterial): void;
  122712. /**
  122713. * Function called when a block is declared as repeatable content generator
  122714. * @param vertexShaderState defines the current compilation state for the vertex shader
  122715. * @param fragmentShaderState defines the current compilation state for the fragment shader
  122716. * @param mesh defines the mesh to be rendered
  122717. * @param defines defines the material defines to update
  122718. */
  122719. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  122720. /**
  122721. * Checks if the block is ready
  122722. * @param mesh defines the mesh to be rendered
  122723. * @param nodeMaterial defines the node material requesting the update
  122724. * @param defines defines the material defines to update
  122725. * @param useInstances specifies that instances should be used
  122726. * @returns true if the block is ready
  122727. */
  122728. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  122729. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  122730. private _processBuild;
  122731. /**
  122732. * Compile the current node and generate the shader code
  122733. * @param state defines the current compilation state (uniforms, samplers, current string)
  122734. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  122735. * @returns true if already built
  122736. */
  122737. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  122738. protected _inputRename(name: string): string;
  122739. protected _outputRename(name: string): string;
  122740. protected _dumpPropertiesCode(): string;
  122741. /** @hidden */
  122742. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  122743. /** @hidden */
  122744. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  122745. /**
  122746. * Clone the current block to a new identical block
  122747. * @param scene defines the hosting scene
  122748. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122749. * @returns a copy of the current block
  122750. */
  122751. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  122752. /**
  122753. * Serializes this block in a JSON representation
  122754. * @returns the serialized block object
  122755. */
  122756. serialize(): any;
  122757. /** @hidden */
  122758. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122759. /**
  122760. * Release resources
  122761. */
  122762. dispose(): void;
  122763. }
  122764. }
  122765. declare module BABYLON {
  122766. /**
  122767. * Enum defining the type of animations supported by InputBlock
  122768. */
  122769. export enum AnimatedInputBlockTypes {
  122770. /** No animation */
  122771. None = 0,
  122772. /** Time based animation. Will only work for floats */
  122773. Time = 1
  122774. }
  122775. }
  122776. declare module BABYLON {
  122777. /**
  122778. * Block used to expose an input value
  122779. */
  122780. export class InputBlock extends NodeMaterialBlock {
  122781. private _mode;
  122782. private _associatedVariableName;
  122783. private _storedValue;
  122784. private _valueCallback;
  122785. private _type;
  122786. private _animationType;
  122787. /** Gets or set a value used to limit the range of float values */
  122788. min: number;
  122789. /** Gets or set a value used to limit the range of float values */
  122790. max: number;
  122791. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  122792. matrixMode: number;
  122793. /** @hidden */
  122794. _systemValue: Nullable<NodeMaterialSystemValues>;
  122795. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  122796. visibleInInspector: boolean;
  122797. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  122798. isConstant: boolean;
  122799. /**
  122800. * Gets or sets the connection point type (default is float)
  122801. */
  122802. readonly type: NodeMaterialBlockConnectionPointTypes;
  122803. /**
  122804. * Creates a new InputBlock
  122805. * @param name defines the block name
  122806. * @param target defines the target of that block (Vertex by default)
  122807. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  122808. */
  122809. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  122810. /**
  122811. * Gets the output component
  122812. */
  122813. readonly output: NodeMaterialConnectionPoint;
  122814. /**
  122815. * Set the source of this connection point to a vertex attribute
  122816. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  122817. * @returns the current connection point
  122818. */
  122819. setAsAttribute(attributeName?: string): InputBlock;
  122820. /**
  122821. * Set the source of this connection point to a system value
  122822. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  122823. * @returns the current connection point
  122824. */
  122825. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  122826. /**
  122827. * Gets or sets the value of that point.
  122828. * Please note that this value will be ignored if valueCallback is defined
  122829. */
  122830. value: any;
  122831. /**
  122832. * Gets or sets a callback used to get the value of that point.
  122833. * Please note that setting this value will force the connection point to ignore the value property
  122834. */
  122835. valueCallback: () => any;
  122836. /**
  122837. * Gets or sets the associated variable name in the shader
  122838. */
  122839. associatedVariableName: string;
  122840. /** Gets or sets the type of animation applied to the input */
  122841. animationType: AnimatedInputBlockTypes;
  122842. /**
  122843. * Gets a boolean indicating that this connection point not defined yet
  122844. */
  122845. readonly isUndefined: boolean;
  122846. /**
  122847. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  122848. * In this case the connection point name must be the name of the uniform to use.
  122849. * Can only be set on inputs
  122850. */
  122851. isUniform: boolean;
  122852. /**
  122853. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  122854. * In this case the connection point name must be the name of the attribute to use
  122855. * Can only be set on inputs
  122856. */
  122857. isAttribute: boolean;
  122858. /**
  122859. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  122860. * Can only be set on exit points
  122861. */
  122862. isVarying: boolean;
  122863. /**
  122864. * Gets a boolean indicating that the current connection point is a system value
  122865. */
  122866. readonly isSystemValue: boolean;
  122867. /**
  122868. * Gets or sets the current well known value or null if not defined as a system value
  122869. */
  122870. systemValue: Nullable<NodeMaterialSystemValues>;
  122871. /**
  122872. * Gets the current class name
  122873. * @returns the class name
  122874. */
  122875. getClassName(): string;
  122876. /**
  122877. * Animate the input if animationType !== None
  122878. * @param scene defines the rendering scene
  122879. */
  122880. animate(scene: Scene): void;
  122881. private _emitDefine;
  122882. initialize(state: NodeMaterialBuildState): void;
  122883. /**
  122884. * Set the input block to its default value (based on its type)
  122885. */
  122886. setDefaultValue(): void;
  122887. private _emitConstant;
  122888. private _emit;
  122889. /** @hidden */
  122890. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  122891. /** @hidden */
  122892. _transmit(effect: Effect, scene: Scene): void;
  122893. protected _buildBlock(state: NodeMaterialBuildState): void;
  122894. protected _dumpPropertiesCode(): string;
  122895. serialize(): any;
  122896. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122897. }
  122898. }
  122899. declare module BABYLON {
  122900. /**
  122901. * Enum used to define the compatibility state between two connection points
  122902. */
  122903. export enum NodeMaterialConnectionPointCompatibilityStates {
  122904. /** Points are compatibles */
  122905. Compatible = 0,
  122906. /** Points are incompatible because of their types */
  122907. TypeIncompatible = 1,
  122908. /** Points are incompatible because of their targets (vertex vs fragment) */
  122909. TargetIncompatible = 2
  122910. }
  122911. /**
  122912. * Defines a connection point for a block
  122913. */
  122914. export class NodeMaterialConnectionPoint {
  122915. /** @hidden */
  122916. _ownerBlock: NodeMaterialBlock;
  122917. /** @hidden */
  122918. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  122919. private _endpoints;
  122920. private _associatedVariableName;
  122921. /** @hidden */
  122922. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  122923. /** @hidden */
  122924. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  122925. private _type;
  122926. /** @hidden */
  122927. _enforceAssociatedVariableName: boolean;
  122928. /**
  122929. * Gets or sets the additional types supported by this connection point
  122930. */
  122931. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  122932. /**
  122933. * Gets or sets the additional types excluded by this connection point
  122934. */
  122935. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  122936. /**
  122937. * Observable triggered when this point is connected
  122938. */
  122939. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  122940. /**
  122941. * Gets or sets the associated variable name in the shader
  122942. */
  122943. associatedVariableName: string;
  122944. /**
  122945. * Gets or sets the connection point type (default is float)
  122946. */
  122947. type: NodeMaterialBlockConnectionPointTypes;
  122948. /**
  122949. * Gets or sets the connection point name
  122950. */
  122951. name: string;
  122952. /**
  122953. * Gets or sets a boolean indicating that this connection point can be omitted
  122954. */
  122955. isOptional: boolean;
  122956. /**
  122957. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  122958. */
  122959. define: string;
  122960. /** @hidden */
  122961. _prioritizeVertex: boolean;
  122962. private _target;
  122963. /** Gets or sets the target of that connection point */
  122964. target: NodeMaterialBlockTargets;
  122965. /**
  122966. * Gets a boolean indicating that the current point is connected
  122967. */
  122968. readonly isConnected: boolean;
  122969. /**
  122970. * Gets a boolean indicating that the current point is connected to an input block
  122971. */
  122972. readonly isConnectedToInputBlock: boolean;
  122973. /**
  122974. * Gets a the connected input block (if any)
  122975. */
  122976. readonly connectInputBlock: Nullable<InputBlock>;
  122977. /** Get the other side of the connection (if any) */
  122978. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  122979. /** Get the block that owns this connection point */
  122980. readonly ownerBlock: NodeMaterialBlock;
  122981. /** Get the block connected on the other side of this connection (if any) */
  122982. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  122983. /** Get the block connected on the endpoints of this connection (if any) */
  122984. readonly connectedBlocks: Array<NodeMaterialBlock>;
  122985. /** Gets the list of connected endpoints */
  122986. readonly endpoints: NodeMaterialConnectionPoint[];
  122987. /** Gets a boolean indicating if that output point is connected to at least one input */
  122988. readonly hasEndpoints: boolean;
  122989. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  122990. readonly isConnectedInVertexShader: boolean;
  122991. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  122992. readonly isConnectedInFragmentShader: boolean;
  122993. /**
  122994. * Creates a new connection point
  122995. * @param name defines the connection point name
  122996. * @param ownerBlock defines the block hosting this connection point
  122997. */
  122998. constructor(name: string, ownerBlock: NodeMaterialBlock);
  122999. /**
  123000. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  123001. * @returns the class name
  123002. */
  123003. getClassName(): string;
  123004. /**
  123005. * Gets a boolean indicating if the current point can be connected to another point
  123006. * @param connectionPoint defines the other connection point
  123007. * @returns a boolean
  123008. */
  123009. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  123010. /**
  123011. * Gets a number indicating if the current point can be connected to another point
  123012. * @param connectionPoint defines the other connection point
  123013. * @returns a number defining the compatibility state
  123014. */
  123015. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  123016. /**
  123017. * Connect this point to another connection point
  123018. * @param connectionPoint defines the other connection point
  123019. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  123020. * @returns the current connection point
  123021. */
  123022. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  123023. /**
  123024. * Disconnect this point from one of his endpoint
  123025. * @param endpoint defines the other connection point
  123026. * @returns the current connection point
  123027. */
  123028. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  123029. /**
  123030. * Serializes this point in a JSON representation
  123031. * @returns the serialized point object
  123032. */
  123033. serialize(): any;
  123034. /**
  123035. * Release resources
  123036. */
  123037. dispose(): void;
  123038. }
  123039. }
  123040. declare module BABYLON {
  123041. /**
  123042. * Block used to add support for vertex skinning (bones)
  123043. */
  123044. export class BonesBlock extends NodeMaterialBlock {
  123045. /**
  123046. * Creates a new BonesBlock
  123047. * @param name defines the block name
  123048. */
  123049. constructor(name: string);
  123050. /**
  123051. * Initialize the block and prepare the context for build
  123052. * @param state defines the state that will be used for the build
  123053. */
  123054. initialize(state: NodeMaterialBuildState): void;
  123055. /**
  123056. * Gets the current class name
  123057. * @returns the class name
  123058. */
  123059. getClassName(): string;
  123060. /**
  123061. * Gets the matrix indices input component
  123062. */
  123063. readonly matricesIndices: NodeMaterialConnectionPoint;
  123064. /**
  123065. * Gets the matrix weights input component
  123066. */
  123067. readonly matricesWeights: NodeMaterialConnectionPoint;
  123068. /**
  123069. * Gets the extra matrix indices input component
  123070. */
  123071. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  123072. /**
  123073. * Gets the extra matrix weights input component
  123074. */
  123075. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  123076. /**
  123077. * Gets the world input component
  123078. */
  123079. readonly world: NodeMaterialConnectionPoint;
  123080. /**
  123081. * Gets the output component
  123082. */
  123083. readonly output: NodeMaterialConnectionPoint;
  123084. autoConfigure(material: NodeMaterial): void;
  123085. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  123086. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123087. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123088. protected _buildBlock(state: NodeMaterialBuildState): this;
  123089. }
  123090. }
  123091. declare module BABYLON {
  123092. /**
  123093. * Block used to add support for instances
  123094. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  123095. */
  123096. export class InstancesBlock extends NodeMaterialBlock {
  123097. /**
  123098. * Creates a new InstancesBlock
  123099. * @param name defines the block name
  123100. */
  123101. constructor(name: string);
  123102. /**
  123103. * Gets the current class name
  123104. * @returns the class name
  123105. */
  123106. getClassName(): string;
  123107. /**
  123108. * Gets the first world row input component
  123109. */
  123110. readonly world0: NodeMaterialConnectionPoint;
  123111. /**
  123112. * Gets the second world row input component
  123113. */
  123114. readonly world1: NodeMaterialConnectionPoint;
  123115. /**
  123116. * Gets the third world row input component
  123117. */
  123118. readonly world2: NodeMaterialConnectionPoint;
  123119. /**
  123120. * Gets the forth world row input component
  123121. */
  123122. readonly world3: NodeMaterialConnectionPoint;
  123123. /**
  123124. * Gets the world input component
  123125. */
  123126. readonly world: NodeMaterialConnectionPoint;
  123127. /**
  123128. * Gets the output component
  123129. */
  123130. readonly output: NodeMaterialConnectionPoint;
  123131. autoConfigure(material: NodeMaterial): void;
  123132. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  123133. protected _buildBlock(state: NodeMaterialBuildState): this;
  123134. }
  123135. }
  123136. declare module BABYLON {
  123137. /**
  123138. * Block used to add morph targets support to vertex shader
  123139. */
  123140. export class MorphTargetsBlock extends NodeMaterialBlock {
  123141. private _repeatableContentAnchor;
  123142. private _repeatebleContentGenerated;
  123143. /**
  123144. * Create a new MorphTargetsBlock
  123145. * @param name defines the block name
  123146. */
  123147. constructor(name: string);
  123148. /**
  123149. * Gets the current class name
  123150. * @returns the class name
  123151. */
  123152. getClassName(): string;
  123153. /**
  123154. * Gets the position input component
  123155. */
  123156. readonly position: NodeMaterialConnectionPoint;
  123157. /**
  123158. * Gets the normal input component
  123159. */
  123160. readonly normal: NodeMaterialConnectionPoint;
  123161. /**
  123162. * Gets the tangent input component
  123163. */
  123164. readonly tangent: NodeMaterialConnectionPoint;
  123165. /**
  123166. * Gets the tangent input component
  123167. */
  123168. readonly uv: NodeMaterialConnectionPoint;
  123169. /**
  123170. * Gets the position output component
  123171. */
  123172. readonly positionOutput: NodeMaterialConnectionPoint;
  123173. /**
  123174. * Gets the normal output component
  123175. */
  123176. readonly normalOutput: NodeMaterialConnectionPoint;
  123177. /**
  123178. * Gets the tangent output component
  123179. */
  123180. readonly tangentOutput: NodeMaterialConnectionPoint;
  123181. /**
  123182. * Gets the tangent output component
  123183. */
  123184. readonly uvOutput: NodeMaterialConnectionPoint;
  123185. initialize(state: NodeMaterialBuildState): void;
  123186. autoConfigure(material: NodeMaterial): void;
  123187. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123188. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123189. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  123190. protected _buildBlock(state: NodeMaterialBuildState): this;
  123191. }
  123192. }
  123193. declare module BABYLON {
  123194. /**
  123195. * Block used to get data information from a light
  123196. */
  123197. export class LightInformationBlock extends NodeMaterialBlock {
  123198. private _lightDataUniformName;
  123199. private _lightColorUniformName;
  123200. private _lightTypeDefineName;
  123201. /**
  123202. * Gets or sets the light associated with this block
  123203. */
  123204. light: Nullable<Light>;
  123205. /**
  123206. * Creates a new LightInformationBlock
  123207. * @param name defines the block name
  123208. */
  123209. constructor(name: string);
  123210. /**
  123211. * Gets the current class name
  123212. * @returns the class name
  123213. */
  123214. getClassName(): string;
  123215. /**
  123216. * Gets the world position input component
  123217. */
  123218. readonly worldPosition: NodeMaterialConnectionPoint;
  123219. /**
  123220. * Gets the direction output component
  123221. */
  123222. readonly direction: NodeMaterialConnectionPoint;
  123223. /**
  123224. * Gets the direction output component
  123225. */
  123226. readonly color: NodeMaterialConnectionPoint;
  123227. /**
  123228. * Gets the direction output component
  123229. */
  123230. readonly intensity: NodeMaterialConnectionPoint;
  123231. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123232. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123233. protected _buildBlock(state: NodeMaterialBuildState): this;
  123234. serialize(): any;
  123235. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123236. }
  123237. }
  123238. declare module BABYLON {
  123239. /**
  123240. * Block used to add image processing support to fragment shader
  123241. */
  123242. export class ImageProcessingBlock extends NodeMaterialBlock {
  123243. /**
  123244. * Create a new ImageProcessingBlock
  123245. * @param name defines the block name
  123246. */
  123247. constructor(name: string);
  123248. /**
  123249. * Gets the current class name
  123250. * @returns the class name
  123251. */
  123252. getClassName(): string;
  123253. /**
  123254. * Gets the color input component
  123255. */
  123256. readonly color: NodeMaterialConnectionPoint;
  123257. /**
  123258. * Gets the output component
  123259. */
  123260. readonly output: NodeMaterialConnectionPoint;
  123261. /**
  123262. * Initialize the block and prepare the context for build
  123263. * @param state defines the state that will be used for the build
  123264. */
  123265. initialize(state: NodeMaterialBuildState): void;
  123266. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  123267. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123268. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123269. protected _buildBlock(state: NodeMaterialBuildState): this;
  123270. }
  123271. }
  123272. declare module BABYLON {
  123273. /**
  123274. * Block used to pertub normals based on a normal map
  123275. */
  123276. export class PerturbNormalBlock extends NodeMaterialBlock {
  123277. private _tangentSpaceParameterName;
  123278. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  123279. invertX: boolean;
  123280. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  123281. invertY: boolean;
  123282. /**
  123283. * Create a new PerturbNormalBlock
  123284. * @param name defines the block name
  123285. */
  123286. constructor(name: string);
  123287. /**
  123288. * Gets the current class name
  123289. * @returns the class name
  123290. */
  123291. getClassName(): string;
  123292. /**
  123293. * Gets the world position input component
  123294. */
  123295. readonly worldPosition: NodeMaterialConnectionPoint;
  123296. /**
  123297. * Gets the world normal input component
  123298. */
  123299. readonly worldNormal: NodeMaterialConnectionPoint;
  123300. /**
  123301. * Gets the uv input component
  123302. */
  123303. readonly uv: NodeMaterialConnectionPoint;
  123304. /**
  123305. * Gets the normal map color input component
  123306. */
  123307. readonly normalMapColor: NodeMaterialConnectionPoint;
  123308. /**
  123309. * Gets the strength input component
  123310. */
  123311. readonly strength: NodeMaterialConnectionPoint;
  123312. /**
  123313. * Gets the output component
  123314. */
  123315. readonly output: NodeMaterialConnectionPoint;
  123316. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123317. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123318. autoConfigure(material: NodeMaterial): void;
  123319. protected _buildBlock(state: NodeMaterialBuildState): this;
  123320. protected _dumpPropertiesCode(): string;
  123321. serialize(): any;
  123322. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123323. }
  123324. }
  123325. declare module BABYLON {
  123326. /**
  123327. * Block used to discard a pixel if a value is smaller than a cutoff
  123328. */
  123329. export class DiscardBlock extends NodeMaterialBlock {
  123330. /**
  123331. * Create a new DiscardBlock
  123332. * @param name defines the block name
  123333. */
  123334. constructor(name: string);
  123335. /**
  123336. * Gets the current class name
  123337. * @returns the class name
  123338. */
  123339. getClassName(): string;
  123340. /**
  123341. * Gets the color input component
  123342. */
  123343. readonly value: NodeMaterialConnectionPoint;
  123344. /**
  123345. * Gets the cutoff input component
  123346. */
  123347. readonly cutoff: NodeMaterialConnectionPoint;
  123348. protected _buildBlock(state: NodeMaterialBuildState): this;
  123349. }
  123350. }
  123351. declare module BABYLON {
  123352. /**
  123353. * Block used to test if the fragment shader is front facing
  123354. */
  123355. export class FrontFacingBlock extends NodeMaterialBlock {
  123356. /**
  123357. * Creates a new FrontFacingBlock
  123358. * @param name defines the block name
  123359. */
  123360. constructor(name: string);
  123361. /**
  123362. * Gets the current class name
  123363. * @returns the class name
  123364. */
  123365. getClassName(): string;
  123366. /**
  123367. * Gets the output component
  123368. */
  123369. readonly output: NodeMaterialConnectionPoint;
  123370. protected _buildBlock(state: NodeMaterialBuildState): this;
  123371. }
  123372. }
  123373. declare module BABYLON {
  123374. /**
  123375. * Block used to add support for scene fog
  123376. */
  123377. export class FogBlock extends NodeMaterialBlock {
  123378. private _fogDistanceName;
  123379. private _fogParameters;
  123380. /**
  123381. * Create a new FogBlock
  123382. * @param name defines the block name
  123383. */
  123384. constructor(name: string);
  123385. /**
  123386. * Gets the current class name
  123387. * @returns the class name
  123388. */
  123389. getClassName(): string;
  123390. /**
  123391. * Gets the world position input component
  123392. */
  123393. readonly worldPosition: NodeMaterialConnectionPoint;
  123394. /**
  123395. * Gets the view input component
  123396. */
  123397. readonly view: NodeMaterialConnectionPoint;
  123398. /**
  123399. * Gets the color input component
  123400. */
  123401. readonly input: NodeMaterialConnectionPoint;
  123402. /**
  123403. * Gets the fog color input component
  123404. */
  123405. readonly fogColor: NodeMaterialConnectionPoint;
  123406. /**
  123407. * Gets the output component
  123408. */
  123409. readonly output: NodeMaterialConnectionPoint;
  123410. autoConfigure(material: NodeMaterial): void;
  123411. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123412. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123413. protected _buildBlock(state: NodeMaterialBuildState): this;
  123414. }
  123415. }
  123416. declare module BABYLON {
  123417. /**
  123418. * Block used to add light in the fragment shader
  123419. */
  123420. export class LightBlock extends NodeMaterialBlock {
  123421. private _lightId;
  123422. /**
  123423. * Gets or sets the light associated with this block
  123424. */
  123425. light: Nullable<Light>;
  123426. /**
  123427. * Create a new LightBlock
  123428. * @param name defines the block name
  123429. */
  123430. constructor(name: string);
  123431. /**
  123432. * Gets the current class name
  123433. * @returns the class name
  123434. */
  123435. getClassName(): string;
  123436. /**
  123437. * Gets the world position input component
  123438. */
  123439. readonly worldPosition: NodeMaterialConnectionPoint;
  123440. /**
  123441. * Gets the world normal input component
  123442. */
  123443. readonly worldNormal: NodeMaterialConnectionPoint;
  123444. /**
  123445. * Gets the camera (or eye) position component
  123446. */
  123447. readonly cameraPosition: NodeMaterialConnectionPoint;
  123448. /**
  123449. * Gets the glossiness component
  123450. */
  123451. readonly glossiness: NodeMaterialConnectionPoint;
  123452. /**
  123453. * Gets the glossinness power component
  123454. */
  123455. readonly glossPower: NodeMaterialConnectionPoint;
  123456. /**
  123457. * Gets the diffuse color component
  123458. */
  123459. readonly diffuseColor: NodeMaterialConnectionPoint;
  123460. /**
  123461. * Gets the specular color component
  123462. */
  123463. readonly specularColor: NodeMaterialConnectionPoint;
  123464. /**
  123465. * Gets the diffuse output component
  123466. */
  123467. readonly diffuseOutput: NodeMaterialConnectionPoint;
  123468. /**
  123469. * Gets the specular output component
  123470. */
  123471. readonly specularOutput: NodeMaterialConnectionPoint;
  123472. autoConfigure(material: NodeMaterial): void;
  123473. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123474. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  123475. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123476. private _injectVertexCode;
  123477. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123478. serialize(): any;
  123479. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123480. }
  123481. }
  123482. declare module BABYLON {
  123483. /**
  123484. * Block used to multiply 2 values
  123485. */
  123486. export class MultiplyBlock extends NodeMaterialBlock {
  123487. /**
  123488. * Creates a new MultiplyBlock
  123489. * @param name defines the block name
  123490. */
  123491. constructor(name: string);
  123492. /**
  123493. * Gets the current class name
  123494. * @returns the class name
  123495. */
  123496. getClassName(): string;
  123497. /**
  123498. * Gets the left operand input component
  123499. */
  123500. readonly left: NodeMaterialConnectionPoint;
  123501. /**
  123502. * Gets the right operand input component
  123503. */
  123504. readonly right: NodeMaterialConnectionPoint;
  123505. /**
  123506. * Gets the output component
  123507. */
  123508. readonly output: NodeMaterialConnectionPoint;
  123509. protected _buildBlock(state: NodeMaterialBuildState): this;
  123510. }
  123511. }
  123512. declare module BABYLON {
  123513. /**
  123514. * Block used to add 2 vectors
  123515. */
  123516. export class AddBlock extends NodeMaterialBlock {
  123517. /**
  123518. * Creates a new AddBlock
  123519. * @param name defines the block name
  123520. */
  123521. constructor(name: string);
  123522. /**
  123523. * Gets the current class name
  123524. * @returns the class name
  123525. */
  123526. getClassName(): string;
  123527. /**
  123528. * Gets the left operand input component
  123529. */
  123530. readonly left: NodeMaterialConnectionPoint;
  123531. /**
  123532. * Gets the right operand input component
  123533. */
  123534. readonly right: NodeMaterialConnectionPoint;
  123535. /**
  123536. * Gets the output component
  123537. */
  123538. readonly output: NodeMaterialConnectionPoint;
  123539. protected _buildBlock(state: NodeMaterialBuildState): this;
  123540. }
  123541. }
  123542. declare module BABYLON {
  123543. /**
  123544. * Block used to scale a vector by a float
  123545. */
  123546. export class ScaleBlock extends NodeMaterialBlock {
  123547. /**
  123548. * Creates a new ScaleBlock
  123549. * @param name defines the block name
  123550. */
  123551. constructor(name: string);
  123552. /**
  123553. * Gets the current class name
  123554. * @returns the class name
  123555. */
  123556. getClassName(): string;
  123557. /**
  123558. * Gets the input component
  123559. */
  123560. readonly input: NodeMaterialConnectionPoint;
  123561. /**
  123562. * Gets the factor input component
  123563. */
  123564. readonly factor: NodeMaterialConnectionPoint;
  123565. /**
  123566. * Gets the output component
  123567. */
  123568. readonly output: NodeMaterialConnectionPoint;
  123569. protected _buildBlock(state: NodeMaterialBuildState): this;
  123570. }
  123571. }
  123572. declare module BABYLON {
  123573. /**
  123574. * Block used to clamp a float
  123575. */
  123576. export class ClampBlock extends NodeMaterialBlock {
  123577. /** Gets or sets the minimum range */
  123578. minimum: number;
  123579. /** Gets or sets the maximum range */
  123580. maximum: number;
  123581. /**
  123582. * Creates a new ClampBlock
  123583. * @param name defines the block name
  123584. */
  123585. constructor(name: string);
  123586. /**
  123587. * Gets the current class name
  123588. * @returns the class name
  123589. */
  123590. getClassName(): string;
  123591. /**
  123592. * Gets the value input component
  123593. */
  123594. readonly value: NodeMaterialConnectionPoint;
  123595. /**
  123596. * Gets the output component
  123597. */
  123598. readonly output: NodeMaterialConnectionPoint;
  123599. protected _buildBlock(state: NodeMaterialBuildState): this;
  123600. protected _dumpPropertiesCode(): string;
  123601. serialize(): any;
  123602. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123603. }
  123604. }
  123605. declare module BABYLON {
  123606. /**
  123607. * Block used to apply a cross product between 2 vectors
  123608. */
  123609. export class CrossBlock extends NodeMaterialBlock {
  123610. /**
  123611. * Creates a new CrossBlock
  123612. * @param name defines the block name
  123613. */
  123614. constructor(name: string);
  123615. /**
  123616. * Gets the current class name
  123617. * @returns the class name
  123618. */
  123619. getClassName(): string;
  123620. /**
  123621. * Gets the left operand input component
  123622. */
  123623. readonly left: NodeMaterialConnectionPoint;
  123624. /**
  123625. * Gets the right operand input component
  123626. */
  123627. readonly right: NodeMaterialConnectionPoint;
  123628. /**
  123629. * Gets the output component
  123630. */
  123631. readonly output: NodeMaterialConnectionPoint;
  123632. protected _buildBlock(state: NodeMaterialBuildState): this;
  123633. }
  123634. }
  123635. declare module BABYLON {
  123636. /**
  123637. * Block used to apply a dot product between 2 vectors
  123638. */
  123639. export class DotBlock extends NodeMaterialBlock {
  123640. /**
  123641. * Creates a new DotBlock
  123642. * @param name defines the block name
  123643. */
  123644. constructor(name: string);
  123645. /**
  123646. * Gets the current class name
  123647. * @returns the class name
  123648. */
  123649. getClassName(): string;
  123650. /**
  123651. * Gets the left operand input component
  123652. */
  123653. readonly left: NodeMaterialConnectionPoint;
  123654. /**
  123655. * Gets the right operand input component
  123656. */
  123657. readonly right: NodeMaterialConnectionPoint;
  123658. /**
  123659. * Gets the output component
  123660. */
  123661. readonly output: NodeMaterialConnectionPoint;
  123662. protected _buildBlock(state: NodeMaterialBuildState): this;
  123663. }
  123664. }
  123665. declare module BABYLON {
  123666. /**
  123667. * Block used to remap a float from a range to a new one
  123668. */
  123669. export class RemapBlock extends NodeMaterialBlock {
  123670. /**
  123671. * Gets or sets the source range
  123672. */
  123673. sourceRange: Vector2;
  123674. /**
  123675. * Gets or sets the target range
  123676. */
  123677. targetRange: Vector2;
  123678. /**
  123679. * Creates a new RemapBlock
  123680. * @param name defines the block name
  123681. */
  123682. constructor(name: string);
  123683. /**
  123684. * Gets the current class name
  123685. * @returns the class name
  123686. */
  123687. getClassName(): string;
  123688. /**
  123689. * Gets the input component
  123690. */
  123691. readonly input: NodeMaterialConnectionPoint;
  123692. /**
  123693. * Gets the source min input component
  123694. */
  123695. readonly sourceMin: NodeMaterialConnectionPoint;
  123696. /**
  123697. * Gets the source max input component
  123698. */
  123699. readonly sourceMax: NodeMaterialConnectionPoint;
  123700. /**
  123701. * Gets the target min input component
  123702. */
  123703. readonly targetMin: NodeMaterialConnectionPoint;
  123704. /**
  123705. * Gets the target max input component
  123706. */
  123707. readonly targetMax: NodeMaterialConnectionPoint;
  123708. /**
  123709. * Gets the output component
  123710. */
  123711. readonly output: NodeMaterialConnectionPoint;
  123712. protected _buildBlock(state: NodeMaterialBuildState): this;
  123713. protected _dumpPropertiesCode(): string;
  123714. serialize(): any;
  123715. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123716. }
  123717. }
  123718. declare module BABYLON {
  123719. /**
  123720. * Block used to normalize a vector
  123721. */
  123722. export class NormalizeBlock extends NodeMaterialBlock {
  123723. /**
  123724. * Creates a new NormalizeBlock
  123725. * @param name defines the block name
  123726. */
  123727. constructor(name: string);
  123728. /**
  123729. * Gets the current class name
  123730. * @returns the class name
  123731. */
  123732. getClassName(): string;
  123733. /**
  123734. * Gets the input component
  123735. */
  123736. readonly input: NodeMaterialConnectionPoint;
  123737. /**
  123738. * Gets the output component
  123739. */
  123740. readonly output: NodeMaterialConnectionPoint;
  123741. protected _buildBlock(state: NodeMaterialBuildState): this;
  123742. }
  123743. }
  123744. declare module BABYLON {
  123745. /**
  123746. * Operations supported by the Trigonometry block
  123747. */
  123748. export enum TrigonometryBlockOperations {
  123749. /** Cos */
  123750. Cos = 0,
  123751. /** Sin */
  123752. Sin = 1,
  123753. /** Abs */
  123754. Abs = 2,
  123755. /** Exp */
  123756. Exp = 3,
  123757. /** Exp2 */
  123758. Exp2 = 4,
  123759. /** Round */
  123760. Round = 5,
  123761. /** Floor */
  123762. Floor = 6,
  123763. /** Ceiling */
  123764. Ceiling = 7,
  123765. /** Square root */
  123766. Sqrt = 8,
  123767. /** Log */
  123768. Log = 9,
  123769. /** Tangent */
  123770. Tan = 10,
  123771. /** Arc tangent */
  123772. ArcTan = 11,
  123773. /** Arc cosinus */
  123774. ArcCos = 12,
  123775. /** Arc sinus */
  123776. ArcSin = 13,
  123777. /** Fraction */
  123778. Fract = 14,
  123779. /** Sign */
  123780. Sign = 15,
  123781. /** To radians (from degrees) */
  123782. Radians = 16,
  123783. /** To degrees (from radians) */
  123784. Degrees = 17
  123785. }
  123786. /**
  123787. * Block used to apply trigonometry operation to floats
  123788. */
  123789. export class TrigonometryBlock extends NodeMaterialBlock {
  123790. /**
  123791. * Gets or sets the operation applied by the block
  123792. */
  123793. operation: TrigonometryBlockOperations;
  123794. /**
  123795. * Creates a new TrigonometryBlock
  123796. * @param name defines the block name
  123797. */
  123798. constructor(name: string);
  123799. /**
  123800. * Gets the current class name
  123801. * @returns the class name
  123802. */
  123803. getClassName(): string;
  123804. /**
  123805. * Gets the input component
  123806. */
  123807. readonly input: NodeMaterialConnectionPoint;
  123808. /**
  123809. * Gets the output component
  123810. */
  123811. readonly output: NodeMaterialConnectionPoint;
  123812. protected _buildBlock(state: NodeMaterialBuildState): this;
  123813. serialize(): any;
  123814. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123815. protected _dumpPropertiesCode(): string;
  123816. }
  123817. }
  123818. declare module BABYLON {
  123819. /**
  123820. * Block used to create a Color3/4 out of individual inputs (one for each component)
  123821. */
  123822. export class ColorMergerBlock extends NodeMaterialBlock {
  123823. /**
  123824. * Create a new ColorMergerBlock
  123825. * @param name defines the block name
  123826. */
  123827. constructor(name: string);
  123828. /**
  123829. * Gets the current class name
  123830. * @returns the class name
  123831. */
  123832. getClassName(): string;
  123833. /**
  123834. * Gets the r component (input)
  123835. */
  123836. readonly r: NodeMaterialConnectionPoint;
  123837. /**
  123838. * Gets the g component (input)
  123839. */
  123840. readonly g: NodeMaterialConnectionPoint;
  123841. /**
  123842. * Gets the b component (input)
  123843. */
  123844. readonly b: NodeMaterialConnectionPoint;
  123845. /**
  123846. * Gets the a component (input)
  123847. */
  123848. readonly a: NodeMaterialConnectionPoint;
  123849. /**
  123850. * Gets the rgba component (output)
  123851. */
  123852. readonly rgba: NodeMaterialConnectionPoint;
  123853. /**
  123854. * Gets the rgb component (output)
  123855. */
  123856. readonly rgb: NodeMaterialConnectionPoint;
  123857. protected _buildBlock(state: NodeMaterialBuildState): this;
  123858. }
  123859. }
  123860. declare module BABYLON {
  123861. /**
  123862. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  123863. */
  123864. export class VectorMergerBlock extends NodeMaterialBlock {
  123865. /**
  123866. * Create a new VectorMergerBlock
  123867. * @param name defines the block name
  123868. */
  123869. constructor(name: string);
  123870. /**
  123871. * Gets the current class name
  123872. * @returns the class name
  123873. */
  123874. getClassName(): string;
  123875. /**
  123876. * Gets the x component (input)
  123877. */
  123878. readonly x: NodeMaterialConnectionPoint;
  123879. /**
  123880. * Gets the y component (input)
  123881. */
  123882. readonly y: NodeMaterialConnectionPoint;
  123883. /**
  123884. * Gets the z component (input)
  123885. */
  123886. readonly z: NodeMaterialConnectionPoint;
  123887. /**
  123888. * Gets the w component (input)
  123889. */
  123890. readonly w: NodeMaterialConnectionPoint;
  123891. /**
  123892. * Gets the xyzw component (output)
  123893. */
  123894. readonly xyzw: NodeMaterialConnectionPoint;
  123895. /**
  123896. * Gets the xyz component (output)
  123897. */
  123898. readonly xyz: NodeMaterialConnectionPoint;
  123899. /**
  123900. * Gets the xy component (output)
  123901. */
  123902. readonly xy: NodeMaterialConnectionPoint;
  123903. protected _buildBlock(state: NodeMaterialBuildState): this;
  123904. }
  123905. }
  123906. declare module BABYLON {
  123907. /**
  123908. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  123909. */
  123910. export class ColorSplitterBlock extends NodeMaterialBlock {
  123911. /**
  123912. * Create a new ColorSplitterBlock
  123913. * @param name defines the block name
  123914. */
  123915. constructor(name: string);
  123916. /**
  123917. * Gets the current class name
  123918. * @returns the class name
  123919. */
  123920. getClassName(): string;
  123921. /**
  123922. * Gets the rgba component (input)
  123923. */
  123924. readonly rgba: NodeMaterialConnectionPoint;
  123925. /**
  123926. * Gets the rgb component (input)
  123927. */
  123928. readonly rgbIn: NodeMaterialConnectionPoint;
  123929. /**
  123930. * Gets the rgb component (output)
  123931. */
  123932. readonly rgbOut: NodeMaterialConnectionPoint;
  123933. /**
  123934. * Gets the r component (output)
  123935. */
  123936. readonly r: NodeMaterialConnectionPoint;
  123937. /**
  123938. * Gets the g component (output)
  123939. */
  123940. readonly g: NodeMaterialConnectionPoint;
  123941. /**
  123942. * Gets the b component (output)
  123943. */
  123944. readonly b: NodeMaterialConnectionPoint;
  123945. /**
  123946. * Gets the a component (output)
  123947. */
  123948. readonly a: NodeMaterialConnectionPoint;
  123949. protected _inputRename(name: string): string;
  123950. protected _outputRename(name: string): string;
  123951. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123952. }
  123953. }
  123954. declare module BABYLON {
  123955. /**
  123956. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  123957. */
  123958. export class VectorSplitterBlock extends NodeMaterialBlock {
  123959. /**
  123960. * Create a new VectorSplitterBlock
  123961. * @param name defines the block name
  123962. */
  123963. constructor(name: string);
  123964. /**
  123965. * Gets the current class name
  123966. * @returns the class name
  123967. */
  123968. getClassName(): string;
  123969. /**
  123970. * Gets the xyzw component (input)
  123971. */
  123972. readonly xyzw: NodeMaterialConnectionPoint;
  123973. /**
  123974. * Gets the xyz component (input)
  123975. */
  123976. readonly xyzIn: NodeMaterialConnectionPoint;
  123977. /**
  123978. * Gets the xy component (input)
  123979. */
  123980. readonly xyIn: NodeMaterialConnectionPoint;
  123981. /**
  123982. * Gets the xyz component (output)
  123983. */
  123984. readonly xyzOut: NodeMaterialConnectionPoint;
  123985. /**
  123986. * Gets the xy component (output)
  123987. */
  123988. readonly xyOut: NodeMaterialConnectionPoint;
  123989. /**
  123990. * Gets the x component (output)
  123991. */
  123992. readonly x: NodeMaterialConnectionPoint;
  123993. /**
  123994. * Gets the y component (output)
  123995. */
  123996. readonly y: NodeMaterialConnectionPoint;
  123997. /**
  123998. * Gets the z component (output)
  123999. */
  124000. readonly z: NodeMaterialConnectionPoint;
  124001. /**
  124002. * Gets the w component (output)
  124003. */
  124004. readonly w: NodeMaterialConnectionPoint;
  124005. protected _inputRename(name: string): string;
  124006. protected _outputRename(name: string): string;
  124007. protected _buildBlock(state: NodeMaterialBuildState): this;
  124008. }
  124009. }
  124010. declare module BABYLON {
  124011. /**
  124012. * Block used to lerp between 2 values
  124013. */
  124014. export class LerpBlock extends NodeMaterialBlock {
  124015. /**
  124016. * Creates a new LerpBlock
  124017. * @param name defines the block name
  124018. */
  124019. constructor(name: string);
  124020. /**
  124021. * Gets the current class name
  124022. * @returns the class name
  124023. */
  124024. getClassName(): string;
  124025. /**
  124026. * Gets the left operand input component
  124027. */
  124028. readonly left: NodeMaterialConnectionPoint;
  124029. /**
  124030. * Gets the right operand input component
  124031. */
  124032. readonly right: NodeMaterialConnectionPoint;
  124033. /**
  124034. * Gets the gradient operand input component
  124035. */
  124036. readonly gradient: NodeMaterialConnectionPoint;
  124037. /**
  124038. * Gets the output component
  124039. */
  124040. readonly output: NodeMaterialConnectionPoint;
  124041. protected _buildBlock(state: NodeMaterialBuildState): this;
  124042. }
  124043. }
  124044. declare module BABYLON {
  124045. /**
  124046. * Block used to divide 2 vectors
  124047. */
  124048. export class DivideBlock extends NodeMaterialBlock {
  124049. /**
  124050. * Creates a new DivideBlock
  124051. * @param name defines the block name
  124052. */
  124053. constructor(name: string);
  124054. /**
  124055. * Gets the current class name
  124056. * @returns the class name
  124057. */
  124058. getClassName(): string;
  124059. /**
  124060. * Gets the left operand input component
  124061. */
  124062. readonly left: NodeMaterialConnectionPoint;
  124063. /**
  124064. * Gets the right operand input component
  124065. */
  124066. readonly right: NodeMaterialConnectionPoint;
  124067. /**
  124068. * Gets the output component
  124069. */
  124070. readonly output: NodeMaterialConnectionPoint;
  124071. protected _buildBlock(state: NodeMaterialBuildState): this;
  124072. }
  124073. }
  124074. declare module BABYLON {
  124075. /**
  124076. * Block used to subtract 2 vectors
  124077. */
  124078. export class SubtractBlock extends NodeMaterialBlock {
  124079. /**
  124080. * Creates a new SubtractBlock
  124081. * @param name defines the block name
  124082. */
  124083. constructor(name: string);
  124084. /**
  124085. * Gets the current class name
  124086. * @returns the class name
  124087. */
  124088. getClassName(): string;
  124089. /**
  124090. * Gets the left operand input component
  124091. */
  124092. readonly left: NodeMaterialConnectionPoint;
  124093. /**
  124094. * Gets the right operand input component
  124095. */
  124096. readonly right: NodeMaterialConnectionPoint;
  124097. /**
  124098. * Gets the output component
  124099. */
  124100. readonly output: NodeMaterialConnectionPoint;
  124101. protected _buildBlock(state: NodeMaterialBuildState): this;
  124102. }
  124103. }
  124104. declare module BABYLON {
  124105. /**
  124106. * Block used to step a value
  124107. */
  124108. export class StepBlock extends NodeMaterialBlock {
  124109. /**
  124110. * Creates a new StepBlock
  124111. * @param name defines the block name
  124112. */
  124113. constructor(name: string);
  124114. /**
  124115. * Gets the current class name
  124116. * @returns the class name
  124117. */
  124118. getClassName(): string;
  124119. /**
  124120. * Gets the value operand input component
  124121. */
  124122. readonly value: NodeMaterialConnectionPoint;
  124123. /**
  124124. * Gets the edge operand input component
  124125. */
  124126. readonly edge: NodeMaterialConnectionPoint;
  124127. /**
  124128. * Gets the output component
  124129. */
  124130. readonly output: NodeMaterialConnectionPoint;
  124131. protected _buildBlock(state: NodeMaterialBuildState): this;
  124132. }
  124133. }
  124134. declare module BABYLON {
  124135. /**
  124136. * Block used to get the opposite (1 - x) of a value
  124137. */
  124138. export class OneMinusBlock extends NodeMaterialBlock {
  124139. /**
  124140. * Creates a new OneMinusBlock
  124141. * @param name defines the block name
  124142. */
  124143. constructor(name: string);
  124144. /**
  124145. * Gets the current class name
  124146. * @returns the class name
  124147. */
  124148. getClassName(): string;
  124149. /**
  124150. * Gets the input component
  124151. */
  124152. readonly input: NodeMaterialConnectionPoint;
  124153. /**
  124154. * Gets the output component
  124155. */
  124156. readonly output: NodeMaterialConnectionPoint;
  124157. protected _buildBlock(state: NodeMaterialBuildState): this;
  124158. }
  124159. }
  124160. declare module BABYLON {
  124161. /**
  124162. * Block used to get the view direction
  124163. */
  124164. export class ViewDirectionBlock extends NodeMaterialBlock {
  124165. /**
  124166. * Creates a new ViewDirectionBlock
  124167. * @param name defines the block name
  124168. */
  124169. constructor(name: string);
  124170. /**
  124171. * Gets the current class name
  124172. * @returns the class name
  124173. */
  124174. getClassName(): string;
  124175. /**
  124176. * Gets the world position component
  124177. */
  124178. readonly worldPosition: NodeMaterialConnectionPoint;
  124179. /**
  124180. * Gets the camera position component
  124181. */
  124182. readonly cameraPosition: NodeMaterialConnectionPoint;
  124183. /**
  124184. * Gets the output component
  124185. */
  124186. readonly output: NodeMaterialConnectionPoint;
  124187. autoConfigure(material: NodeMaterial): void;
  124188. protected _buildBlock(state: NodeMaterialBuildState): this;
  124189. }
  124190. }
  124191. declare module BABYLON {
  124192. /**
  124193. * Block used to compute fresnel value
  124194. */
  124195. export class FresnelBlock extends NodeMaterialBlock {
  124196. /**
  124197. * Create a new FresnelBlock
  124198. * @param name defines the block name
  124199. */
  124200. constructor(name: string);
  124201. /**
  124202. * Gets the current class name
  124203. * @returns the class name
  124204. */
  124205. getClassName(): string;
  124206. /**
  124207. * Gets the world normal input component
  124208. */
  124209. readonly worldNormal: NodeMaterialConnectionPoint;
  124210. /**
  124211. * Gets the view direction input component
  124212. */
  124213. readonly viewDirection: NodeMaterialConnectionPoint;
  124214. /**
  124215. * Gets the bias input component
  124216. */
  124217. readonly bias: NodeMaterialConnectionPoint;
  124218. /**
  124219. * Gets the camera (or eye) position component
  124220. */
  124221. readonly power: NodeMaterialConnectionPoint;
  124222. /**
  124223. * Gets the fresnel output component
  124224. */
  124225. readonly fresnel: NodeMaterialConnectionPoint;
  124226. autoConfigure(material: NodeMaterial): void;
  124227. protected _buildBlock(state: NodeMaterialBuildState): this;
  124228. }
  124229. }
  124230. declare module BABYLON {
  124231. /**
  124232. * Block used to get the max of 2 values
  124233. */
  124234. export class MaxBlock extends NodeMaterialBlock {
  124235. /**
  124236. * Creates a new MaxBlock
  124237. * @param name defines the block name
  124238. */
  124239. constructor(name: string);
  124240. /**
  124241. * Gets the current class name
  124242. * @returns the class name
  124243. */
  124244. getClassName(): string;
  124245. /**
  124246. * Gets the left operand input component
  124247. */
  124248. readonly left: NodeMaterialConnectionPoint;
  124249. /**
  124250. * Gets the right operand input component
  124251. */
  124252. readonly right: NodeMaterialConnectionPoint;
  124253. /**
  124254. * Gets the output component
  124255. */
  124256. readonly output: NodeMaterialConnectionPoint;
  124257. protected _buildBlock(state: NodeMaterialBuildState): this;
  124258. }
  124259. }
  124260. declare module BABYLON {
  124261. /**
  124262. * Block used to get the min of 2 values
  124263. */
  124264. export class MinBlock extends NodeMaterialBlock {
  124265. /**
  124266. * Creates a new MinBlock
  124267. * @param name defines the block name
  124268. */
  124269. constructor(name: string);
  124270. /**
  124271. * Gets the current class name
  124272. * @returns the class name
  124273. */
  124274. getClassName(): string;
  124275. /**
  124276. * Gets the left operand input component
  124277. */
  124278. readonly left: NodeMaterialConnectionPoint;
  124279. /**
  124280. * Gets the right operand input component
  124281. */
  124282. readonly right: NodeMaterialConnectionPoint;
  124283. /**
  124284. * Gets the output component
  124285. */
  124286. readonly output: NodeMaterialConnectionPoint;
  124287. protected _buildBlock(state: NodeMaterialBuildState): this;
  124288. }
  124289. }
  124290. declare module BABYLON {
  124291. /**
  124292. * Block used to get the distance between 2 values
  124293. */
  124294. export class DistanceBlock extends NodeMaterialBlock {
  124295. /**
  124296. * Creates a new DistanceBlock
  124297. * @param name defines the block name
  124298. */
  124299. constructor(name: string);
  124300. /**
  124301. * Gets the current class name
  124302. * @returns the class name
  124303. */
  124304. getClassName(): string;
  124305. /**
  124306. * Gets the left operand input component
  124307. */
  124308. readonly left: NodeMaterialConnectionPoint;
  124309. /**
  124310. * Gets the right operand input component
  124311. */
  124312. readonly right: NodeMaterialConnectionPoint;
  124313. /**
  124314. * Gets the output component
  124315. */
  124316. readonly output: NodeMaterialConnectionPoint;
  124317. protected _buildBlock(state: NodeMaterialBuildState): this;
  124318. }
  124319. }
  124320. declare module BABYLON {
  124321. /**
  124322. * Block used to get the length of a vector
  124323. */
  124324. export class LengthBlock extends NodeMaterialBlock {
  124325. /**
  124326. * Creates a new LengthBlock
  124327. * @param name defines the block name
  124328. */
  124329. constructor(name: string);
  124330. /**
  124331. * Gets the current class name
  124332. * @returns the class name
  124333. */
  124334. getClassName(): string;
  124335. /**
  124336. * Gets the value input component
  124337. */
  124338. readonly value: NodeMaterialConnectionPoint;
  124339. /**
  124340. * Gets the output component
  124341. */
  124342. readonly output: NodeMaterialConnectionPoint;
  124343. protected _buildBlock(state: NodeMaterialBuildState): this;
  124344. }
  124345. }
  124346. declare module BABYLON {
  124347. /**
  124348. * Block used to get negative version of a value (i.e. x * -1)
  124349. */
  124350. export class NegateBlock extends NodeMaterialBlock {
  124351. /**
  124352. * Creates a new NegateBlock
  124353. * @param name defines the block name
  124354. */
  124355. constructor(name: string);
  124356. /**
  124357. * Gets the current class name
  124358. * @returns the class name
  124359. */
  124360. getClassName(): string;
  124361. /**
  124362. * Gets the value input component
  124363. */
  124364. readonly value: NodeMaterialConnectionPoint;
  124365. /**
  124366. * Gets the output component
  124367. */
  124368. readonly output: NodeMaterialConnectionPoint;
  124369. protected _buildBlock(state: NodeMaterialBuildState): this;
  124370. }
  124371. }
  124372. declare module BABYLON {
  124373. /**
  124374. * Block used to get the value of the first parameter raised to the power of the second
  124375. */
  124376. export class PowBlock extends NodeMaterialBlock {
  124377. /**
  124378. * Creates a new PowBlock
  124379. * @param name defines the block name
  124380. */
  124381. constructor(name: string);
  124382. /**
  124383. * Gets the current class name
  124384. * @returns the class name
  124385. */
  124386. getClassName(): string;
  124387. /**
  124388. * Gets the value operand input component
  124389. */
  124390. readonly value: NodeMaterialConnectionPoint;
  124391. /**
  124392. * Gets the power operand input component
  124393. */
  124394. readonly power: NodeMaterialConnectionPoint;
  124395. /**
  124396. * Gets the output component
  124397. */
  124398. readonly output: NodeMaterialConnectionPoint;
  124399. protected _buildBlock(state: NodeMaterialBuildState): this;
  124400. }
  124401. }
  124402. declare module BABYLON {
  124403. /**
  124404. * Block used to get a random number
  124405. */
  124406. export class RandomNumberBlock extends NodeMaterialBlock {
  124407. /**
  124408. * Creates a new RandomNumberBlock
  124409. * @param name defines the block name
  124410. */
  124411. constructor(name: string);
  124412. /**
  124413. * Gets the current class name
  124414. * @returns the class name
  124415. */
  124416. getClassName(): string;
  124417. /**
  124418. * Gets the seed input component
  124419. */
  124420. readonly seed: NodeMaterialConnectionPoint;
  124421. /**
  124422. * Gets the output component
  124423. */
  124424. readonly output: NodeMaterialConnectionPoint;
  124425. protected _buildBlock(state: NodeMaterialBuildState): this;
  124426. }
  124427. }
  124428. declare module BABYLON {
  124429. /**
  124430. * Block used to compute arc tangent of 2 values
  124431. */
  124432. export class ArcTan2Block extends NodeMaterialBlock {
  124433. /**
  124434. * Creates a new ArcTan2Block
  124435. * @param name defines the block name
  124436. */
  124437. constructor(name: string);
  124438. /**
  124439. * Gets the current class name
  124440. * @returns the class name
  124441. */
  124442. getClassName(): string;
  124443. /**
  124444. * Gets the x operand input component
  124445. */
  124446. readonly x: NodeMaterialConnectionPoint;
  124447. /**
  124448. * Gets the y operand input component
  124449. */
  124450. readonly y: NodeMaterialConnectionPoint;
  124451. /**
  124452. * Gets the output component
  124453. */
  124454. readonly output: NodeMaterialConnectionPoint;
  124455. protected _buildBlock(state: NodeMaterialBuildState): this;
  124456. }
  124457. }
  124458. declare module BABYLON {
  124459. /**
  124460. * Block used to smooth step a value
  124461. */
  124462. export class SmoothStepBlock extends NodeMaterialBlock {
  124463. /**
  124464. * Creates a new SmoothStepBlock
  124465. * @param name defines the block name
  124466. */
  124467. constructor(name: string);
  124468. /**
  124469. * Gets the current class name
  124470. * @returns the class name
  124471. */
  124472. getClassName(): string;
  124473. /**
  124474. * Gets the value operand input component
  124475. */
  124476. readonly value: NodeMaterialConnectionPoint;
  124477. /**
  124478. * Gets the first edge operand input component
  124479. */
  124480. readonly edge0: NodeMaterialConnectionPoint;
  124481. /**
  124482. * Gets the second edge operand input component
  124483. */
  124484. readonly edge1: NodeMaterialConnectionPoint;
  124485. /**
  124486. * Gets the output component
  124487. */
  124488. readonly output: NodeMaterialConnectionPoint;
  124489. protected _buildBlock(state: NodeMaterialBuildState): this;
  124490. }
  124491. }
  124492. declare module BABYLON {
  124493. /**
  124494. * Block used to get the reciprocal (1 / x) of a value
  124495. */
  124496. export class ReciprocalBlock extends NodeMaterialBlock {
  124497. /**
  124498. * Creates a new ReciprocalBlock
  124499. * @param name defines the block name
  124500. */
  124501. constructor(name: string);
  124502. /**
  124503. * Gets the current class name
  124504. * @returns the class name
  124505. */
  124506. getClassName(): string;
  124507. /**
  124508. * Gets the input component
  124509. */
  124510. readonly input: NodeMaterialConnectionPoint;
  124511. /**
  124512. * Gets the output component
  124513. */
  124514. readonly output: NodeMaterialConnectionPoint;
  124515. protected _buildBlock(state: NodeMaterialBuildState): this;
  124516. }
  124517. }
  124518. declare module BABYLON {
  124519. /**
  124520. * Block used to replace a color by another one
  124521. */
  124522. export class ReplaceColorBlock extends NodeMaterialBlock {
  124523. /**
  124524. * Creates a new ReplaceColorBlock
  124525. * @param name defines the block name
  124526. */
  124527. constructor(name: string);
  124528. /**
  124529. * Gets the current class name
  124530. * @returns the class name
  124531. */
  124532. getClassName(): string;
  124533. /**
  124534. * Gets the value input component
  124535. */
  124536. readonly value: NodeMaterialConnectionPoint;
  124537. /**
  124538. * Gets the reference input component
  124539. */
  124540. readonly reference: NodeMaterialConnectionPoint;
  124541. /**
  124542. * Gets the distance input component
  124543. */
  124544. readonly distance: NodeMaterialConnectionPoint;
  124545. /**
  124546. * Gets the replacement input component
  124547. */
  124548. readonly replacement: NodeMaterialConnectionPoint;
  124549. /**
  124550. * Gets the output component
  124551. */
  124552. readonly output: NodeMaterialConnectionPoint;
  124553. protected _buildBlock(state: NodeMaterialBuildState): this;
  124554. }
  124555. }
  124556. declare module BABYLON {
  124557. /**
  124558. * Block used to posterize a value
  124559. * @see https://en.wikipedia.org/wiki/Posterization
  124560. */
  124561. export class PosterizeBlock extends NodeMaterialBlock {
  124562. /**
  124563. * Creates a new PosterizeBlock
  124564. * @param name defines the block name
  124565. */
  124566. constructor(name: string);
  124567. /**
  124568. * Gets the current class name
  124569. * @returns the class name
  124570. */
  124571. getClassName(): string;
  124572. /**
  124573. * Gets the value input component
  124574. */
  124575. readonly value: NodeMaterialConnectionPoint;
  124576. /**
  124577. * Gets the steps input component
  124578. */
  124579. readonly steps: NodeMaterialConnectionPoint;
  124580. /**
  124581. * Gets the output component
  124582. */
  124583. readonly output: NodeMaterialConnectionPoint;
  124584. protected _buildBlock(state: NodeMaterialBuildState): this;
  124585. }
  124586. }
  124587. declare module BABYLON {
  124588. /**
  124589. * Operations supported by the Wave block
  124590. */
  124591. export enum WaveBlockKind {
  124592. /** SawTooth */
  124593. SawTooth = 0,
  124594. /** Square */
  124595. Square = 1,
  124596. /** Triangle */
  124597. Triangle = 2
  124598. }
  124599. /**
  124600. * Block used to apply wave operation to floats
  124601. */
  124602. export class WaveBlock extends NodeMaterialBlock {
  124603. /**
  124604. * Gets or sets the kibnd of wave to be applied by the block
  124605. */
  124606. kind: WaveBlockKind;
  124607. /**
  124608. * Creates a new WaveBlock
  124609. * @param name defines the block name
  124610. */
  124611. constructor(name: string);
  124612. /**
  124613. * Gets the current class name
  124614. * @returns the class name
  124615. */
  124616. getClassName(): string;
  124617. /**
  124618. * Gets the input component
  124619. */
  124620. readonly input: NodeMaterialConnectionPoint;
  124621. /**
  124622. * Gets the output component
  124623. */
  124624. readonly output: NodeMaterialConnectionPoint;
  124625. protected _buildBlock(state: NodeMaterialBuildState): this;
  124626. serialize(): any;
  124627. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124628. }
  124629. }
  124630. declare module BABYLON {
  124631. /**
  124632. * Class used to store a color step for the GradientBlock
  124633. */
  124634. export class GradientBlockColorStep {
  124635. /**
  124636. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  124637. */
  124638. step: number;
  124639. /**
  124640. * Gets or sets the color associated with this step
  124641. */
  124642. color: Color3;
  124643. /**
  124644. * Creates a new GradientBlockColorStep
  124645. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  124646. * @param color defines the color associated with this step
  124647. */
  124648. constructor(
  124649. /**
  124650. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  124651. */
  124652. step: number,
  124653. /**
  124654. * Gets or sets the color associated with this step
  124655. */
  124656. color: Color3);
  124657. }
  124658. /**
  124659. * Block used to return a color from a gradient based on an input value between 0 and 1
  124660. */
  124661. export class GradientBlock extends NodeMaterialBlock {
  124662. /**
  124663. * Gets or sets the list of color steps
  124664. */
  124665. colorSteps: GradientBlockColorStep[];
  124666. /**
  124667. * Creates a new GradientBlock
  124668. * @param name defines the block name
  124669. */
  124670. constructor(name: string);
  124671. /**
  124672. * Gets the current class name
  124673. * @returns the class name
  124674. */
  124675. getClassName(): string;
  124676. /**
  124677. * Gets the gradient input component
  124678. */
  124679. readonly gradient: NodeMaterialConnectionPoint;
  124680. /**
  124681. * Gets the output component
  124682. */
  124683. readonly output: NodeMaterialConnectionPoint;
  124684. private _writeColorConstant;
  124685. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124686. serialize(): any;
  124687. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124688. protected _dumpPropertiesCode(): string;
  124689. }
  124690. }
  124691. declare module BABYLON {
  124692. /**
  124693. * Block used to normalize lerp between 2 values
  124694. */
  124695. export class NLerpBlock extends NodeMaterialBlock {
  124696. /**
  124697. * Creates a new NLerpBlock
  124698. * @param name defines the block name
  124699. */
  124700. constructor(name: string);
  124701. /**
  124702. * Gets the current class name
  124703. * @returns the class name
  124704. */
  124705. getClassName(): string;
  124706. /**
  124707. * Gets the left operand input component
  124708. */
  124709. readonly left: NodeMaterialConnectionPoint;
  124710. /**
  124711. * Gets the right operand input component
  124712. */
  124713. readonly right: NodeMaterialConnectionPoint;
  124714. /**
  124715. * Gets the gradient operand input component
  124716. */
  124717. readonly gradient: NodeMaterialConnectionPoint;
  124718. /**
  124719. * Gets the output component
  124720. */
  124721. readonly output: NodeMaterialConnectionPoint;
  124722. protected _buildBlock(state: NodeMaterialBuildState): this;
  124723. }
  124724. }
  124725. declare module BABYLON {
  124726. /**
  124727. * block used to Generate a Worley Noise 3D Noise Pattern
  124728. */
  124729. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  124730. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  124731. manhattanDistance: boolean;
  124732. /**
  124733. * Creates a new WorleyNoise3DBlock
  124734. * @param name defines the block name
  124735. */
  124736. constructor(name: string);
  124737. /**
  124738. * Gets the current class name
  124739. * @returns the class name
  124740. */
  124741. getClassName(): string;
  124742. /**
  124743. * Gets the position input component
  124744. */
  124745. readonly position: NodeMaterialConnectionPoint;
  124746. /**
  124747. * Gets the jitter input component
  124748. */
  124749. readonly jitter: NodeMaterialConnectionPoint;
  124750. /**
  124751. * Gets the output component
  124752. */
  124753. readonly output: NodeMaterialConnectionPoint;
  124754. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124755. /**
  124756. * Exposes the properties to the UI?
  124757. */
  124758. protected _dumpPropertiesCode(): string;
  124759. /**
  124760. * Exposes the properties to the Seralize?
  124761. */
  124762. serialize(): any;
  124763. /**
  124764. * Exposes the properties to the deseralize?
  124765. */
  124766. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124767. }
  124768. }
  124769. declare module BABYLON {
  124770. /**
  124771. * block used to Generate a Simplex Perlin 3d Noise Pattern
  124772. */
  124773. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  124774. /**
  124775. * Creates a new SimplexPerlin3DBlock
  124776. * @param name defines the block name
  124777. */
  124778. constructor(name: string);
  124779. /**
  124780. * Gets the current class name
  124781. * @returns the class name
  124782. */
  124783. getClassName(): string;
  124784. /**
  124785. * Gets the position operand input component
  124786. */
  124787. readonly position: NodeMaterialConnectionPoint;
  124788. /**
  124789. * Gets the output component
  124790. */
  124791. readonly output: NodeMaterialConnectionPoint;
  124792. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124793. }
  124794. }
  124795. declare module BABYLON {
  124796. /**
  124797. * Block used to blend normals
  124798. */
  124799. export class NormalBlendBlock extends NodeMaterialBlock {
  124800. /**
  124801. * Creates a new NormalBlendBlock
  124802. * @param name defines the block name
  124803. */
  124804. constructor(name: string);
  124805. /**
  124806. * Gets the current class name
  124807. * @returns the class name
  124808. */
  124809. getClassName(): string;
  124810. /**
  124811. * Gets the first input component
  124812. */
  124813. readonly input0: NodeMaterialConnectionPoint;
  124814. /**
  124815. * Gets the second input component
  124816. */
  124817. readonly input1: NodeMaterialConnectionPoint;
  124818. /**
  124819. * Gets the output component
  124820. */
  124821. readonly output: NodeMaterialConnectionPoint;
  124822. protected _buildBlock(state: NodeMaterialBuildState): this;
  124823. }
  124824. }
  124825. declare module BABYLON {
  124826. /**
  124827. * Block used to rotate a 2d vector by a given angle
  124828. */
  124829. export class Rotate2dBlock extends NodeMaterialBlock {
  124830. /**
  124831. * Creates a new Rotate2dBlock
  124832. * @param name defines the block name
  124833. */
  124834. constructor(name: string);
  124835. /**
  124836. * Gets the current class name
  124837. * @returns the class name
  124838. */
  124839. getClassName(): string;
  124840. /**
  124841. * Gets the input vector
  124842. */
  124843. readonly input: NodeMaterialConnectionPoint;
  124844. /**
  124845. * Gets the input angle
  124846. */
  124847. readonly angle: NodeMaterialConnectionPoint;
  124848. /**
  124849. * Gets the output component
  124850. */
  124851. readonly output: NodeMaterialConnectionPoint;
  124852. autoConfigure(material: NodeMaterial): void;
  124853. protected _buildBlock(state: NodeMaterialBuildState): this;
  124854. }
  124855. }
  124856. declare module BABYLON {
  124857. /**
  124858. * Effect Render Options
  124859. */
  124860. export interface IEffectRendererOptions {
  124861. /**
  124862. * Defines the vertices positions.
  124863. */
  124864. positions?: number[];
  124865. /**
  124866. * Defines the indices.
  124867. */
  124868. indices?: number[];
  124869. }
  124870. /**
  124871. * Helper class to render one or more effects
  124872. */
  124873. export class EffectRenderer {
  124874. private engine;
  124875. private static _DefaultOptions;
  124876. private _vertexBuffers;
  124877. private _indexBuffer;
  124878. private _ringBufferIndex;
  124879. private _ringScreenBuffer;
  124880. private _fullscreenViewport;
  124881. private _getNextFrameBuffer;
  124882. /**
  124883. * Creates an effect renderer
  124884. * @param engine the engine to use for rendering
  124885. * @param options defines the options of the effect renderer
  124886. */
  124887. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  124888. /**
  124889. * Sets the current viewport in normalized coordinates 0-1
  124890. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  124891. */
  124892. setViewport(viewport?: Viewport): void;
  124893. /**
  124894. * Binds the embedded attributes buffer to the effect.
  124895. * @param effect Defines the effect to bind the attributes for
  124896. */
  124897. bindBuffers(effect: Effect): void;
  124898. /**
  124899. * Sets the current effect wrapper to use during draw.
  124900. * The effect needs to be ready before calling this api.
  124901. * This also sets the default full screen position attribute.
  124902. * @param effectWrapper Defines the effect to draw with
  124903. */
  124904. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  124905. /**
  124906. * Draws a full screen quad.
  124907. */
  124908. draw(): void;
  124909. /**
  124910. * renders one or more effects to a specified texture
  124911. * @param effectWrappers list of effects to renderer
  124912. * @param outputTexture texture to draw to, if null it will render to the screen
  124913. */
  124914. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  124915. /**
  124916. * Disposes of the effect renderer
  124917. */
  124918. dispose(): void;
  124919. }
  124920. /**
  124921. * Options to create an EffectWrapper
  124922. */
  124923. interface EffectWrapperCreationOptions {
  124924. /**
  124925. * Engine to use to create the effect
  124926. */
  124927. engine: ThinEngine;
  124928. /**
  124929. * Fragment shader for the effect
  124930. */
  124931. fragmentShader: string;
  124932. /**
  124933. * Vertex shader for the effect
  124934. */
  124935. vertexShader?: string;
  124936. /**
  124937. * Attributes to use in the shader
  124938. */
  124939. attributeNames?: Array<string>;
  124940. /**
  124941. * Uniforms to use in the shader
  124942. */
  124943. uniformNames?: Array<string>;
  124944. /**
  124945. * Texture sampler names to use in the shader
  124946. */
  124947. samplerNames?: Array<string>;
  124948. /**
  124949. * The friendly name of the effect displayed in Spector.
  124950. */
  124951. name?: string;
  124952. }
  124953. /**
  124954. * Wraps an effect to be used for rendering
  124955. */
  124956. export class EffectWrapper {
  124957. /**
  124958. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  124959. */
  124960. onApplyObservable: Observable<{}>;
  124961. /**
  124962. * The underlying effect
  124963. */
  124964. effect: Effect;
  124965. /**
  124966. * Creates an effect to be renderer
  124967. * @param creationOptions options to create the effect
  124968. */
  124969. constructor(creationOptions: EffectWrapperCreationOptions);
  124970. /**
  124971. * Disposes of the effect wrapper
  124972. */
  124973. dispose(): void;
  124974. }
  124975. }
  124976. declare module BABYLON {
  124977. /**
  124978. * Helper class to push actions to a pool of workers.
  124979. */
  124980. export class WorkerPool implements IDisposable {
  124981. private _workerInfos;
  124982. private _pendingActions;
  124983. /**
  124984. * Constructor
  124985. * @param workers Array of workers to use for actions
  124986. */
  124987. constructor(workers: Array<Worker>);
  124988. /**
  124989. * Terminates all workers and clears any pending actions.
  124990. */
  124991. dispose(): void;
  124992. /**
  124993. * Pushes an action to the worker pool. If all the workers are active, the action will be
  124994. * pended until a worker has completed its action.
  124995. * @param action The action to perform. Call onComplete when the action is complete.
  124996. */
  124997. push(action: (worker: Worker, onComplete: () => void) => void): void;
  124998. private _execute;
  124999. }
  125000. }
  125001. declare module BABYLON {
  125002. /**
  125003. * Configuration for Draco compression
  125004. */
  125005. export interface IDracoCompressionConfiguration {
  125006. /**
  125007. * Configuration for the decoder.
  125008. */
  125009. decoder: {
  125010. /**
  125011. * The url to the WebAssembly module.
  125012. */
  125013. wasmUrl?: string;
  125014. /**
  125015. * The url to the WebAssembly binary.
  125016. */
  125017. wasmBinaryUrl?: string;
  125018. /**
  125019. * The url to the fallback JavaScript module.
  125020. */
  125021. fallbackUrl?: string;
  125022. };
  125023. }
  125024. /**
  125025. * Draco compression (https://google.github.io/draco/)
  125026. *
  125027. * This class wraps the Draco module.
  125028. *
  125029. * **Encoder**
  125030. *
  125031. * The encoder is not currently implemented.
  125032. *
  125033. * **Decoder**
  125034. *
  125035. * 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.
  125036. *
  125037. * To update the configuration, use the following code:
  125038. * ```javascript
  125039. * DracoCompression.Configuration = {
  125040. * decoder: {
  125041. * wasmUrl: "<url to the WebAssembly library>",
  125042. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  125043. * fallbackUrl: "<url to the fallback JavaScript library>",
  125044. * }
  125045. * };
  125046. * ```
  125047. *
  125048. * 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.
  125049. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  125050. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  125051. *
  125052. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  125053. * ```javascript
  125054. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  125055. * ```
  125056. *
  125057. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  125058. */
  125059. export class DracoCompression implements IDisposable {
  125060. private _workerPoolPromise?;
  125061. private _decoderModulePromise?;
  125062. /**
  125063. * The configuration. Defaults to the following urls:
  125064. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  125065. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  125066. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  125067. */
  125068. static Configuration: IDracoCompressionConfiguration;
  125069. /**
  125070. * Returns true if the decoder configuration is available.
  125071. */
  125072. static readonly DecoderAvailable: boolean;
  125073. /**
  125074. * Default number of workers to create when creating the draco compression object.
  125075. */
  125076. static DefaultNumWorkers: number;
  125077. private static GetDefaultNumWorkers;
  125078. private static _Default;
  125079. /**
  125080. * Default instance for the draco compression object.
  125081. */
  125082. static readonly Default: DracoCompression;
  125083. /**
  125084. * Constructor
  125085. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  125086. */
  125087. constructor(numWorkers?: number);
  125088. /**
  125089. * Stop all async operations and release resources.
  125090. */
  125091. dispose(): void;
  125092. /**
  125093. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  125094. * @returns a promise that resolves when ready
  125095. */
  125096. whenReadyAsync(): Promise<void>;
  125097. /**
  125098. * Decode Draco compressed mesh data to vertex data.
  125099. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  125100. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  125101. * @returns A promise that resolves with the decoded vertex data
  125102. */
  125103. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  125104. [kind: string]: number;
  125105. }): Promise<VertexData>;
  125106. }
  125107. }
  125108. declare module BABYLON {
  125109. /**
  125110. * Class for building Constructive Solid Geometry
  125111. */
  125112. export class CSG {
  125113. private polygons;
  125114. /**
  125115. * The world matrix
  125116. */
  125117. matrix: Matrix;
  125118. /**
  125119. * Stores the position
  125120. */
  125121. position: Vector3;
  125122. /**
  125123. * Stores the rotation
  125124. */
  125125. rotation: Vector3;
  125126. /**
  125127. * Stores the rotation quaternion
  125128. */
  125129. rotationQuaternion: Nullable<Quaternion>;
  125130. /**
  125131. * Stores the scaling vector
  125132. */
  125133. scaling: Vector3;
  125134. /**
  125135. * Convert the Mesh to CSG
  125136. * @param mesh The Mesh to convert to CSG
  125137. * @returns A new CSG from the Mesh
  125138. */
  125139. static FromMesh(mesh: Mesh): CSG;
  125140. /**
  125141. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  125142. * @param polygons Polygons used to construct a CSG solid
  125143. */
  125144. private static FromPolygons;
  125145. /**
  125146. * Clones, or makes a deep copy, of the CSG
  125147. * @returns A new CSG
  125148. */
  125149. clone(): CSG;
  125150. /**
  125151. * Unions this CSG with another CSG
  125152. * @param csg The CSG to union against this CSG
  125153. * @returns The unioned CSG
  125154. */
  125155. union(csg: CSG): CSG;
  125156. /**
  125157. * Unions this CSG with another CSG in place
  125158. * @param csg The CSG to union against this CSG
  125159. */
  125160. unionInPlace(csg: CSG): void;
  125161. /**
  125162. * Subtracts this CSG with another CSG
  125163. * @param csg The CSG to subtract against this CSG
  125164. * @returns A new CSG
  125165. */
  125166. subtract(csg: CSG): CSG;
  125167. /**
  125168. * Subtracts this CSG with another CSG in place
  125169. * @param csg The CSG to subtact against this CSG
  125170. */
  125171. subtractInPlace(csg: CSG): void;
  125172. /**
  125173. * Intersect this CSG with another CSG
  125174. * @param csg The CSG to intersect against this CSG
  125175. * @returns A new CSG
  125176. */
  125177. intersect(csg: CSG): CSG;
  125178. /**
  125179. * Intersects this CSG with another CSG in place
  125180. * @param csg The CSG to intersect against this CSG
  125181. */
  125182. intersectInPlace(csg: CSG): void;
  125183. /**
  125184. * Return a new CSG solid with solid and empty space switched. This solid is
  125185. * not modified.
  125186. * @returns A new CSG solid with solid and empty space switched
  125187. */
  125188. inverse(): CSG;
  125189. /**
  125190. * Inverses the CSG in place
  125191. */
  125192. inverseInPlace(): void;
  125193. /**
  125194. * This is used to keep meshes transformations so they can be restored
  125195. * when we build back a Babylon Mesh
  125196. * NB : All CSG operations are performed in world coordinates
  125197. * @param csg The CSG to copy the transform attributes from
  125198. * @returns This CSG
  125199. */
  125200. copyTransformAttributes(csg: CSG): CSG;
  125201. /**
  125202. * Build Raw mesh from CSG
  125203. * Coordinates here are in world space
  125204. * @param name The name of the mesh geometry
  125205. * @param scene The Scene
  125206. * @param keepSubMeshes Specifies if the submeshes should be kept
  125207. * @returns A new Mesh
  125208. */
  125209. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  125210. /**
  125211. * Build Mesh from CSG taking material and transforms into account
  125212. * @param name The name of the Mesh
  125213. * @param material The material of the Mesh
  125214. * @param scene The Scene
  125215. * @param keepSubMeshes Specifies if submeshes should be kept
  125216. * @returns The new Mesh
  125217. */
  125218. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  125219. }
  125220. }
  125221. declare module BABYLON {
  125222. /**
  125223. * Class used to create a trail following a mesh
  125224. */
  125225. export class TrailMesh extends Mesh {
  125226. private _generator;
  125227. private _autoStart;
  125228. private _running;
  125229. private _diameter;
  125230. private _length;
  125231. private _sectionPolygonPointsCount;
  125232. private _sectionVectors;
  125233. private _sectionNormalVectors;
  125234. private _beforeRenderObserver;
  125235. /**
  125236. * @constructor
  125237. * @param name The value used by scene.getMeshByName() to do a lookup.
  125238. * @param generator The mesh to generate a trail.
  125239. * @param scene The scene to add this mesh to.
  125240. * @param diameter Diameter of trailing mesh. Default is 1.
  125241. * @param length Length of trailing mesh. Default is 60.
  125242. * @param autoStart Automatically start trailing mesh. Default true.
  125243. */
  125244. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  125245. /**
  125246. * "TrailMesh"
  125247. * @returns "TrailMesh"
  125248. */
  125249. getClassName(): string;
  125250. private _createMesh;
  125251. /**
  125252. * Start trailing mesh.
  125253. */
  125254. start(): void;
  125255. /**
  125256. * Stop trailing mesh.
  125257. */
  125258. stop(): void;
  125259. /**
  125260. * Update trailing mesh geometry.
  125261. */
  125262. update(): void;
  125263. /**
  125264. * Returns a new TrailMesh object.
  125265. * @param name is a string, the name given to the new mesh
  125266. * @param newGenerator use new generator object for cloned trail mesh
  125267. * @returns a new mesh
  125268. */
  125269. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  125270. /**
  125271. * Serializes this trail mesh
  125272. * @param serializationObject object to write serialization to
  125273. */
  125274. serialize(serializationObject: any): void;
  125275. /**
  125276. * Parses a serialized trail mesh
  125277. * @param parsedMesh the serialized mesh
  125278. * @param scene the scene to create the trail mesh in
  125279. * @returns the created trail mesh
  125280. */
  125281. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  125282. }
  125283. }
  125284. declare module BABYLON {
  125285. /**
  125286. * Class containing static functions to help procedurally build meshes
  125287. */
  125288. export class TiledBoxBuilder {
  125289. /**
  125290. * Creates a box mesh
  125291. * 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)
  125292. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125293. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125294. * * 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
  125295. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125296. * @param name defines the name of the mesh
  125297. * @param options defines the options used to create the mesh
  125298. * @param scene defines the hosting scene
  125299. * @returns the box mesh
  125300. */
  125301. static CreateTiledBox(name: string, options: {
  125302. pattern?: number;
  125303. width?: number;
  125304. height?: number;
  125305. depth?: number;
  125306. tileSize?: number;
  125307. tileWidth?: number;
  125308. tileHeight?: number;
  125309. alignHorizontal?: number;
  125310. alignVertical?: number;
  125311. faceUV?: Vector4[];
  125312. faceColors?: Color4[];
  125313. sideOrientation?: number;
  125314. updatable?: boolean;
  125315. }, scene?: Nullable<Scene>): Mesh;
  125316. }
  125317. }
  125318. declare module BABYLON {
  125319. /**
  125320. * Class containing static functions to help procedurally build meshes
  125321. */
  125322. export class TorusKnotBuilder {
  125323. /**
  125324. * Creates a torus knot mesh
  125325. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  125326. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  125327. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  125328. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  125329. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125330. * * 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
  125331. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125332. * @param name defines the name of the mesh
  125333. * @param options defines the options used to create the mesh
  125334. * @param scene defines the hosting scene
  125335. * @returns the torus knot mesh
  125336. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  125337. */
  125338. static CreateTorusKnot(name: string, options: {
  125339. radius?: number;
  125340. tube?: number;
  125341. radialSegments?: number;
  125342. tubularSegments?: number;
  125343. p?: number;
  125344. q?: number;
  125345. updatable?: boolean;
  125346. sideOrientation?: number;
  125347. frontUVs?: Vector4;
  125348. backUVs?: Vector4;
  125349. }, scene: any): Mesh;
  125350. }
  125351. }
  125352. declare module BABYLON {
  125353. /**
  125354. * Polygon
  125355. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  125356. */
  125357. export class Polygon {
  125358. /**
  125359. * Creates a rectangle
  125360. * @param xmin bottom X coord
  125361. * @param ymin bottom Y coord
  125362. * @param xmax top X coord
  125363. * @param ymax top Y coord
  125364. * @returns points that make the resulting rectation
  125365. */
  125366. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  125367. /**
  125368. * Creates a circle
  125369. * @param radius radius of circle
  125370. * @param cx scale in x
  125371. * @param cy scale in y
  125372. * @param numberOfSides number of sides that make up the circle
  125373. * @returns points that make the resulting circle
  125374. */
  125375. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  125376. /**
  125377. * Creates a polygon from input string
  125378. * @param input Input polygon data
  125379. * @returns the parsed points
  125380. */
  125381. static Parse(input: string): Vector2[];
  125382. /**
  125383. * Starts building a polygon from x and y coordinates
  125384. * @param x x coordinate
  125385. * @param y y coordinate
  125386. * @returns the started path2
  125387. */
  125388. static StartingAt(x: number, y: number): Path2;
  125389. }
  125390. /**
  125391. * Builds a polygon
  125392. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  125393. */
  125394. export class PolygonMeshBuilder {
  125395. private _points;
  125396. private _outlinepoints;
  125397. private _holes;
  125398. private _name;
  125399. private _scene;
  125400. private _epoints;
  125401. private _eholes;
  125402. private _addToepoint;
  125403. /**
  125404. * Babylon reference to the earcut plugin.
  125405. */
  125406. bjsEarcut: any;
  125407. /**
  125408. * Creates a PolygonMeshBuilder
  125409. * @param name name of the builder
  125410. * @param contours Path of the polygon
  125411. * @param scene scene to add to when creating the mesh
  125412. * @param earcutInjection can be used to inject your own earcut reference
  125413. */
  125414. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  125415. /**
  125416. * Adds a whole within the polygon
  125417. * @param hole Array of points defining the hole
  125418. * @returns this
  125419. */
  125420. addHole(hole: Vector2[]): PolygonMeshBuilder;
  125421. /**
  125422. * Creates the polygon
  125423. * @param updatable If the mesh should be updatable
  125424. * @param depth The depth of the mesh created
  125425. * @returns the created mesh
  125426. */
  125427. build(updatable?: boolean, depth?: number): Mesh;
  125428. /**
  125429. * Creates the polygon
  125430. * @param depth The depth of the mesh created
  125431. * @returns the created VertexData
  125432. */
  125433. buildVertexData(depth?: number): VertexData;
  125434. /**
  125435. * Adds a side to the polygon
  125436. * @param positions points that make the polygon
  125437. * @param normals normals of the polygon
  125438. * @param uvs uvs of the polygon
  125439. * @param indices indices of the polygon
  125440. * @param bounds bounds of the polygon
  125441. * @param points points of the polygon
  125442. * @param depth depth of the polygon
  125443. * @param flip flip of the polygon
  125444. */
  125445. private addSide;
  125446. }
  125447. }
  125448. declare module BABYLON {
  125449. /**
  125450. * Class containing static functions to help procedurally build meshes
  125451. */
  125452. export class PolygonBuilder {
  125453. /**
  125454. * Creates a polygon mesh
  125455. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  125456. * * 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
  125457. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125458. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125459. * * 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)
  125460. * * Remember you can only change the shape positions, not their number when updating a polygon
  125461. * @param name defines the name of the mesh
  125462. * @param options defines the options used to create the mesh
  125463. * @param scene defines the hosting scene
  125464. * @param earcutInjection can be used to inject your own earcut reference
  125465. * @returns the polygon mesh
  125466. */
  125467. static CreatePolygon(name: string, options: {
  125468. shape: Vector3[];
  125469. holes?: Vector3[][];
  125470. depth?: number;
  125471. faceUV?: Vector4[];
  125472. faceColors?: Color4[];
  125473. updatable?: boolean;
  125474. sideOrientation?: number;
  125475. frontUVs?: Vector4;
  125476. backUVs?: Vector4;
  125477. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125478. /**
  125479. * Creates an extruded polygon mesh, with depth in the Y direction.
  125480. * * 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)
  125481. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125482. * @param name defines the name of the mesh
  125483. * @param options defines the options used to create the mesh
  125484. * @param scene defines the hosting scene
  125485. * @param earcutInjection can be used to inject your own earcut reference
  125486. * @returns the polygon mesh
  125487. */
  125488. static ExtrudePolygon(name: string, options: {
  125489. shape: Vector3[];
  125490. holes?: Vector3[][];
  125491. depth?: number;
  125492. faceUV?: Vector4[];
  125493. faceColors?: Color4[];
  125494. updatable?: boolean;
  125495. sideOrientation?: number;
  125496. frontUVs?: Vector4;
  125497. backUVs?: Vector4;
  125498. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125499. }
  125500. }
  125501. declare module BABYLON {
  125502. /**
  125503. * Class containing static functions to help procedurally build meshes
  125504. */
  125505. export class LatheBuilder {
  125506. /**
  125507. * Creates lathe mesh.
  125508. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  125509. * * 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
  125510. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  125511. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  125512. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  125513. * * 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
  125514. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  125515. * * 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
  125516. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125517. * * 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
  125518. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125519. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125520. * @param name defines the name of the mesh
  125521. * @param options defines the options used to create the mesh
  125522. * @param scene defines the hosting scene
  125523. * @returns the lathe mesh
  125524. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  125525. */
  125526. static CreateLathe(name: string, options: {
  125527. shape: Vector3[];
  125528. radius?: number;
  125529. tessellation?: number;
  125530. clip?: number;
  125531. arc?: number;
  125532. closed?: boolean;
  125533. updatable?: boolean;
  125534. sideOrientation?: number;
  125535. frontUVs?: Vector4;
  125536. backUVs?: Vector4;
  125537. cap?: number;
  125538. invertUV?: boolean;
  125539. }, scene?: Nullable<Scene>): Mesh;
  125540. }
  125541. }
  125542. declare module BABYLON {
  125543. /**
  125544. * Class containing static functions to help procedurally build meshes
  125545. */
  125546. export class TiledPlaneBuilder {
  125547. /**
  125548. * Creates a tiled plane mesh
  125549. * * The parameter `pattern` will, depending on value, do nothing or
  125550. * * * flip (reflect about central vertical) alternate tiles across and up
  125551. * * * flip every tile on alternate rows
  125552. * * * rotate (180 degs) alternate tiles across and up
  125553. * * * rotate every tile on alternate rows
  125554. * * * flip and rotate alternate tiles across and up
  125555. * * * flip and rotate every tile on alternate rows
  125556. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  125557. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  125558. * * 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
  125559. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125560. * * 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)
  125561. * * 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)
  125562. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  125563. * @param name defines the name of the mesh
  125564. * @param options defines the options used to create the mesh
  125565. * @param scene defines the hosting scene
  125566. * @returns the box mesh
  125567. */
  125568. static CreateTiledPlane(name: string, options: {
  125569. pattern?: number;
  125570. tileSize?: number;
  125571. tileWidth?: number;
  125572. tileHeight?: number;
  125573. size?: number;
  125574. width?: number;
  125575. height?: number;
  125576. alignHorizontal?: number;
  125577. alignVertical?: number;
  125578. sideOrientation?: number;
  125579. frontUVs?: Vector4;
  125580. backUVs?: Vector4;
  125581. updatable?: boolean;
  125582. }, scene?: Nullable<Scene>): Mesh;
  125583. }
  125584. }
  125585. declare module BABYLON {
  125586. /**
  125587. * Class containing static functions to help procedurally build meshes
  125588. */
  125589. export class TubeBuilder {
  125590. /**
  125591. * Creates a tube mesh.
  125592. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125593. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  125594. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  125595. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  125596. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  125597. * * 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)
  125598. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  125599. * * 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
  125600. * * 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
  125601. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125602. * * 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
  125603. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125604. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125605. * @param name defines the name of the mesh
  125606. * @param options defines the options used to create the mesh
  125607. * @param scene defines the hosting scene
  125608. * @returns the tube mesh
  125609. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125610. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  125611. */
  125612. static CreateTube(name: string, options: {
  125613. path: Vector3[];
  125614. radius?: number;
  125615. tessellation?: number;
  125616. radiusFunction?: {
  125617. (i: number, distance: number): number;
  125618. };
  125619. cap?: number;
  125620. arc?: number;
  125621. updatable?: boolean;
  125622. sideOrientation?: number;
  125623. frontUVs?: Vector4;
  125624. backUVs?: Vector4;
  125625. instance?: Mesh;
  125626. invertUV?: boolean;
  125627. }, scene?: Nullable<Scene>): Mesh;
  125628. }
  125629. }
  125630. declare module BABYLON {
  125631. /**
  125632. * Class containing static functions to help procedurally build meshes
  125633. */
  125634. export class IcoSphereBuilder {
  125635. /**
  125636. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  125637. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  125638. * * 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`)
  125639. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  125640. * * 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
  125641. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125642. * * 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
  125643. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125644. * @param name defines the name of the mesh
  125645. * @param options defines the options used to create the mesh
  125646. * @param scene defines the hosting scene
  125647. * @returns the icosahedron mesh
  125648. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  125649. */
  125650. static CreateIcoSphere(name: string, options: {
  125651. radius?: number;
  125652. radiusX?: number;
  125653. radiusY?: number;
  125654. radiusZ?: number;
  125655. flat?: boolean;
  125656. subdivisions?: number;
  125657. sideOrientation?: number;
  125658. frontUVs?: Vector4;
  125659. backUVs?: Vector4;
  125660. updatable?: boolean;
  125661. }, scene?: Nullable<Scene>): Mesh;
  125662. }
  125663. }
  125664. declare module BABYLON {
  125665. /**
  125666. * Class containing static functions to help procedurally build meshes
  125667. */
  125668. export class DecalBuilder {
  125669. /**
  125670. * Creates a decal mesh.
  125671. * 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
  125672. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  125673. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  125674. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  125675. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  125676. * @param name defines the name of the mesh
  125677. * @param sourceMesh defines the mesh where the decal must be applied
  125678. * @param options defines the options used to create the mesh
  125679. * @param scene defines the hosting scene
  125680. * @returns the decal mesh
  125681. * @see https://doc.babylonjs.com/how_to/decals
  125682. */
  125683. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  125684. position?: Vector3;
  125685. normal?: Vector3;
  125686. size?: Vector3;
  125687. angle?: number;
  125688. }): Mesh;
  125689. }
  125690. }
  125691. declare module BABYLON {
  125692. /**
  125693. * Class containing static functions to help procedurally build meshes
  125694. */
  125695. export class MeshBuilder {
  125696. /**
  125697. * Creates a box mesh
  125698. * * The parameter `size` sets the size (float) of each box side (default 1)
  125699. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  125700. * * 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)
  125701. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125702. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125703. * * 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
  125704. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125705. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  125706. * @param name defines the name of the mesh
  125707. * @param options defines the options used to create the mesh
  125708. * @param scene defines the hosting scene
  125709. * @returns the box mesh
  125710. */
  125711. static CreateBox(name: string, options: {
  125712. size?: number;
  125713. width?: number;
  125714. height?: number;
  125715. depth?: number;
  125716. faceUV?: Vector4[];
  125717. faceColors?: Color4[];
  125718. sideOrientation?: number;
  125719. frontUVs?: Vector4;
  125720. backUVs?: Vector4;
  125721. updatable?: boolean;
  125722. }, scene?: Nullable<Scene>): Mesh;
  125723. /**
  125724. * Creates a tiled box mesh
  125725. * * faceTiles sets the pattern, tile size and number of tiles for a face
  125726. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125727. * @param name defines the name of the mesh
  125728. * @param options defines the options used to create the mesh
  125729. * @param scene defines the hosting scene
  125730. * @returns the tiled box mesh
  125731. */
  125732. static CreateTiledBox(name: string, options: {
  125733. pattern?: number;
  125734. size?: number;
  125735. width?: number;
  125736. height?: number;
  125737. depth: number;
  125738. tileSize?: number;
  125739. tileWidth?: number;
  125740. tileHeight?: number;
  125741. faceUV?: Vector4[];
  125742. faceColors?: Color4[];
  125743. alignHorizontal?: number;
  125744. alignVertical?: number;
  125745. sideOrientation?: number;
  125746. updatable?: boolean;
  125747. }, scene?: Nullable<Scene>): Mesh;
  125748. /**
  125749. * Creates a sphere mesh
  125750. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  125751. * * 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`)
  125752. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  125753. * * 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
  125754. * * 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)
  125755. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125756. * * 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
  125757. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125758. * @param name defines the name of the mesh
  125759. * @param options defines the options used to create the mesh
  125760. * @param scene defines the hosting scene
  125761. * @returns the sphere mesh
  125762. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  125763. */
  125764. static CreateSphere(name: string, options: {
  125765. segments?: number;
  125766. diameter?: number;
  125767. diameterX?: number;
  125768. diameterY?: number;
  125769. diameterZ?: number;
  125770. arc?: number;
  125771. slice?: number;
  125772. sideOrientation?: number;
  125773. frontUVs?: Vector4;
  125774. backUVs?: Vector4;
  125775. updatable?: boolean;
  125776. }, scene?: Nullable<Scene>): Mesh;
  125777. /**
  125778. * Creates a plane polygonal mesh. By default, this is a disc
  125779. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  125780. * * 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
  125781. * * 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
  125782. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125783. * * 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
  125784. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125785. * @param name defines the name of the mesh
  125786. * @param options defines the options used to create the mesh
  125787. * @param scene defines the hosting scene
  125788. * @returns the plane polygonal mesh
  125789. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  125790. */
  125791. static CreateDisc(name: string, options: {
  125792. radius?: number;
  125793. tessellation?: number;
  125794. arc?: number;
  125795. updatable?: boolean;
  125796. sideOrientation?: number;
  125797. frontUVs?: Vector4;
  125798. backUVs?: Vector4;
  125799. }, scene?: Nullable<Scene>): Mesh;
  125800. /**
  125801. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  125802. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  125803. * * 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`)
  125804. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  125805. * * 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
  125806. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125807. * * 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
  125808. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125809. * @param name defines the name of the mesh
  125810. * @param options defines the options used to create the mesh
  125811. * @param scene defines the hosting scene
  125812. * @returns the icosahedron mesh
  125813. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  125814. */
  125815. static CreateIcoSphere(name: string, options: {
  125816. radius?: number;
  125817. radiusX?: number;
  125818. radiusY?: number;
  125819. radiusZ?: number;
  125820. flat?: boolean;
  125821. subdivisions?: number;
  125822. sideOrientation?: number;
  125823. frontUVs?: Vector4;
  125824. backUVs?: Vector4;
  125825. updatable?: boolean;
  125826. }, scene?: Nullable<Scene>): Mesh;
  125827. /**
  125828. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125829. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  125830. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  125831. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  125832. * * 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
  125833. * * 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
  125834. * * 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
  125835. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125836. * * 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
  125837. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125838. * * 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
  125839. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  125840. * * 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
  125841. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  125842. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125843. * @param name defines the name of the mesh
  125844. * @param options defines the options used to create the mesh
  125845. * @param scene defines the hosting scene
  125846. * @returns the ribbon mesh
  125847. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  125848. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125849. */
  125850. static CreateRibbon(name: string, options: {
  125851. pathArray: Vector3[][];
  125852. closeArray?: boolean;
  125853. closePath?: boolean;
  125854. offset?: number;
  125855. updatable?: boolean;
  125856. sideOrientation?: number;
  125857. frontUVs?: Vector4;
  125858. backUVs?: Vector4;
  125859. instance?: Mesh;
  125860. invertUV?: boolean;
  125861. uvs?: Vector2[];
  125862. colors?: Color4[];
  125863. }, scene?: Nullable<Scene>): Mesh;
  125864. /**
  125865. * Creates a cylinder or a cone mesh
  125866. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  125867. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  125868. * * 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.
  125869. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  125870. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  125871. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  125872. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  125873. * * 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).
  125874. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  125875. * * 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).
  125876. * * 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
  125877. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  125878. * * 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
  125879. * * 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.
  125880. * * If `enclose` is false, a ring surface is one element.
  125881. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  125882. * * 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
  125883. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125884. * * 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
  125885. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125886. * @param name defines the name of the mesh
  125887. * @param options defines the options used to create the mesh
  125888. * @param scene defines the hosting scene
  125889. * @returns the cylinder mesh
  125890. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  125891. */
  125892. static CreateCylinder(name: string, options: {
  125893. height?: number;
  125894. diameterTop?: number;
  125895. diameterBottom?: number;
  125896. diameter?: number;
  125897. tessellation?: number;
  125898. subdivisions?: number;
  125899. arc?: number;
  125900. faceColors?: Color4[];
  125901. faceUV?: Vector4[];
  125902. updatable?: boolean;
  125903. hasRings?: boolean;
  125904. enclose?: boolean;
  125905. cap?: number;
  125906. sideOrientation?: number;
  125907. frontUVs?: Vector4;
  125908. backUVs?: Vector4;
  125909. }, scene?: Nullable<Scene>): Mesh;
  125910. /**
  125911. * Creates a torus mesh
  125912. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  125913. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  125914. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  125915. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125916. * * 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
  125917. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125918. * @param name defines the name of the mesh
  125919. * @param options defines the options used to create the mesh
  125920. * @param scene defines the hosting scene
  125921. * @returns the torus mesh
  125922. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  125923. */
  125924. static CreateTorus(name: string, options: {
  125925. diameter?: number;
  125926. thickness?: number;
  125927. tessellation?: number;
  125928. updatable?: boolean;
  125929. sideOrientation?: number;
  125930. frontUVs?: Vector4;
  125931. backUVs?: Vector4;
  125932. }, scene?: Nullable<Scene>): Mesh;
  125933. /**
  125934. * Creates a torus knot mesh
  125935. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  125936. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  125937. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  125938. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  125939. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125940. * * 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
  125941. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125942. * @param name defines the name of the mesh
  125943. * @param options defines the options used to create the mesh
  125944. * @param scene defines the hosting scene
  125945. * @returns the torus knot mesh
  125946. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  125947. */
  125948. static CreateTorusKnot(name: string, options: {
  125949. radius?: number;
  125950. tube?: number;
  125951. radialSegments?: number;
  125952. tubularSegments?: number;
  125953. p?: number;
  125954. q?: number;
  125955. updatable?: boolean;
  125956. sideOrientation?: number;
  125957. frontUVs?: Vector4;
  125958. backUVs?: Vector4;
  125959. }, scene?: Nullable<Scene>): Mesh;
  125960. /**
  125961. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  125962. * * 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
  125963. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  125964. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  125965. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  125966. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  125967. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  125968. * * 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
  125969. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  125970. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125971. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  125972. * @param name defines the name of the new line system
  125973. * @param options defines the options used to create the line system
  125974. * @param scene defines the hosting scene
  125975. * @returns a new line system mesh
  125976. */
  125977. static CreateLineSystem(name: string, options: {
  125978. lines: Vector3[][];
  125979. updatable?: boolean;
  125980. instance?: Nullable<LinesMesh>;
  125981. colors?: Nullable<Color4[][]>;
  125982. useVertexAlpha?: boolean;
  125983. }, scene: Nullable<Scene>): LinesMesh;
  125984. /**
  125985. * Creates a line mesh
  125986. * 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
  125987. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  125988. * * The parameter `points` is an array successive Vector3
  125989. * * 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
  125990. * * The optional parameter `colors` is an array of successive Color4, one per line point
  125991. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  125992. * * When updating an instance, remember that only point positions can change, not the number of points
  125993. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125994. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  125995. * @param name defines the name of the new line system
  125996. * @param options defines the options used to create the line system
  125997. * @param scene defines the hosting scene
  125998. * @returns a new line mesh
  125999. */
  126000. static CreateLines(name: string, options: {
  126001. points: Vector3[];
  126002. updatable?: boolean;
  126003. instance?: Nullable<LinesMesh>;
  126004. colors?: Color4[];
  126005. useVertexAlpha?: boolean;
  126006. }, scene?: Nullable<Scene>): LinesMesh;
  126007. /**
  126008. * Creates a dashed line mesh
  126009. * * 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
  126010. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  126011. * * The parameter `points` is an array successive Vector3
  126012. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  126013. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  126014. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  126015. * * 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
  126016. * * When updating an instance, remember that only point positions can change, not the number of points
  126017. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126018. * @param name defines the name of the mesh
  126019. * @param options defines the options used to create the mesh
  126020. * @param scene defines the hosting scene
  126021. * @returns the dashed line mesh
  126022. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  126023. */
  126024. static CreateDashedLines(name: string, options: {
  126025. points: Vector3[];
  126026. dashSize?: number;
  126027. gapSize?: number;
  126028. dashNb?: number;
  126029. updatable?: boolean;
  126030. instance?: LinesMesh;
  126031. }, scene?: Nullable<Scene>): LinesMesh;
  126032. /**
  126033. * 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.
  126034. * * 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.
  126035. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  126036. * * 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.
  126037. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  126038. * * 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
  126039. * * 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
  126040. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  126041. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126042. * * 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
  126043. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  126044. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126045. * @param name defines the name of the mesh
  126046. * @param options defines the options used to create the mesh
  126047. * @param scene defines the hosting scene
  126048. * @returns the extruded shape mesh
  126049. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126050. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  126051. */
  126052. static ExtrudeShape(name: string, options: {
  126053. shape: Vector3[];
  126054. path: Vector3[];
  126055. scale?: number;
  126056. rotation?: number;
  126057. cap?: number;
  126058. updatable?: boolean;
  126059. sideOrientation?: number;
  126060. frontUVs?: Vector4;
  126061. backUVs?: Vector4;
  126062. instance?: Mesh;
  126063. invertUV?: boolean;
  126064. }, scene?: Nullable<Scene>): Mesh;
  126065. /**
  126066. * Creates an custom extruded shape mesh.
  126067. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  126068. * * 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.
  126069. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  126070. * * 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
  126071. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  126072. * * 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
  126073. * * It must returns a float value that will be the scale value applied to the shape on each path point
  126074. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  126075. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  126076. * * 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
  126077. * * 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
  126078. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  126079. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126080. * * 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
  126081. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126082. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126083. * @param name defines the name of the mesh
  126084. * @param options defines the options used to create the mesh
  126085. * @param scene defines the hosting scene
  126086. * @returns the custom extruded shape mesh
  126087. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  126088. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126089. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  126090. */
  126091. static ExtrudeShapeCustom(name: string, options: {
  126092. shape: Vector3[];
  126093. path: Vector3[];
  126094. scaleFunction?: any;
  126095. rotationFunction?: any;
  126096. ribbonCloseArray?: boolean;
  126097. ribbonClosePath?: boolean;
  126098. cap?: number;
  126099. updatable?: boolean;
  126100. sideOrientation?: number;
  126101. frontUVs?: Vector4;
  126102. backUVs?: Vector4;
  126103. instance?: Mesh;
  126104. invertUV?: boolean;
  126105. }, scene?: Nullable<Scene>): Mesh;
  126106. /**
  126107. * Creates lathe mesh.
  126108. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  126109. * * 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
  126110. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  126111. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  126112. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  126113. * * 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
  126114. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  126115. * * 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
  126116. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126117. * * 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
  126118. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126119. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126120. * @param name defines the name of the mesh
  126121. * @param options defines the options used to create the mesh
  126122. * @param scene defines the hosting scene
  126123. * @returns the lathe mesh
  126124. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  126125. */
  126126. static CreateLathe(name: string, options: {
  126127. shape: Vector3[];
  126128. radius?: number;
  126129. tessellation?: number;
  126130. clip?: number;
  126131. arc?: number;
  126132. closed?: boolean;
  126133. updatable?: boolean;
  126134. sideOrientation?: number;
  126135. frontUVs?: Vector4;
  126136. backUVs?: Vector4;
  126137. cap?: number;
  126138. invertUV?: boolean;
  126139. }, scene?: Nullable<Scene>): Mesh;
  126140. /**
  126141. * Creates a tiled plane mesh
  126142. * * You can set a limited pattern arrangement with the tiles
  126143. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126144. * * 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
  126145. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126146. * @param name defines the name of the mesh
  126147. * @param options defines the options used to create the mesh
  126148. * @param scene defines the hosting scene
  126149. * @returns the plane mesh
  126150. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  126151. */
  126152. static CreateTiledPlane(name: string, options: {
  126153. pattern?: number;
  126154. tileSize?: number;
  126155. tileWidth?: number;
  126156. tileHeight?: number;
  126157. size?: number;
  126158. width?: number;
  126159. height?: number;
  126160. alignHorizontal?: number;
  126161. alignVertical?: number;
  126162. sideOrientation?: number;
  126163. frontUVs?: Vector4;
  126164. backUVs?: Vector4;
  126165. updatable?: boolean;
  126166. }, scene?: Nullable<Scene>): Mesh;
  126167. /**
  126168. * Creates a plane mesh
  126169. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  126170. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  126171. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  126172. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126173. * * 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
  126174. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126175. * @param name defines the name of the mesh
  126176. * @param options defines the options used to create the mesh
  126177. * @param scene defines the hosting scene
  126178. * @returns the plane mesh
  126179. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  126180. */
  126181. static CreatePlane(name: string, options: {
  126182. size?: number;
  126183. width?: number;
  126184. height?: number;
  126185. sideOrientation?: number;
  126186. frontUVs?: Vector4;
  126187. backUVs?: Vector4;
  126188. updatable?: boolean;
  126189. sourcePlane?: Plane;
  126190. }, scene?: Nullable<Scene>): Mesh;
  126191. /**
  126192. * Creates a ground mesh
  126193. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  126194. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  126195. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126196. * @param name defines the name of the mesh
  126197. * @param options defines the options used to create the mesh
  126198. * @param scene defines the hosting scene
  126199. * @returns the ground mesh
  126200. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  126201. */
  126202. static CreateGround(name: string, options: {
  126203. width?: number;
  126204. height?: number;
  126205. subdivisions?: number;
  126206. subdivisionsX?: number;
  126207. subdivisionsY?: number;
  126208. updatable?: boolean;
  126209. }, scene?: Nullable<Scene>): Mesh;
  126210. /**
  126211. * Creates a tiled ground mesh
  126212. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  126213. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  126214. * * 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
  126215. * * 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
  126216. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126217. * @param name defines the name of the mesh
  126218. * @param options defines the options used to create the mesh
  126219. * @param scene defines the hosting scene
  126220. * @returns the tiled ground mesh
  126221. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  126222. */
  126223. static CreateTiledGround(name: string, options: {
  126224. xmin: number;
  126225. zmin: number;
  126226. xmax: number;
  126227. zmax: number;
  126228. subdivisions?: {
  126229. w: number;
  126230. h: number;
  126231. };
  126232. precision?: {
  126233. w: number;
  126234. h: number;
  126235. };
  126236. updatable?: boolean;
  126237. }, scene?: Nullable<Scene>): Mesh;
  126238. /**
  126239. * Creates a ground mesh from a height map
  126240. * * The parameter `url` sets the URL of the height map image resource.
  126241. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  126242. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  126243. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  126244. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  126245. * * 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.
  126246. * * 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).
  126247. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  126248. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126249. * @param name defines the name of the mesh
  126250. * @param url defines the url to the height map
  126251. * @param options defines the options used to create the mesh
  126252. * @param scene defines the hosting scene
  126253. * @returns the ground mesh
  126254. * @see https://doc.babylonjs.com/babylon101/height_map
  126255. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  126256. */
  126257. static CreateGroundFromHeightMap(name: string, url: string, options: {
  126258. width?: number;
  126259. height?: number;
  126260. subdivisions?: number;
  126261. minHeight?: number;
  126262. maxHeight?: number;
  126263. colorFilter?: Color3;
  126264. alphaFilter?: number;
  126265. updatable?: boolean;
  126266. onReady?: (mesh: GroundMesh) => void;
  126267. }, scene?: Nullable<Scene>): GroundMesh;
  126268. /**
  126269. * Creates a polygon mesh
  126270. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  126271. * * 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
  126272. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  126273. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126274. * * 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)
  126275. * * Remember you can only change the shape positions, not their number when updating a polygon
  126276. * @param name defines the name of the mesh
  126277. * @param options defines the options used to create the mesh
  126278. * @param scene defines the hosting scene
  126279. * @param earcutInjection can be used to inject your own earcut reference
  126280. * @returns the polygon mesh
  126281. */
  126282. static CreatePolygon(name: string, options: {
  126283. shape: Vector3[];
  126284. holes?: Vector3[][];
  126285. depth?: number;
  126286. faceUV?: Vector4[];
  126287. faceColors?: Color4[];
  126288. updatable?: boolean;
  126289. sideOrientation?: number;
  126290. frontUVs?: Vector4;
  126291. backUVs?: Vector4;
  126292. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  126293. /**
  126294. * Creates an extruded polygon mesh, with depth in the Y direction.
  126295. * * 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)
  126296. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  126297. * @param name defines the name of the mesh
  126298. * @param options defines the options used to create the mesh
  126299. * @param scene defines the hosting scene
  126300. * @param earcutInjection can be used to inject your own earcut reference
  126301. * @returns the polygon mesh
  126302. */
  126303. static ExtrudePolygon(name: string, options: {
  126304. shape: Vector3[];
  126305. holes?: Vector3[][];
  126306. depth?: number;
  126307. faceUV?: Vector4[];
  126308. faceColors?: Color4[];
  126309. updatable?: boolean;
  126310. sideOrientation?: number;
  126311. frontUVs?: Vector4;
  126312. backUVs?: Vector4;
  126313. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  126314. /**
  126315. * Creates a tube mesh.
  126316. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  126317. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  126318. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  126319. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  126320. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  126321. * * 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)
  126322. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  126323. * * 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
  126324. * * 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
  126325. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126326. * * 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
  126327. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126328. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126329. * @param name defines the name of the mesh
  126330. * @param options defines the options used to create the mesh
  126331. * @param scene defines the hosting scene
  126332. * @returns the tube mesh
  126333. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126334. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  126335. */
  126336. static CreateTube(name: string, options: {
  126337. path: Vector3[];
  126338. radius?: number;
  126339. tessellation?: number;
  126340. radiusFunction?: {
  126341. (i: number, distance: number): number;
  126342. };
  126343. cap?: number;
  126344. arc?: number;
  126345. updatable?: boolean;
  126346. sideOrientation?: number;
  126347. frontUVs?: Vector4;
  126348. backUVs?: Vector4;
  126349. instance?: Mesh;
  126350. invertUV?: boolean;
  126351. }, scene?: Nullable<Scene>): Mesh;
  126352. /**
  126353. * Creates a polyhedron mesh
  126354. * * 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
  126355. * * The parameter `size` (positive float, default 1) sets the polygon size
  126356. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  126357. * * 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`
  126358. * * 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
  126359. * * 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)`)
  126360. * * 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
  126361. * * 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
  126362. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126363. * * 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
  126364. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126365. * @param name defines the name of the mesh
  126366. * @param options defines the options used to create the mesh
  126367. * @param scene defines the hosting scene
  126368. * @returns the polyhedron mesh
  126369. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  126370. */
  126371. static CreatePolyhedron(name: string, options: {
  126372. type?: number;
  126373. size?: number;
  126374. sizeX?: number;
  126375. sizeY?: number;
  126376. sizeZ?: number;
  126377. custom?: any;
  126378. faceUV?: Vector4[];
  126379. faceColors?: Color4[];
  126380. flat?: boolean;
  126381. updatable?: boolean;
  126382. sideOrientation?: number;
  126383. frontUVs?: Vector4;
  126384. backUVs?: Vector4;
  126385. }, scene?: Nullable<Scene>): Mesh;
  126386. /**
  126387. * Creates a decal mesh.
  126388. * 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
  126389. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  126390. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  126391. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  126392. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  126393. * @param name defines the name of the mesh
  126394. * @param sourceMesh defines the mesh where the decal must be applied
  126395. * @param options defines the options used to create the mesh
  126396. * @param scene defines the hosting scene
  126397. * @returns the decal mesh
  126398. * @see https://doc.babylonjs.com/how_to/decals
  126399. */
  126400. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  126401. position?: Vector3;
  126402. normal?: Vector3;
  126403. size?: Vector3;
  126404. angle?: number;
  126405. }): Mesh;
  126406. }
  126407. }
  126408. declare module BABYLON {
  126409. /**
  126410. * A simplifier interface for future simplification implementations
  126411. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126412. */
  126413. export interface ISimplifier {
  126414. /**
  126415. * Simplification of a given mesh according to the given settings.
  126416. * Since this requires computation, it is assumed that the function runs async.
  126417. * @param settings The settings of the simplification, including quality and distance
  126418. * @param successCallback A callback that will be called after the mesh was simplified.
  126419. * @param errorCallback in case of an error, this callback will be called. optional.
  126420. */
  126421. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  126422. }
  126423. /**
  126424. * Expected simplification settings.
  126425. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  126426. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126427. */
  126428. export interface ISimplificationSettings {
  126429. /**
  126430. * Gets or sets the expected quality
  126431. */
  126432. quality: number;
  126433. /**
  126434. * Gets or sets the distance when this optimized version should be used
  126435. */
  126436. distance: number;
  126437. /**
  126438. * Gets an already optimized mesh
  126439. */
  126440. optimizeMesh?: boolean;
  126441. }
  126442. /**
  126443. * Class used to specify simplification options
  126444. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126445. */
  126446. export class SimplificationSettings implements ISimplificationSettings {
  126447. /** expected quality */
  126448. quality: number;
  126449. /** distance when this optimized version should be used */
  126450. distance: number;
  126451. /** already optimized mesh */
  126452. optimizeMesh?: boolean | undefined;
  126453. /**
  126454. * Creates a SimplificationSettings
  126455. * @param quality expected quality
  126456. * @param distance distance when this optimized version should be used
  126457. * @param optimizeMesh already optimized mesh
  126458. */
  126459. constructor(
  126460. /** expected quality */
  126461. quality: number,
  126462. /** distance when this optimized version should be used */
  126463. distance: number,
  126464. /** already optimized mesh */
  126465. optimizeMesh?: boolean | undefined);
  126466. }
  126467. /**
  126468. * Interface used to define a simplification task
  126469. */
  126470. export interface ISimplificationTask {
  126471. /**
  126472. * Array of settings
  126473. */
  126474. settings: Array<ISimplificationSettings>;
  126475. /**
  126476. * Simplification type
  126477. */
  126478. simplificationType: SimplificationType;
  126479. /**
  126480. * Mesh to simplify
  126481. */
  126482. mesh: Mesh;
  126483. /**
  126484. * Callback called on success
  126485. */
  126486. successCallback?: () => void;
  126487. /**
  126488. * Defines if parallel processing can be used
  126489. */
  126490. parallelProcessing: boolean;
  126491. }
  126492. /**
  126493. * Queue used to order the simplification tasks
  126494. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126495. */
  126496. export class SimplificationQueue {
  126497. private _simplificationArray;
  126498. /**
  126499. * Gets a boolean indicating that the process is still running
  126500. */
  126501. running: boolean;
  126502. /**
  126503. * Creates a new queue
  126504. */
  126505. constructor();
  126506. /**
  126507. * Adds a new simplification task
  126508. * @param task defines a task to add
  126509. */
  126510. addTask(task: ISimplificationTask): void;
  126511. /**
  126512. * Execute next task
  126513. */
  126514. executeNext(): void;
  126515. /**
  126516. * Execute a simplification task
  126517. * @param task defines the task to run
  126518. */
  126519. runSimplification(task: ISimplificationTask): void;
  126520. private getSimplifier;
  126521. }
  126522. /**
  126523. * The implemented types of simplification
  126524. * At the moment only Quadratic Error Decimation is implemented
  126525. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126526. */
  126527. export enum SimplificationType {
  126528. /** Quadratic error decimation */
  126529. QUADRATIC = 0
  126530. }
  126531. }
  126532. declare module BABYLON {
  126533. interface Scene {
  126534. /** @hidden (Backing field) */
  126535. _simplificationQueue: SimplificationQueue;
  126536. /**
  126537. * Gets or sets the simplification queue attached to the scene
  126538. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126539. */
  126540. simplificationQueue: SimplificationQueue;
  126541. }
  126542. interface Mesh {
  126543. /**
  126544. * Simplify the mesh according to the given array of settings.
  126545. * Function will return immediately and will simplify async
  126546. * @param settings a collection of simplification settings
  126547. * @param parallelProcessing should all levels calculate parallel or one after the other
  126548. * @param simplificationType the type of simplification to run
  126549. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  126550. * @returns the current mesh
  126551. */
  126552. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  126553. }
  126554. /**
  126555. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  126556. * created in a scene
  126557. */
  126558. export class SimplicationQueueSceneComponent implements ISceneComponent {
  126559. /**
  126560. * The component name helpfull to identify the component in the list of scene components.
  126561. */
  126562. readonly name: string;
  126563. /**
  126564. * The scene the component belongs to.
  126565. */
  126566. scene: Scene;
  126567. /**
  126568. * Creates a new instance of the component for the given scene
  126569. * @param scene Defines the scene to register the component in
  126570. */
  126571. constructor(scene: Scene);
  126572. /**
  126573. * Registers the component in a given scene
  126574. */
  126575. register(): void;
  126576. /**
  126577. * Rebuilds the elements related to this component in case of
  126578. * context lost for instance.
  126579. */
  126580. rebuild(): void;
  126581. /**
  126582. * Disposes the component and the associated ressources
  126583. */
  126584. dispose(): void;
  126585. private _beforeCameraUpdate;
  126586. }
  126587. }
  126588. declare module BABYLON {
  126589. /**
  126590. * Navigation plugin interface to add navigation constrained by a navigation mesh
  126591. */
  126592. export interface INavigationEnginePlugin {
  126593. /**
  126594. * plugin name
  126595. */
  126596. name: string;
  126597. /**
  126598. * Creates a navigation mesh
  126599. * @param meshes array of all the geometry used to compute the navigatio mesh
  126600. * @param parameters bunch of parameters used to filter geometry
  126601. */
  126602. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  126603. /**
  126604. * Create a navigation mesh debug mesh
  126605. * @param scene is where the mesh will be added
  126606. * @returns debug display mesh
  126607. */
  126608. createDebugNavMesh(scene: Scene): Mesh;
  126609. /**
  126610. * Get a navigation mesh constrained position, closest to the parameter position
  126611. * @param position world position
  126612. * @returns the closest point to position constrained by the navigation mesh
  126613. */
  126614. getClosestPoint(position: Vector3): Vector3;
  126615. /**
  126616. * Get a navigation mesh constrained position, within a particular radius
  126617. * @param position world position
  126618. * @param maxRadius the maximum distance to the constrained world position
  126619. * @returns the closest point to position constrained by the navigation mesh
  126620. */
  126621. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  126622. /**
  126623. * Compute the final position from a segment made of destination-position
  126624. * @param position world position
  126625. * @param destination world position
  126626. * @returns the resulting point along the navmesh
  126627. */
  126628. moveAlong(position: Vector3, destination: Vector3): Vector3;
  126629. /**
  126630. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  126631. * @param start world position
  126632. * @param end world position
  126633. * @returns array containing world position composing the path
  126634. */
  126635. computePath(start: Vector3, end: Vector3): Vector3[];
  126636. /**
  126637. * If this plugin is supported
  126638. * @returns true if plugin is supported
  126639. */
  126640. isSupported(): boolean;
  126641. /**
  126642. * Create a new Crowd so you can add agents
  126643. * @param maxAgents the maximum agent count in the crowd
  126644. * @param maxAgentRadius the maximum radius an agent can have
  126645. * @param scene to attach the crowd to
  126646. * @returns the crowd you can add agents to
  126647. */
  126648. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  126649. /**
  126650. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126651. * The queries will try to find a solution within those bounds
  126652. * default is (1,1,1)
  126653. * @param extent x,y,z value that define the extent around the queries point of reference
  126654. */
  126655. setDefaultQueryExtent(extent: Vector3): void;
  126656. /**
  126657. * Get the Bounding box extent specified by setDefaultQueryExtent
  126658. * @returns the box extent values
  126659. */
  126660. getDefaultQueryExtent(): Vector3;
  126661. /**
  126662. * Release all resources
  126663. */
  126664. dispose(): void;
  126665. }
  126666. /**
  126667. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  126668. */
  126669. export interface ICrowd {
  126670. /**
  126671. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  126672. * You can attach anything to that node. The node position is updated in the scene update tick.
  126673. * @param pos world position that will be constrained by the navigation mesh
  126674. * @param parameters agent parameters
  126675. * @param transform hooked to the agent that will be update by the scene
  126676. * @returns agent index
  126677. */
  126678. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  126679. /**
  126680. * Returns the agent position in world space
  126681. * @param index agent index returned by addAgent
  126682. * @returns world space position
  126683. */
  126684. getAgentPosition(index: number): Vector3;
  126685. /**
  126686. * Gets the agent velocity in world space
  126687. * @param index agent index returned by addAgent
  126688. * @returns world space velocity
  126689. */
  126690. getAgentVelocity(index: number): Vector3;
  126691. /**
  126692. * remove a particular agent previously created
  126693. * @param index agent index returned by addAgent
  126694. */
  126695. removeAgent(index: number): void;
  126696. /**
  126697. * get the list of all agents attached to this crowd
  126698. * @returns list of agent indices
  126699. */
  126700. getAgents(): number[];
  126701. /**
  126702. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  126703. * @param deltaTime in seconds
  126704. */
  126705. update(deltaTime: number): void;
  126706. /**
  126707. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  126708. * @param index agent index returned by addAgent
  126709. * @param destination targeted world position
  126710. */
  126711. agentGoto(index: number, destination: Vector3): void;
  126712. /**
  126713. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126714. * The queries will try to find a solution within those bounds
  126715. * default is (1,1,1)
  126716. * @param extent x,y,z value that define the extent around the queries point of reference
  126717. */
  126718. setDefaultQueryExtent(extent: Vector3): void;
  126719. /**
  126720. * Get the Bounding box extent specified by setDefaultQueryExtent
  126721. * @returns the box extent values
  126722. */
  126723. getDefaultQueryExtent(): Vector3;
  126724. /**
  126725. * Release all resources
  126726. */
  126727. dispose(): void;
  126728. }
  126729. /**
  126730. * Configures an agent
  126731. */
  126732. export interface IAgentParameters {
  126733. /**
  126734. * Agent radius. [Limit: >= 0]
  126735. */
  126736. radius: number;
  126737. /**
  126738. * Agent height. [Limit: > 0]
  126739. */
  126740. height: number;
  126741. /**
  126742. * Maximum allowed acceleration. [Limit: >= 0]
  126743. */
  126744. maxAcceleration: number;
  126745. /**
  126746. * Maximum allowed speed. [Limit: >= 0]
  126747. */
  126748. maxSpeed: number;
  126749. /**
  126750. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  126751. */
  126752. collisionQueryRange: number;
  126753. /**
  126754. * The path visibility optimization range. [Limit: > 0]
  126755. */
  126756. pathOptimizationRange: number;
  126757. /**
  126758. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  126759. */
  126760. separationWeight: number;
  126761. }
  126762. /**
  126763. * Configures the navigation mesh creation
  126764. */
  126765. export interface INavMeshParameters {
  126766. /**
  126767. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  126768. */
  126769. cs: number;
  126770. /**
  126771. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  126772. */
  126773. ch: number;
  126774. /**
  126775. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  126776. */
  126777. walkableSlopeAngle: number;
  126778. /**
  126779. * Minimum floor to 'ceiling' height that will still allow the floor area to
  126780. * be considered walkable. [Limit: >= 3] [Units: vx]
  126781. */
  126782. walkableHeight: number;
  126783. /**
  126784. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  126785. */
  126786. walkableClimb: number;
  126787. /**
  126788. * The distance to erode/shrink the walkable area of the heightfield away from
  126789. * obstructions. [Limit: >=0] [Units: vx]
  126790. */
  126791. walkableRadius: number;
  126792. /**
  126793. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  126794. */
  126795. maxEdgeLen: number;
  126796. /**
  126797. * The maximum distance a simplfied contour's border edges should deviate
  126798. * the original raw contour. [Limit: >=0] [Units: vx]
  126799. */
  126800. maxSimplificationError: number;
  126801. /**
  126802. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  126803. */
  126804. minRegionArea: number;
  126805. /**
  126806. * Any regions with a span count smaller than this value will, if possible,
  126807. * be merged with larger regions. [Limit: >=0] [Units: vx]
  126808. */
  126809. mergeRegionArea: number;
  126810. /**
  126811. * The maximum number of vertices allowed for polygons generated during the
  126812. * contour to polygon conversion process. [Limit: >= 3]
  126813. */
  126814. maxVertsPerPoly: number;
  126815. /**
  126816. * Sets the sampling distance to use when generating the detail mesh.
  126817. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  126818. */
  126819. detailSampleDist: number;
  126820. /**
  126821. * The maximum distance the detail mesh surface should deviate from heightfield
  126822. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  126823. */
  126824. detailSampleMaxError: number;
  126825. }
  126826. }
  126827. declare module BABYLON {
  126828. /**
  126829. * RecastJS navigation plugin
  126830. */
  126831. export class RecastJSPlugin implements INavigationEnginePlugin {
  126832. /**
  126833. * Reference to the Recast library
  126834. */
  126835. bjsRECAST: any;
  126836. /**
  126837. * plugin name
  126838. */
  126839. name: string;
  126840. /**
  126841. * the first navmesh created. We might extend this to support multiple navmeshes
  126842. */
  126843. navMesh: any;
  126844. /**
  126845. * Initializes the recastJS plugin
  126846. * @param recastInjection can be used to inject your own recast reference
  126847. */
  126848. constructor(recastInjection?: any);
  126849. /**
  126850. * Creates a navigation mesh
  126851. * @param meshes array of all the geometry used to compute the navigatio mesh
  126852. * @param parameters bunch of parameters used to filter geometry
  126853. */
  126854. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  126855. /**
  126856. * Create a navigation mesh debug mesh
  126857. * @param scene is where the mesh will be added
  126858. * @returns debug display mesh
  126859. */
  126860. createDebugNavMesh(scene: Scene): Mesh;
  126861. /**
  126862. * Get a navigation mesh constrained position, closest to the parameter position
  126863. * @param position world position
  126864. * @returns the closest point to position constrained by the navigation mesh
  126865. */
  126866. getClosestPoint(position: Vector3): Vector3;
  126867. /**
  126868. * Get a navigation mesh constrained position, within a particular radius
  126869. * @param position world position
  126870. * @param maxRadius the maximum distance to the constrained world position
  126871. * @returns the closest point to position constrained by the navigation mesh
  126872. */
  126873. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  126874. /**
  126875. * Compute the final position from a segment made of destination-position
  126876. * @param position world position
  126877. * @param destination world position
  126878. * @returns the resulting point along the navmesh
  126879. */
  126880. moveAlong(position: Vector3, destination: Vector3): Vector3;
  126881. /**
  126882. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  126883. * @param start world position
  126884. * @param end world position
  126885. * @returns array containing world position composing the path
  126886. */
  126887. computePath(start: Vector3, end: Vector3): Vector3[];
  126888. /**
  126889. * Create a new Crowd so you can add agents
  126890. * @param maxAgents the maximum agent count in the crowd
  126891. * @param maxAgentRadius the maximum radius an agent can have
  126892. * @param scene to attach the crowd to
  126893. * @returns the crowd you can add agents to
  126894. */
  126895. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  126896. /**
  126897. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126898. * The queries will try to find a solution within those bounds
  126899. * default is (1,1,1)
  126900. * @param extent x,y,z value that define the extent around the queries point of reference
  126901. */
  126902. setDefaultQueryExtent(extent: Vector3): void;
  126903. /**
  126904. * Get the Bounding box extent specified by setDefaultQueryExtent
  126905. * @returns the box extent values
  126906. */
  126907. getDefaultQueryExtent(): Vector3;
  126908. /**
  126909. * Disposes
  126910. */
  126911. dispose(): void;
  126912. /**
  126913. * If this plugin is supported
  126914. * @returns true if plugin is supported
  126915. */
  126916. isSupported(): boolean;
  126917. }
  126918. /**
  126919. * Recast detour crowd implementation
  126920. */
  126921. export class RecastJSCrowd implements ICrowd {
  126922. /**
  126923. * Recast/detour plugin
  126924. */
  126925. bjsRECASTPlugin: RecastJSPlugin;
  126926. /**
  126927. * Link to the detour crowd
  126928. */
  126929. recastCrowd: any;
  126930. /**
  126931. * One transform per agent
  126932. */
  126933. transforms: TransformNode[];
  126934. /**
  126935. * All agents created
  126936. */
  126937. agents: number[];
  126938. /**
  126939. * Link to the scene is kept to unregister the crowd from the scene
  126940. */
  126941. private _scene;
  126942. /**
  126943. * Observer for crowd updates
  126944. */
  126945. private _onBeforeAnimationsObserver;
  126946. /**
  126947. * Constructor
  126948. * @param plugin recastJS plugin
  126949. * @param maxAgents the maximum agent count in the crowd
  126950. * @param maxAgentRadius the maximum radius an agent can have
  126951. * @param scene to attach the crowd to
  126952. * @returns the crowd you can add agents to
  126953. */
  126954. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  126955. /**
  126956. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  126957. * You can attach anything to that node. The node position is updated in the scene update tick.
  126958. * @param pos world position that will be constrained by the navigation mesh
  126959. * @param parameters agent parameters
  126960. * @param transform hooked to the agent that will be update by the scene
  126961. * @returns agent index
  126962. */
  126963. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  126964. /**
  126965. * Returns the agent position in world space
  126966. * @param index agent index returned by addAgent
  126967. * @returns world space position
  126968. */
  126969. getAgentPosition(index: number): Vector3;
  126970. /**
  126971. * Returns the agent velocity in world space
  126972. * @param index agent index returned by addAgent
  126973. * @returns world space velocity
  126974. */
  126975. getAgentVelocity(index: number): Vector3;
  126976. /**
  126977. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  126978. * @param index agent index returned by addAgent
  126979. * @param destination targeted world position
  126980. */
  126981. agentGoto(index: number, destination: Vector3): void;
  126982. /**
  126983. * remove a particular agent previously created
  126984. * @param index agent index returned by addAgent
  126985. */
  126986. removeAgent(index: number): void;
  126987. /**
  126988. * get the list of all agents attached to this crowd
  126989. * @returns list of agent indices
  126990. */
  126991. getAgents(): number[];
  126992. /**
  126993. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  126994. * @param deltaTime in seconds
  126995. */
  126996. update(deltaTime: number): void;
  126997. /**
  126998. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126999. * The queries will try to find a solution within those bounds
  127000. * default is (1,1,1)
  127001. * @param extent x,y,z value that define the extent around the queries point of reference
  127002. */
  127003. setDefaultQueryExtent(extent: Vector3): void;
  127004. /**
  127005. * Get the Bounding box extent specified by setDefaultQueryExtent
  127006. * @returns the box extent values
  127007. */
  127008. getDefaultQueryExtent(): Vector3;
  127009. /**
  127010. * Release all resources
  127011. */
  127012. dispose(): void;
  127013. }
  127014. }
  127015. declare module BABYLON {
  127016. /**
  127017. * Class used to enable access to IndexedDB
  127018. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  127019. */
  127020. export class Database implements IOfflineProvider {
  127021. private _callbackManifestChecked;
  127022. private _currentSceneUrl;
  127023. private _db;
  127024. private _enableSceneOffline;
  127025. private _enableTexturesOffline;
  127026. private _manifestVersionFound;
  127027. private _mustUpdateRessources;
  127028. private _hasReachedQuota;
  127029. private _isSupported;
  127030. private _idbFactory;
  127031. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  127032. private static IsUASupportingBlobStorage;
  127033. /**
  127034. * Gets a boolean indicating if Database storate is enabled (off by default)
  127035. */
  127036. static IDBStorageEnabled: boolean;
  127037. /**
  127038. * Gets a boolean indicating if scene must be saved in the database
  127039. */
  127040. readonly enableSceneOffline: boolean;
  127041. /**
  127042. * Gets a boolean indicating if textures must be saved in the database
  127043. */
  127044. readonly enableTexturesOffline: boolean;
  127045. /**
  127046. * Creates a new Database
  127047. * @param urlToScene defines the url to load the scene
  127048. * @param callbackManifestChecked defines the callback to use when manifest is checked
  127049. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  127050. */
  127051. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  127052. private static _ParseURL;
  127053. private static _ReturnFullUrlLocation;
  127054. private _checkManifestFile;
  127055. /**
  127056. * Open the database and make it available
  127057. * @param successCallback defines the callback to call on success
  127058. * @param errorCallback defines the callback to call on error
  127059. */
  127060. open(successCallback: () => void, errorCallback: () => void): void;
  127061. /**
  127062. * Loads an image from the database
  127063. * @param url defines the url to load from
  127064. * @param image defines the target DOM image
  127065. */
  127066. loadImage(url: string, image: HTMLImageElement): void;
  127067. private _loadImageFromDBAsync;
  127068. private _saveImageIntoDBAsync;
  127069. private _checkVersionFromDB;
  127070. private _loadVersionFromDBAsync;
  127071. private _saveVersionIntoDBAsync;
  127072. /**
  127073. * Loads a file from database
  127074. * @param url defines the URL to load from
  127075. * @param sceneLoaded defines a callback to call on success
  127076. * @param progressCallBack defines a callback to call when progress changed
  127077. * @param errorCallback defines a callback to call on error
  127078. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  127079. */
  127080. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  127081. private _loadFileAsync;
  127082. private _saveFileAsync;
  127083. /**
  127084. * Validates if xhr data is correct
  127085. * @param xhr defines the request to validate
  127086. * @param dataType defines the expected data type
  127087. * @returns true if data is correct
  127088. */
  127089. private static _ValidateXHRData;
  127090. }
  127091. }
  127092. declare module BABYLON {
  127093. /** @hidden */
  127094. export var gpuUpdateParticlesPixelShader: {
  127095. name: string;
  127096. shader: string;
  127097. };
  127098. }
  127099. declare module BABYLON {
  127100. /** @hidden */
  127101. export var gpuUpdateParticlesVertexShader: {
  127102. name: string;
  127103. shader: string;
  127104. };
  127105. }
  127106. declare module BABYLON {
  127107. /** @hidden */
  127108. export var clipPlaneFragmentDeclaration2: {
  127109. name: string;
  127110. shader: string;
  127111. };
  127112. }
  127113. declare module BABYLON {
  127114. /** @hidden */
  127115. export var gpuRenderParticlesPixelShader: {
  127116. name: string;
  127117. shader: string;
  127118. };
  127119. }
  127120. declare module BABYLON {
  127121. /** @hidden */
  127122. export var clipPlaneVertexDeclaration2: {
  127123. name: string;
  127124. shader: string;
  127125. };
  127126. }
  127127. declare module BABYLON {
  127128. /** @hidden */
  127129. export var gpuRenderParticlesVertexShader: {
  127130. name: string;
  127131. shader: string;
  127132. };
  127133. }
  127134. declare module BABYLON {
  127135. /**
  127136. * This represents a GPU particle system in Babylon
  127137. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  127138. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  127139. */
  127140. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  127141. /**
  127142. * The layer mask we are rendering the particles through.
  127143. */
  127144. layerMask: number;
  127145. private _capacity;
  127146. private _activeCount;
  127147. private _currentActiveCount;
  127148. private _accumulatedCount;
  127149. private _renderEffect;
  127150. private _updateEffect;
  127151. private _buffer0;
  127152. private _buffer1;
  127153. private _spriteBuffer;
  127154. private _updateVAO;
  127155. private _renderVAO;
  127156. private _targetIndex;
  127157. private _sourceBuffer;
  127158. private _targetBuffer;
  127159. private _engine;
  127160. private _currentRenderId;
  127161. private _started;
  127162. private _stopped;
  127163. private _timeDelta;
  127164. private _randomTexture;
  127165. private _randomTexture2;
  127166. private _attributesStrideSize;
  127167. private _updateEffectOptions;
  127168. private _randomTextureSize;
  127169. private _actualFrame;
  127170. private readonly _rawTextureWidth;
  127171. /**
  127172. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  127173. */
  127174. static readonly IsSupported: boolean;
  127175. /**
  127176. * An event triggered when the system is disposed.
  127177. */
  127178. onDisposeObservable: Observable<GPUParticleSystem>;
  127179. /**
  127180. * Gets the maximum number of particles active at the same time.
  127181. * @returns The max number of active particles.
  127182. */
  127183. getCapacity(): number;
  127184. /**
  127185. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  127186. * to override the particles.
  127187. */
  127188. forceDepthWrite: boolean;
  127189. /**
  127190. * Gets or set the number of active particles
  127191. */
  127192. activeParticleCount: number;
  127193. private _preWarmDone;
  127194. /**
  127195. * Is this system ready to be used/rendered
  127196. * @return true if the system is ready
  127197. */
  127198. isReady(): boolean;
  127199. /**
  127200. * Gets if the system has been started. (Note: this will still be true after stop is called)
  127201. * @returns True if it has been started, otherwise false.
  127202. */
  127203. isStarted(): boolean;
  127204. /**
  127205. * Starts the particle system and begins to emit
  127206. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  127207. */
  127208. start(delay?: number): void;
  127209. /**
  127210. * Stops the particle system.
  127211. */
  127212. stop(): void;
  127213. /**
  127214. * Remove all active particles
  127215. */
  127216. reset(): void;
  127217. /**
  127218. * Returns the string "GPUParticleSystem"
  127219. * @returns a string containing the class name
  127220. */
  127221. getClassName(): string;
  127222. private _colorGradientsTexture;
  127223. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  127224. /**
  127225. * Adds a new color gradient
  127226. * @param gradient defines the gradient to use (between 0 and 1)
  127227. * @param color1 defines the color to affect to the specified gradient
  127228. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  127229. * @returns the current particle system
  127230. */
  127231. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  127232. /**
  127233. * Remove a specific color gradient
  127234. * @param gradient defines the gradient to remove
  127235. * @returns the current particle system
  127236. */
  127237. removeColorGradient(gradient: number): GPUParticleSystem;
  127238. private _angularSpeedGradientsTexture;
  127239. private _sizeGradientsTexture;
  127240. private _velocityGradientsTexture;
  127241. private _limitVelocityGradientsTexture;
  127242. private _dragGradientsTexture;
  127243. private _addFactorGradient;
  127244. /**
  127245. * Adds a new size gradient
  127246. * @param gradient defines the gradient to use (between 0 and 1)
  127247. * @param factor defines the size factor to affect to the specified gradient
  127248. * @returns the current particle system
  127249. */
  127250. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  127251. /**
  127252. * Remove a specific size gradient
  127253. * @param gradient defines the gradient to remove
  127254. * @returns the current particle system
  127255. */
  127256. removeSizeGradient(gradient: number): GPUParticleSystem;
  127257. /**
  127258. * Adds a new angular speed gradient
  127259. * @param gradient defines the gradient to use (between 0 and 1)
  127260. * @param factor defines the angular speed to affect to the specified gradient
  127261. * @returns the current particle system
  127262. */
  127263. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  127264. /**
  127265. * Remove a specific angular speed gradient
  127266. * @param gradient defines the gradient to remove
  127267. * @returns the current particle system
  127268. */
  127269. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  127270. /**
  127271. * Adds a new velocity gradient
  127272. * @param gradient defines the gradient to use (between 0 and 1)
  127273. * @param factor defines the velocity to affect to the specified gradient
  127274. * @returns the current particle system
  127275. */
  127276. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  127277. /**
  127278. * Remove a specific velocity gradient
  127279. * @param gradient defines the gradient to remove
  127280. * @returns the current particle system
  127281. */
  127282. removeVelocityGradient(gradient: number): GPUParticleSystem;
  127283. /**
  127284. * Adds a new limit velocity gradient
  127285. * @param gradient defines the gradient to use (between 0 and 1)
  127286. * @param factor defines the limit velocity value to affect to the specified gradient
  127287. * @returns the current particle system
  127288. */
  127289. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  127290. /**
  127291. * Remove a specific limit velocity gradient
  127292. * @param gradient defines the gradient to remove
  127293. * @returns the current particle system
  127294. */
  127295. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  127296. /**
  127297. * Adds a new drag gradient
  127298. * @param gradient defines the gradient to use (between 0 and 1)
  127299. * @param factor defines the drag value to affect to the specified gradient
  127300. * @returns the current particle system
  127301. */
  127302. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  127303. /**
  127304. * Remove a specific drag gradient
  127305. * @param gradient defines the gradient to remove
  127306. * @returns the current particle system
  127307. */
  127308. removeDragGradient(gradient: number): GPUParticleSystem;
  127309. /**
  127310. * Not supported by GPUParticleSystem
  127311. * @param gradient defines the gradient to use (between 0 and 1)
  127312. * @param factor defines the emit rate value to affect to the specified gradient
  127313. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127314. * @returns the current particle system
  127315. */
  127316. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127317. /**
  127318. * Not supported by GPUParticleSystem
  127319. * @param gradient defines the gradient to remove
  127320. * @returns the current particle system
  127321. */
  127322. removeEmitRateGradient(gradient: number): IParticleSystem;
  127323. /**
  127324. * Not supported by GPUParticleSystem
  127325. * @param gradient defines the gradient to use (between 0 and 1)
  127326. * @param factor defines the start size value to affect to the specified gradient
  127327. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127328. * @returns the current particle system
  127329. */
  127330. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127331. /**
  127332. * Not supported by GPUParticleSystem
  127333. * @param gradient defines the gradient to remove
  127334. * @returns the current particle system
  127335. */
  127336. removeStartSizeGradient(gradient: number): IParticleSystem;
  127337. /**
  127338. * Not supported by GPUParticleSystem
  127339. * @param gradient defines the gradient to use (between 0 and 1)
  127340. * @param min defines the color remap minimal range
  127341. * @param max defines the color remap maximal range
  127342. * @returns the current particle system
  127343. */
  127344. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  127345. /**
  127346. * Not supported by GPUParticleSystem
  127347. * @param gradient defines the gradient to remove
  127348. * @returns the current particle system
  127349. */
  127350. removeColorRemapGradient(): IParticleSystem;
  127351. /**
  127352. * Not supported by GPUParticleSystem
  127353. * @param gradient defines the gradient to use (between 0 and 1)
  127354. * @param min defines the alpha remap minimal range
  127355. * @param max defines the alpha remap maximal range
  127356. * @returns the current particle system
  127357. */
  127358. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  127359. /**
  127360. * Not supported by GPUParticleSystem
  127361. * @param gradient defines the gradient to remove
  127362. * @returns the current particle system
  127363. */
  127364. removeAlphaRemapGradient(): IParticleSystem;
  127365. /**
  127366. * Not supported by GPUParticleSystem
  127367. * @param gradient defines the gradient to use (between 0 and 1)
  127368. * @param color defines the color to affect to the specified gradient
  127369. * @returns the current particle system
  127370. */
  127371. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  127372. /**
  127373. * Not supported by GPUParticleSystem
  127374. * @param gradient defines the gradient to remove
  127375. * @returns the current particle system
  127376. */
  127377. removeRampGradient(): IParticleSystem;
  127378. /**
  127379. * Not supported by GPUParticleSystem
  127380. * @returns the list of ramp gradients
  127381. */
  127382. getRampGradients(): Nullable<Array<Color3Gradient>>;
  127383. /**
  127384. * Not supported by GPUParticleSystem
  127385. * Gets or sets a boolean indicating that ramp gradients must be used
  127386. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  127387. */
  127388. useRampGradients: boolean;
  127389. /**
  127390. * Not supported by GPUParticleSystem
  127391. * @param gradient defines the gradient to use (between 0 and 1)
  127392. * @param factor defines the life time factor to affect to the specified gradient
  127393. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127394. * @returns the current particle system
  127395. */
  127396. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127397. /**
  127398. * Not supported by GPUParticleSystem
  127399. * @param gradient defines the gradient to remove
  127400. * @returns the current particle system
  127401. */
  127402. removeLifeTimeGradient(gradient: number): IParticleSystem;
  127403. /**
  127404. * Instantiates a GPU particle system.
  127405. * 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.
  127406. * @param name The name of the particle system
  127407. * @param options The options used to create the system
  127408. * @param scene The scene the particle system belongs to
  127409. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  127410. */
  127411. constructor(name: string, options: Partial<{
  127412. capacity: number;
  127413. randomTextureSize: number;
  127414. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  127415. protected _reset(): void;
  127416. private _createUpdateVAO;
  127417. private _createRenderVAO;
  127418. private _initialize;
  127419. /** @hidden */
  127420. _recreateUpdateEffect(): void;
  127421. /** @hidden */
  127422. _recreateRenderEffect(): void;
  127423. /**
  127424. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  127425. * @param preWarm defines if we are in the pre-warmimg phase
  127426. */
  127427. animate(preWarm?: boolean): void;
  127428. private _createFactorGradientTexture;
  127429. private _createSizeGradientTexture;
  127430. private _createAngularSpeedGradientTexture;
  127431. private _createVelocityGradientTexture;
  127432. private _createLimitVelocityGradientTexture;
  127433. private _createDragGradientTexture;
  127434. private _createColorGradientTexture;
  127435. /**
  127436. * Renders the particle system in its current state
  127437. * @param preWarm defines if the system should only update the particles but not render them
  127438. * @returns the current number of particles
  127439. */
  127440. render(preWarm?: boolean): number;
  127441. /**
  127442. * Rebuilds the particle system
  127443. */
  127444. rebuild(): void;
  127445. private _releaseBuffers;
  127446. private _releaseVAOs;
  127447. /**
  127448. * Disposes the particle system and free the associated resources
  127449. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  127450. */
  127451. dispose(disposeTexture?: boolean): void;
  127452. /**
  127453. * Clones the particle system.
  127454. * @param name The name of the cloned object
  127455. * @param newEmitter The new emitter to use
  127456. * @returns the cloned particle system
  127457. */
  127458. clone(name: string, newEmitter: any): GPUParticleSystem;
  127459. /**
  127460. * Serializes the particle system to a JSON object.
  127461. * @returns the JSON object
  127462. */
  127463. serialize(): any;
  127464. /**
  127465. * Parses a JSON object to create a GPU particle system.
  127466. * @param parsedParticleSystem The JSON object to parse
  127467. * @param scene The scene to create the particle system in
  127468. * @param rootUrl The root url to use to load external dependencies like texture
  127469. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  127470. * @returns the parsed GPU particle system
  127471. */
  127472. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  127473. }
  127474. }
  127475. declare module BABYLON {
  127476. /**
  127477. * Represents a set of particle systems working together to create a specific effect
  127478. */
  127479. export class ParticleSystemSet implements IDisposable {
  127480. /**
  127481. * Gets or sets base Assets URL
  127482. */
  127483. static BaseAssetsUrl: string;
  127484. private _emitterCreationOptions;
  127485. private _emitterNode;
  127486. /**
  127487. * Gets the particle system list
  127488. */
  127489. systems: IParticleSystem[];
  127490. /**
  127491. * Gets the emitter node used with this set
  127492. */
  127493. readonly emitterNode: Nullable<TransformNode>;
  127494. /**
  127495. * Creates a new emitter mesh as a sphere
  127496. * @param options defines the options used to create the sphere
  127497. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  127498. * @param scene defines the hosting scene
  127499. */
  127500. setEmitterAsSphere(options: {
  127501. diameter: number;
  127502. segments: number;
  127503. color: Color3;
  127504. }, renderingGroupId: number, scene: Scene): void;
  127505. /**
  127506. * Starts all particle systems of the set
  127507. * @param emitter defines an optional mesh to use as emitter for the particle systems
  127508. */
  127509. start(emitter?: AbstractMesh): void;
  127510. /**
  127511. * Release all associated resources
  127512. */
  127513. dispose(): void;
  127514. /**
  127515. * Serialize the set into a JSON compatible object
  127516. * @returns a JSON compatible representation of the set
  127517. */
  127518. serialize(): any;
  127519. /**
  127520. * Parse a new ParticleSystemSet from a serialized source
  127521. * @param data defines a JSON compatible representation of the set
  127522. * @param scene defines the hosting scene
  127523. * @param gpu defines if we want GPU particles or CPU particles
  127524. * @returns a new ParticleSystemSet
  127525. */
  127526. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  127527. }
  127528. }
  127529. declare module BABYLON {
  127530. /**
  127531. * This class is made for on one-liner static method to help creating particle system set.
  127532. */
  127533. export class ParticleHelper {
  127534. /**
  127535. * Gets or sets base Assets URL
  127536. */
  127537. static BaseAssetsUrl: string;
  127538. /**
  127539. * Create a default particle system that you can tweak
  127540. * @param emitter defines the emitter to use
  127541. * @param capacity defines the system capacity (default is 500 particles)
  127542. * @param scene defines the hosting scene
  127543. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  127544. * @returns the new Particle system
  127545. */
  127546. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  127547. /**
  127548. * This is the main static method (one-liner) of this helper to create different particle systems
  127549. * @param type This string represents the type to the particle system to create
  127550. * @param scene The scene where the particle system should live
  127551. * @param gpu If the system will use gpu
  127552. * @returns the ParticleSystemSet created
  127553. */
  127554. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  127555. /**
  127556. * Static function used to export a particle system to a ParticleSystemSet variable.
  127557. * Please note that the emitter shape is not exported
  127558. * @param systems defines the particle systems to export
  127559. * @returns the created particle system set
  127560. */
  127561. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  127562. }
  127563. }
  127564. declare module BABYLON {
  127565. interface Engine {
  127566. /**
  127567. * Create an effect to use with particle systems.
  127568. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  127569. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  127570. * @param uniformsNames defines a list of attribute names
  127571. * @param samplers defines an array of string used to represent textures
  127572. * @param defines defines the string containing the defines to use to compile the shaders
  127573. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  127574. * @param onCompiled defines a function to call when the effect creation is successful
  127575. * @param onError defines a function to call when the effect creation has failed
  127576. * @returns the new Effect
  127577. */
  127578. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  127579. }
  127580. interface Mesh {
  127581. /**
  127582. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  127583. * @returns an array of IParticleSystem
  127584. */
  127585. getEmittedParticleSystems(): IParticleSystem[];
  127586. /**
  127587. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  127588. * @returns an array of IParticleSystem
  127589. */
  127590. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  127591. }
  127592. /**
  127593. * @hidden
  127594. */
  127595. export var _IDoNeedToBeInTheBuild: number;
  127596. }
  127597. declare module BABYLON {
  127598. /** Defines the 4 color options */
  127599. export enum PointColor {
  127600. /** color value */
  127601. Color = 2,
  127602. /** uv value */
  127603. UV = 1,
  127604. /** random value */
  127605. Random = 0,
  127606. /** stated value */
  127607. Stated = 3
  127608. }
  127609. /**
  127610. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  127611. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  127612. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  127613. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  127614. *
  127615. * Full documentation here : TO BE ENTERED
  127616. */
  127617. export class PointsCloudSystem implements IDisposable {
  127618. /**
  127619. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  127620. * Example : var p = SPS.particles[i];
  127621. */
  127622. particles: CloudPoint[];
  127623. /**
  127624. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  127625. */
  127626. nbParticles: number;
  127627. /**
  127628. * This a counter for your own usage. It's not set by any SPS functions.
  127629. */
  127630. counter: number;
  127631. /**
  127632. * The PCS name. This name is also given to the underlying mesh.
  127633. */
  127634. name: string;
  127635. /**
  127636. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  127637. */
  127638. mesh: Mesh;
  127639. /**
  127640. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  127641. * Please read :
  127642. */
  127643. vars: any;
  127644. /**
  127645. * @hidden
  127646. */
  127647. _size: number;
  127648. private _scene;
  127649. private _promises;
  127650. private _positions;
  127651. private _indices;
  127652. private _normals;
  127653. private _colors;
  127654. private _uvs;
  127655. private _indices32;
  127656. private _positions32;
  127657. private _colors32;
  127658. private _uvs32;
  127659. private _updatable;
  127660. private _isVisibilityBoxLocked;
  127661. private _alwaysVisible;
  127662. private _groups;
  127663. private _groupCounter;
  127664. private _computeParticleColor;
  127665. private _computeParticleTexture;
  127666. private _computeParticleRotation;
  127667. private _computeBoundingBox;
  127668. private _isReady;
  127669. /**
  127670. * Creates a PCS (Points Cloud System) object
  127671. * @param name (String) is the PCS name, this will be the underlying mesh name
  127672. * @param pointSize (number) is the size for each point
  127673. * @param scene (Scene) is the scene in which the PCS is added
  127674. * @param options defines the options of the PCS e.g.
  127675. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  127676. */
  127677. constructor(name: string, pointSize: number, scene: Scene, options?: {
  127678. updatable?: boolean;
  127679. });
  127680. /**
  127681. * Builds the PCS underlying mesh. Returns a standard Mesh.
  127682. * If no points were added to the PCS, the returned mesh is just a single point.
  127683. * @returns a promise for the created mesh
  127684. */
  127685. buildMeshAsync(): Promise<Mesh>;
  127686. /**
  127687. * @hidden
  127688. */
  127689. private _buildMesh;
  127690. private _addParticle;
  127691. private _randomUnitVector;
  127692. private _getColorIndicesForCoord;
  127693. private _setPointsColorOrUV;
  127694. private _colorFromTexture;
  127695. private _calculateDensity;
  127696. /**
  127697. * Adds points to the PCS in random positions within a unit sphere
  127698. * @param nb (positive integer) the number of particles to be created from this model
  127699. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  127700. * @returns the number of groups in the system
  127701. */
  127702. addPoints(nb: number, pointFunction?: any): number;
  127703. /**
  127704. * Adds points to the PCS from the surface of the model shape
  127705. * @param mesh is any Mesh object that will be used as a surface model for the points
  127706. * @param nb (positive integer) the number of particles to be created from this model
  127707. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  127708. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  127709. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  127710. * @returns the number of groups in the system
  127711. */
  127712. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  127713. /**
  127714. * Adds points to the PCS inside the model shape
  127715. * @param mesh is any Mesh object that will be used as a surface model for the points
  127716. * @param nb (positive integer) the number of particles to be created from this model
  127717. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  127718. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  127719. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  127720. * @returns the number of groups in the system
  127721. */
  127722. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  127723. /**
  127724. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  127725. * This method calls `updateParticle()` for each particle of the SPS.
  127726. * For an animated SPS, it is usually called within the render loop.
  127727. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  127728. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  127729. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  127730. * @returns the PCS.
  127731. */
  127732. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  127733. /**
  127734. * Disposes the PCS.
  127735. */
  127736. dispose(): void;
  127737. /**
  127738. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  127739. * doc :
  127740. * @returns the PCS.
  127741. */
  127742. refreshVisibleSize(): PointsCloudSystem;
  127743. /**
  127744. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  127745. * @param size the size (float) of the visibility box
  127746. * note : this doesn't lock the PCS mesh bounding box.
  127747. * doc :
  127748. */
  127749. setVisibilityBox(size: number): void;
  127750. /**
  127751. * Gets whether the PCS is always visible or not
  127752. * doc :
  127753. */
  127754. /**
  127755. * Sets the PCS as always visible or not
  127756. * doc :
  127757. */
  127758. isAlwaysVisible: boolean;
  127759. /**
  127760. * Tells to `setParticles()` to compute the particle rotations or not
  127761. * Default value : false. The PCS is faster when it's set to false
  127762. * Note : particle rotations are only applied to parent particles
  127763. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  127764. */
  127765. computeParticleRotation: boolean;
  127766. /**
  127767. * Tells to `setParticles()` to compute the particle colors or not.
  127768. * Default value : true. The PCS is faster when it's set to false.
  127769. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  127770. */
  127771. /**
  127772. * Gets if `setParticles()` computes the particle colors or not.
  127773. * Default value : false. The PCS is faster when it's set to false.
  127774. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  127775. */
  127776. computeParticleColor: boolean;
  127777. /**
  127778. * Gets if `setParticles()` computes the particle textures or not.
  127779. * Default value : false. The PCS is faster when it's set to false.
  127780. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  127781. */
  127782. computeParticleTexture: boolean;
  127783. /**
  127784. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  127785. */
  127786. /**
  127787. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  127788. */
  127789. computeBoundingBox: boolean;
  127790. /**
  127791. * This function does nothing. It may be overwritten to set all the particle first values.
  127792. * The PCS doesn't call this function, you may have to call it by your own.
  127793. * doc :
  127794. */
  127795. initParticles(): void;
  127796. /**
  127797. * This function does nothing. It may be overwritten to recycle a particle
  127798. * The PCS doesn't call this function, you can to call it
  127799. * doc :
  127800. * @param particle The particle to recycle
  127801. * @returns the recycled particle
  127802. */
  127803. recycleParticle(particle: CloudPoint): CloudPoint;
  127804. /**
  127805. * Updates a particle : this function should be overwritten by the user.
  127806. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  127807. * doc :
  127808. * @example : just set a particle position or velocity and recycle conditions
  127809. * @param particle The particle to update
  127810. * @returns the updated particle
  127811. */
  127812. updateParticle(particle: CloudPoint): CloudPoint;
  127813. /**
  127814. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  127815. * This does nothing and may be overwritten by the user.
  127816. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  127817. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  127818. * @param update the boolean update value actually passed to setParticles()
  127819. */
  127820. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  127821. /**
  127822. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  127823. * This will be passed three parameters.
  127824. * This does nothing and may be overwritten by the user.
  127825. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  127826. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  127827. * @param update the boolean update value actually passed to setParticles()
  127828. */
  127829. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  127830. }
  127831. }
  127832. declare module BABYLON {
  127833. /**
  127834. * Represents one particle of a points cloud system.
  127835. */
  127836. export class CloudPoint {
  127837. /**
  127838. * particle global index
  127839. */
  127840. idx: number;
  127841. /**
  127842. * The color of the particle
  127843. */
  127844. color: Nullable<Color4>;
  127845. /**
  127846. * The world space position of the particle.
  127847. */
  127848. position: Vector3;
  127849. /**
  127850. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  127851. */
  127852. rotation: Vector3;
  127853. /**
  127854. * The world space rotation quaternion of the particle.
  127855. */
  127856. rotationQuaternion: Nullable<Quaternion>;
  127857. /**
  127858. * The uv of the particle.
  127859. */
  127860. uv: Nullable<Vector2>;
  127861. /**
  127862. * The current speed of the particle.
  127863. */
  127864. velocity: Vector3;
  127865. /**
  127866. * The pivot point in the particle local space.
  127867. */
  127868. pivot: Vector3;
  127869. /**
  127870. * Must the particle be translated from its pivot point in its local space ?
  127871. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  127872. * Default : false
  127873. */
  127874. translateFromPivot: boolean;
  127875. /**
  127876. * Index of this particle in the global "positions" array (Internal use)
  127877. * @hidden
  127878. */
  127879. _pos: number;
  127880. /**
  127881. * @hidden Index of this particle in the global "indices" array (Internal use)
  127882. */
  127883. _ind: number;
  127884. /**
  127885. * Group this particle belongs to
  127886. */
  127887. _group: PointsGroup;
  127888. /**
  127889. * Group id of this particle
  127890. */
  127891. groupId: number;
  127892. /**
  127893. * Index of the particle in its group id (Internal use)
  127894. */
  127895. idxInGroup: number;
  127896. /**
  127897. * @hidden Particle BoundingInfo object (Internal use)
  127898. */
  127899. _boundingInfo: BoundingInfo;
  127900. /**
  127901. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  127902. */
  127903. _pcs: PointsCloudSystem;
  127904. /**
  127905. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  127906. */
  127907. _stillInvisible: boolean;
  127908. /**
  127909. * @hidden Last computed particle rotation matrix
  127910. */
  127911. _rotationMatrix: number[];
  127912. /**
  127913. * Parent particle Id, if any.
  127914. * Default null.
  127915. */
  127916. parentId: Nullable<number>;
  127917. /**
  127918. * @hidden Internal global position in the PCS.
  127919. */
  127920. _globalPosition: Vector3;
  127921. /**
  127922. * Creates a Point Cloud object.
  127923. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  127924. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  127925. * @param group (PointsGroup) is the group the particle belongs to
  127926. * @param groupId (integer) is the group identifier in the PCS.
  127927. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  127928. * @param pcs defines the PCS it is associated to
  127929. */
  127930. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  127931. /**
  127932. * get point size
  127933. */
  127934. /**
  127935. * Set point size
  127936. */
  127937. size: Vector3;
  127938. /**
  127939. * Legacy support, changed quaternion to rotationQuaternion
  127940. */
  127941. /**
  127942. * Legacy support, changed quaternion to rotationQuaternion
  127943. */
  127944. quaternion: Nullable<Quaternion>;
  127945. /**
  127946. * Returns a boolean. True if the particle intersects a mesh, else false
  127947. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  127948. * @param target is the object (point or mesh) what the intersection is computed against
  127949. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  127950. * @returns true if it intersects
  127951. */
  127952. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  127953. /**
  127954. * get the rotation matrix of the particle
  127955. * @hidden
  127956. */
  127957. getRotationMatrix(m: Matrix): void;
  127958. }
  127959. /**
  127960. * Represents a group of points in a points cloud system
  127961. * * PCS internal tool, don't use it manually.
  127962. */
  127963. export class PointsGroup {
  127964. /**
  127965. * The group id
  127966. * @hidden
  127967. */
  127968. groupID: number;
  127969. /**
  127970. * image data for group (internal use)
  127971. * @hidden
  127972. */
  127973. _groupImageData: Nullable<ArrayBufferView>;
  127974. /**
  127975. * Image Width (internal use)
  127976. * @hidden
  127977. */
  127978. _groupImgWidth: number;
  127979. /**
  127980. * Image Height (internal use)
  127981. * @hidden
  127982. */
  127983. _groupImgHeight: number;
  127984. /**
  127985. * Custom position function (internal use)
  127986. * @hidden
  127987. */
  127988. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  127989. /**
  127990. * density per facet for surface points
  127991. * @hidden
  127992. */
  127993. _groupDensity: number[];
  127994. /**
  127995. * Only when points are colored by texture carries pointer to texture list array
  127996. * @hidden
  127997. */
  127998. _textureNb: number;
  127999. /**
  128000. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  128001. * PCS internal tool, don't use it manually.
  128002. * @hidden
  128003. */
  128004. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  128005. }
  128006. }
  128007. declare module BABYLON {
  128008. interface Scene {
  128009. /** @hidden (Backing field) */
  128010. _physicsEngine: Nullable<IPhysicsEngine>;
  128011. /**
  128012. * Gets the current physics engine
  128013. * @returns a IPhysicsEngine or null if none attached
  128014. */
  128015. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  128016. /**
  128017. * Enables physics to the current scene
  128018. * @param gravity defines the scene's gravity for the physics engine
  128019. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  128020. * @return a boolean indicating if the physics engine was initialized
  128021. */
  128022. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  128023. /**
  128024. * Disables and disposes the physics engine associated with the scene
  128025. */
  128026. disablePhysicsEngine(): void;
  128027. /**
  128028. * Gets a boolean indicating if there is an active physics engine
  128029. * @returns a boolean indicating if there is an active physics engine
  128030. */
  128031. isPhysicsEnabled(): boolean;
  128032. /**
  128033. * Deletes a physics compound impostor
  128034. * @param compound defines the compound to delete
  128035. */
  128036. deleteCompoundImpostor(compound: any): void;
  128037. /**
  128038. * An event triggered when physic simulation is about to be run
  128039. */
  128040. onBeforePhysicsObservable: Observable<Scene>;
  128041. /**
  128042. * An event triggered when physic simulation has been done
  128043. */
  128044. onAfterPhysicsObservable: Observable<Scene>;
  128045. }
  128046. interface AbstractMesh {
  128047. /** @hidden */
  128048. _physicsImpostor: Nullable<PhysicsImpostor>;
  128049. /**
  128050. * Gets or sets impostor used for physic simulation
  128051. * @see http://doc.babylonjs.com/features/physics_engine
  128052. */
  128053. physicsImpostor: Nullable<PhysicsImpostor>;
  128054. /**
  128055. * Gets the current physics impostor
  128056. * @see http://doc.babylonjs.com/features/physics_engine
  128057. * @returns a physics impostor or null
  128058. */
  128059. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  128060. /** Apply a physic impulse to the mesh
  128061. * @param force defines the force to apply
  128062. * @param contactPoint defines where to apply the force
  128063. * @returns the current mesh
  128064. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  128065. */
  128066. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  128067. /**
  128068. * Creates a physic joint between two meshes
  128069. * @param otherMesh defines the other mesh to use
  128070. * @param pivot1 defines the pivot to use on this mesh
  128071. * @param pivot2 defines the pivot to use on the other mesh
  128072. * @param options defines additional options (can be plugin dependent)
  128073. * @returns the current mesh
  128074. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  128075. */
  128076. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  128077. /** @hidden */
  128078. _disposePhysicsObserver: Nullable<Observer<Node>>;
  128079. }
  128080. /**
  128081. * Defines the physics engine scene component responsible to manage a physics engine
  128082. */
  128083. export class PhysicsEngineSceneComponent implements ISceneComponent {
  128084. /**
  128085. * The component name helpful to identify the component in the list of scene components.
  128086. */
  128087. readonly name: string;
  128088. /**
  128089. * The scene the component belongs to.
  128090. */
  128091. scene: Scene;
  128092. /**
  128093. * Creates a new instance of the component for the given scene
  128094. * @param scene Defines the scene to register the component in
  128095. */
  128096. constructor(scene: Scene);
  128097. /**
  128098. * Registers the component in a given scene
  128099. */
  128100. register(): void;
  128101. /**
  128102. * Rebuilds the elements related to this component in case of
  128103. * context lost for instance.
  128104. */
  128105. rebuild(): void;
  128106. /**
  128107. * Disposes the component and the associated ressources
  128108. */
  128109. dispose(): void;
  128110. }
  128111. }
  128112. declare module BABYLON {
  128113. /**
  128114. * A helper for physics simulations
  128115. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128116. */
  128117. export class PhysicsHelper {
  128118. private _scene;
  128119. private _physicsEngine;
  128120. /**
  128121. * Initializes the Physics helper
  128122. * @param scene Babylon.js scene
  128123. */
  128124. constructor(scene: Scene);
  128125. /**
  128126. * Applies a radial explosion impulse
  128127. * @param origin the origin of the explosion
  128128. * @param radiusOrEventOptions the radius or the options of radial explosion
  128129. * @param strength the explosion strength
  128130. * @param falloff possible options: Constant & Linear. Defaults to Constant
  128131. * @returns A physics radial explosion event, or null
  128132. */
  128133. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  128134. /**
  128135. * Applies a radial explosion force
  128136. * @param origin the origin of the explosion
  128137. * @param radiusOrEventOptions the radius or the options of radial explosion
  128138. * @param strength the explosion strength
  128139. * @param falloff possible options: Constant & Linear. Defaults to Constant
  128140. * @returns A physics radial explosion event, or null
  128141. */
  128142. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  128143. /**
  128144. * Creates a gravitational field
  128145. * @param origin the origin of the explosion
  128146. * @param radiusOrEventOptions the radius or the options of radial explosion
  128147. * @param strength the explosion strength
  128148. * @param falloff possible options: Constant & Linear. Defaults to Constant
  128149. * @returns A physics gravitational field event, or null
  128150. */
  128151. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  128152. /**
  128153. * Creates a physics updraft event
  128154. * @param origin the origin of the updraft
  128155. * @param radiusOrEventOptions the radius or the options of the updraft
  128156. * @param strength the strength of the updraft
  128157. * @param height the height of the updraft
  128158. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  128159. * @returns A physics updraft event, or null
  128160. */
  128161. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  128162. /**
  128163. * Creates a physics vortex event
  128164. * @param origin the of the vortex
  128165. * @param radiusOrEventOptions the radius or the options of the vortex
  128166. * @param strength the strength of the vortex
  128167. * @param height the height of the vortex
  128168. * @returns a Physics vortex event, or null
  128169. * A physics vortex event or null
  128170. */
  128171. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  128172. }
  128173. /**
  128174. * Represents a physics radial explosion event
  128175. */
  128176. class PhysicsRadialExplosionEvent {
  128177. private _scene;
  128178. private _options;
  128179. private _sphere;
  128180. private _dataFetched;
  128181. /**
  128182. * Initializes a radial explosioin event
  128183. * @param _scene BabylonJS scene
  128184. * @param _options The options for the vortex event
  128185. */
  128186. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  128187. /**
  128188. * Returns the data related to the radial explosion event (sphere).
  128189. * @returns The radial explosion event data
  128190. */
  128191. getData(): PhysicsRadialExplosionEventData;
  128192. /**
  128193. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  128194. * @param impostor A physics imposter
  128195. * @param origin the origin of the explosion
  128196. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  128197. */
  128198. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  128199. /**
  128200. * Triggers affecterd impostors callbacks
  128201. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  128202. */
  128203. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  128204. /**
  128205. * Disposes the sphere.
  128206. * @param force Specifies if the sphere should be disposed by force
  128207. */
  128208. dispose(force?: boolean): void;
  128209. /*** Helpers ***/
  128210. private _prepareSphere;
  128211. private _intersectsWithSphere;
  128212. }
  128213. /**
  128214. * Represents a gravitational field event
  128215. */
  128216. class PhysicsGravitationalFieldEvent {
  128217. private _physicsHelper;
  128218. private _scene;
  128219. private _origin;
  128220. private _options;
  128221. private _tickCallback;
  128222. private _sphere;
  128223. private _dataFetched;
  128224. /**
  128225. * Initializes the physics gravitational field event
  128226. * @param _physicsHelper A physics helper
  128227. * @param _scene BabylonJS scene
  128228. * @param _origin The origin position of the gravitational field event
  128229. * @param _options The options for the vortex event
  128230. */
  128231. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  128232. /**
  128233. * Returns the data related to the gravitational field event (sphere).
  128234. * @returns A gravitational field event
  128235. */
  128236. getData(): PhysicsGravitationalFieldEventData;
  128237. /**
  128238. * Enables the gravitational field.
  128239. */
  128240. enable(): void;
  128241. /**
  128242. * Disables the gravitational field.
  128243. */
  128244. disable(): void;
  128245. /**
  128246. * Disposes the sphere.
  128247. * @param force The force to dispose from the gravitational field event
  128248. */
  128249. dispose(force?: boolean): void;
  128250. private _tick;
  128251. }
  128252. /**
  128253. * Represents a physics updraft event
  128254. */
  128255. class PhysicsUpdraftEvent {
  128256. private _scene;
  128257. private _origin;
  128258. private _options;
  128259. private _physicsEngine;
  128260. private _originTop;
  128261. private _originDirection;
  128262. private _tickCallback;
  128263. private _cylinder;
  128264. private _cylinderPosition;
  128265. private _dataFetched;
  128266. /**
  128267. * Initializes the physics updraft event
  128268. * @param _scene BabylonJS scene
  128269. * @param _origin The origin position of the updraft
  128270. * @param _options The options for the updraft event
  128271. */
  128272. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  128273. /**
  128274. * Returns the data related to the updraft event (cylinder).
  128275. * @returns A physics updraft event
  128276. */
  128277. getData(): PhysicsUpdraftEventData;
  128278. /**
  128279. * Enables the updraft.
  128280. */
  128281. enable(): void;
  128282. /**
  128283. * Disables the updraft.
  128284. */
  128285. disable(): void;
  128286. /**
  128287. * Disposes the cylinder.
  128288. * @param force Specifies if the updraft should be disposed by force
  128289. */
  128290. dispose(force?: boolean): void;
  128291. private getImpostorHitData;
  128292. private _tick;
  128293. /*** Helpers ***/
  128294. private _prepareCylinder;
  128295. private _intersectsWithCylinder;
  128296. }
  128297. /**
  128298. * Represents a physics vortex event
  128299. */
  128300. class PhysicsVortexEvent {
  128301. private _scene;
  128302. private _origin;
  128303. private _options;
  128304. private _physicsEngine;
  128305. private _originTop;
  128306. private _tickCallback;
  128307. private _cylinder;
  128308. private _cylinderPosition;
  128309. private _dataFetched;
  128310. /**
  128311. * Initializes the physics vortex event
  128312. * @param _scene The BabylonJS scene
  128313. * @param _origin The origin position of the vortex
  128314. * @param _options The options for the vortex event
  128315. */
  128316. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  128317. /**
  128318. * Returns the data related to the vortex event (cylinder).
  128319. * @returns The physics vortex event data
  128320. */
  128321. getData(): PhysicsVortexEventData;
  128322. /**
  128323. * Enables the vortex.
  128324. */
  128325. enable(): void;
  128326. /**
  128327. * Disables the cortex.
  128328. */
  128329. disable(): void;
  128330. /**
  128331. * Disposes the sphere.
  128332. * @param force
  128333. */
  128334. dispose(force?: boolean): void;
  128335. private getImpostorHitData;
  128336. private _tick;
  128337. /*** Helpers ***/
  128338. private _prepareCylinder;
  128339. private _intersectsWithCylinder;
  128340. }
  128341. /**
  128342. * Options fot the radial explosion event
  128343. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128344. */
  128345. export class PhysicsRadialExplosionEventOptions {
  128346. /**
  128347. * The radius of the sphere for the radial explosion.
  128348. */
  128349. radius: number;
  128350. /**
  128351. * The strenth of the explosion.
  128352. */
  128353. strength: number;
  128354. /**
  128355. * The strenght of the force in correspondence to the distance of the affected object
  128356. */
  128357. falloff: PhysicsRadialImpulseFalloff;
  128358. /**
  128359. * Sphere options for the radial explosion.
  128360. */
  128361. sphere: {
  128362. segments: number;
  128363. diameter: number;
  128364. };
  128365. /**
  128366. * Sphere options for the radial explosion.
  128367. */
  128368. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  128369. }
  128370. /**
  128371. * Options fot the updraft event
  128372. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128373. */
  128374. export class PhysicsUpdraftEventOptions {
  128375. /**
  128376. * The radius of the cylinder for the vortex
  128377. */
  128378. radius: number;
  128379. /**
  128380. * The strenth of the updraft.
  128381. */
  128382. strength: number;
  128383. /**
  128384. * The height of the cylinder for the updraft.
  128385. */
  128386. height: number;
  128387. /**
  128388. * The mode for the the updraft.
  128389. */
  128390. updraftMode: PhysicsUpdraftMode;
  128391. }
  128392. /**
  128393. * Options fot the vortex event
  128394. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128395. */
  128396. export class PhysicsVortexEventOptions {
  128397. /**
  128398. * The radius of the cylinder for the vortex
  128399. */
  128400. radius: number;
  128401. /**
  128402. * The strenth of the vortex.
  128403. */
  128404. strength: number;
  128405. /**
  128406. * The height of the cylinder for the vortex.
  128407. */
  128408. height: number;
  128409. /**
  128410. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  128411. */
  128412. centripetalForceThreshold: number;
  128413. /**
  128414. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  128415. */
  128416. centripetalForceMultiplier: number;
  128417. /**
  128418. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  128419. */
  128420. centrifugalForceMultiplier: number;
  128421. /**
  128422. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  128423. */
  128424. updraftForceMultiplier: number;
  128425. }
  128426. /**
  128427. * The strenght of the force in correspondence to the distance of the affected object
  128428. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128429. */
  128430. export enum PhysicsRadialImpulseFalloff {
  128431. /** Defines that impulse is constant in strength across it's whole radius */
  128432. Constant = 0,
  128433. /** Defines that impulse gets weaker if it's further from the origin */
  128434. Linear = 1
  128435. }
  128436. /**
  128437. * The strength of the force in correspondence to the distance of the affected object
  128438. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128439. */
  128440. export enum PhysicsUpdraftMode {
  128441. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  128442. Center = 0,
  128443. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  128444. Perpendicular = 1
  128445. }
  128446. /**
  128447. * Interface for a physics hit data
  128448. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128449. */
  128450. export interface PhysicsHitData {
  128451. /**
  128452. * The force applied at the contact point
  128453. */
  128454. force: Vector3;
  128455. /**
  128456. * The contact point
  128457. */
  128458. contactPoint: Vector3;
  128459. /**
  128460. * The distance from the origin to the contact point
  128461. */
  128462. distanceFromOrigin: number;
  128463. }
  128464. /**
  128465. * Interface for radial explosion event data
  128466. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128467. */
  128468. export interface PhysicsRadialExplosionEventData {
  128469. /**
  128470. * A sphere used for the radial explosion event
  128471. */
  128472. sphere: Mesh;
  128473. }
  128474. /**
  128475. * Interface for gravitational field event data
  128476. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128477. */
  128478. export interface PhysicsGravitationalFieldEventData {
  128479. /**
  128480. * A sphere mesh used for the gravitational field event
  128481. */
  128482. sphere: Mesh;
  128483. }
  128484. /**
  128485. * Interface for updraft event data
  128486. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128487. */
  128488. export interface PhysicsUpdraftEventData {
  128489. /**
  128490. * A cylinder used for the updraft event
  128491. */
  128492. cylinder: Mesh;
  128493. }
  128494. /**
  128495. * Interface for vortex event data
  128496. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128497. */
  128498. export interface PhysicsVortexEventData {
  128499. /**
  128500. * A cylinder used for the vortex event
  128501. */
  128502. cylinder: Mesh;
  128503. }
  128504. /**
  128505. * Interface for an affected physics impostor
  128506. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128507. */
  128508. export interface PhysicsAffectedImpostorWithData {
  128509. /**
  128510. * The impostor affected by the effect
  128511. */
  128512. impostor: PhysicsImpostor;
  128513. /**
  128514. * The data about the hit/horce from the explosion
  128515. */
  128516. hitData: PhysicsHitData;
  128517. }
  128518. }
  128519. declare module BABYLON {
  128520. /** @hidden */
  128521. export var blackAndWhitePixelShader: {
  128522. name: string;
  128523. shader: string;
  128524. };
  128525. }
  128526. declare module BABYLON {
  128527. /**
  128528. * Post process used to render in black and white
  128529. */
  128530. export class BlackAndWhitePostProcess extends PostProcess {
  128531. /**
  128532. * Linear about to convert he result to black and white (default: 1)
  128533. */
  128534. degree: number;
  128535. /**
  128536. * Creates a black and white post process
  128537. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  128538. * @param name The name of the effect.
  128539. * @param options The required width/height ratio to downsize to before computing the render pass.
  128540. * @param camera The camera to apply the render pass to.
  128541. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128542. * @param engine The engine which the post process will be applied. (default: current engine)
  128543. * @param reusable If the post process can be reused on the same frame. (default: false)
  128544. */
  128545. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128546. }
  128547. }
  128548. declare module BABYLON {
  128549. /**
  128550. * This represents a set of one or more post processes in Babylon.
  128551. * A post process can be used to apply a shader to a texture after it is rendered.
  128552. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128553. */
  128554. export class PostProcessRenderEffect {
  128555. private _postProcesses;
  128556. private _getPostProcesses;
  128557. private _singleInstance;
  128558. private _cameras;
  128559. private _indicesForCamera;
  128560. /**
  128561. * Name of the effect
  128562. * @hidden
  128563. */
  128564. _name: string;
  128565. /**
  128566. * Instantiates a post process render effect.
  128567. * A post process can be used to apply a shader to a texture after it is rendered.
  128568. * @param engine The engine the effect is tied to
  128569. * @param name The name of the effect
  128570. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  128571. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  128572. */
  128573. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  128574. /**
  128575. * Checks if all the post processes in the effect are supported.
  128576. */
  128577. readonly isSupported: boolean;
  128578. /**
  128579. * Updates the current state of the effect
  128580. * @hidden
  128581. */
  128582. _update(): void;
  128583. /**
  128584. * Attaches the effect on cameras
  128585. * @param cameras The camera to attach to.
  128586. * @hidden
  128587. */
  128588. _attachCameras(cameras: Camera): void;
  128589. /**
  128590. * Attaches the effect on cameras
  128591. * @param cameras The camera to attach to.
  128592. * @hidden
  128593. */
  128594. _attachCameras(cameras: Camera[]): void;
  128595. /**
  128596. * Detaches the effect on cameras
  128597. * @param cameras The camera to detatch from.
  128598. * @hidden
  128599. */
  128600. _detachCameras(cameras: Camera): void;
  128601. /**
  128602. * Detatches the effect on cameras
  128603. * @param cameras The camera to detatch from.
  128604. * @hidden
  128605. */
  128606. _detachCameras(cameras: Camera[]): void;
  128607. /**
  128608. * Enables the effect on given cameras
  128609. * @param cameras The camera to enable.
  128610. * @hidden
  128611. */
  128612. _enable(cameras: Camera): void;
  128613. /**
  128614. * Enables the effect on given cameras
  128615. * @param cameras The camera to enable.
  128616. * @hidden
  128617. */
  128618. _enable(cameras: Nullable<Camera[]>): void;
  128619. /**
  128620. * Disables the effect on the given cameras
  128621. * @param cameras The camera to disable.
  128622. * @hidden
  128623. */
  128624. _disable(cameras: Camera): void;
  128625. /**
  128626. * Disables the effect on the given cameras
  128627. * @param cameras The camera to disable.
  128628. * @hidden
  128629. */
  128630. _disable(cameras: Nullable<Camera[]>): void;
  128631. /**
  128632. * Gets a list of the post processes contained in the effect.
  128633. * @param camera The camera to get the post processes on.
  128634. * @returns The list of the post processes in the effect.
  128635. */
  128636. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  128637. }
  128638. }
  128639. declare module BABYLON {
  128640. /** @hidden */
  128641. export var extractHighlightsPixelShader: {
  128642. name: string;
  128643. shader: string;
  128644. };
  128645. }
  128646. declare module BABYLON {
  128647. /**
  128648. * 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.
  128649. */
  128650. export class ExtractHighlightsPostProcess extends PostProcess {
  128651. /**
  128652. * The luminance threshold, pixels below this value will be set to black.
  128653. */
  128654. threshold: number;
  128655. /** @hidden */
  128656. _exposure: number;
  128657. /**
  128658. * Post process which has the input texture to be used when performing highlight extraction
  128659. * @hidden
  128660. */
  128661. _inputPostProcess: Nullable<PostProcess>;
  128662. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128663. }
  128664. }
  128665. declare module BABYLON {
  128666. /** @hidden */
  128667. export var bloomMergePixelShader: {
  128668. name: string;
  128669. shader: string;
  128670. };
  128671. }
  128672. declare module BABYLON {
  128673. /**
  128674. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  128675. */
  128676. export class BloomMergePostProcess extends PostProcess {
  128677. /** Weight of the bloom to be added to the original input. */
  128678. weight: number;
  128679. /**
  128680. * Creates a new instance of @see BloomMergePostProcess
  128681. * @param name The name of the effect.
  128682. * @param originalFromInput Post process which's input will be used for the merge.
  128683. * @param blurred Blurred highlights post process which's output will be used.
  128684. * @param weight Weight of the bloom to be added to the original input.
  128685. * @param options The required width/height ratio to downsize to before computing the render pass.
  128686. * @param camera The camera to apply the render pass to.
  128687. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128688. * @param engine The engine which the post process will be applied. (default: current engine)
  128689. * @param reusable If the post process can be reused on the same frame. (default: false)
  128690. * @param textureType Type of textures used when performing the post process. (default: 0)
  128691. * @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)
  128692. */
  128693. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  128694. /** Weight of the bloom to be added to the original input. */
  128695. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128696. }
  128697. }
  128698. declare module BABYLON {
  128699. /**
  128700. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  128701. */
  128702. export class BloomEffect extends PostProcessRenderEffect {
  128703. private bloomScale;
  128704. /**
  128705. * @hidden Internal
  128706. */
  128707. _effects: Array<PostProcess>;
  128708. /**
  128709. * @hidden Internal
  128710. */
  128711. _downscale: ExtractHighlightsPostProcess;
  128712. private _blurX;
  128713. private _blurY;
  128714. private _merge;
  128715. /**
  128716. * The luminance threshold to find bright areas of the image to bloom.
  128717. */
  128718. threshold: number;
  128719. /**
  128720. * The strength of the bloom.
  128721. */
  128722. weight: number;
  128723. /**
  128724. * Specifies the size of the bloom blur kernel, relative to the final output size
  128725. */
  128726. kernel: number;
  128727. /**
  128728. * Creates a new instance of @see BloomEffect
  128729. * @param scene The scene the effect belongs to.
  128730. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  128731. * @param bloomKernel The size of the kernel to be used when applying the blur.
  128732. * @param bloomWeight The the strength of bloom.
  128733. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  128734. * @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)
  128735. */
  128736. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  128737. /**
  128738. * Disposes each of the internal effects for a given camera.
  128739. * @param camera The camera to dispose the effect on.
  128740. */
  128741. disposeEffects(camera: Camera): void;
  128742. /**
  128743. * @hidden Internal
  128744. */
  128745. _updateEffects(): void;
  128746. /**
  128747. * Internal
  128748. * @returns if all the contained post processes are ready.
  128749. * @hidden
  128750. */
  128751. _isReady(): boolean;
  128752. }
  128753. }
  128754. declare module BABYLON {
  128755. /** @hidden */
  128756. export var chromaticAberrationPixelShader: {
  128757. name: string;
  128758. shader: string;
  128759. };
  128760. }
  128761. declare module BABYLON {
  128762. /**
  128763. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  128764. */
  128765. export class ChromaticAberrationPostProcess extends PostProcess {
  128766. /**
  128767. * The amount of seperation of rgb channels (default: 30)
  128768. */
  128769. aberrationAmount: number;
  128770. /**
  128771. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  128772. */
  128773. radialIntensity: number;
  128774. /**
  128775. * 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))
  128776. */
  128777. direction: Vector2;
  128778. /**
  128779. * 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))
  128780. */
  128781. centerPosition: Vector2;
  128782. /**
  128783. * Creates a new instance ChromaticAberrationPostProcess
  128784. * @param name The name of the effect.
  128785. * @param screenWidth The width of the screen to apply the effect on.
  128786. * @param screenHeight The height of the screen to apply the effect on.
  128787. * @param options The required width/height ratio to downsize to before computing the render pass.
  128788. * @param camera The camera to apply the render pass to.
  128789. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128790. * @param engine The engine which the post process will be applied. (default: current engine)
  128791. * @param reusable If the post process can be reused on the same frame. (default: false)
  128792. * @param textureType Type of textures used when performing the post process. (default: 0)
  128793. * @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)
  128794. */
  128795. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128796. }
  128797. }
  128798. declare module BABYLON {
  128799. /** @hidden */
  128800. export var circleOfConfusionPixelShader: {
  128801. name: string;
  128802. shader: string;
  128803. };
  128804. }
  128805. declare module BABYLON {
  128806. /**
  128807. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  128808. */
  128809. export class CircleOfConfusionPostProcess extends PostProcess {
  128810. /**
  128811. * 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.
  128812. */
  128813. lensSize: number;
  128814. /**
  128815. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  128816. */
  128817. fStop: number;
  128818. /**
  128819. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  128820. */
  128821. focusDistance: number;
  128822. /**
  128823. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  128824. */
  128825. focalLength: number;
  128826. private _depthTexture;
  128827. /**
  128828. * Creates a new instance CircleOfConfusionPostProcess
  128829. * @param name The name of the effect.
  128830. * @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.
  128831. * @param options The required width/height ratio to downsize to before computing the render pass.
  128832. * @param camera The camera to apply the render pass to.
  128833. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128834. * @param engine The engine which the post process will be applied. (default: current engine)
  128835. * @param reusable If the post process can be reused on the same frame. (default: false)
  128836. * @param textureType Type of textures used when performing the post process. (default: 0)
  128837. * @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)
  128838. */
  128839. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128840. /**
  128841. * 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.
  128842. */
  128843. depthTexture: RenderTargetTexture;
  128844. }
  128845. }
  128846. declare module BABYLON {
  128847. /** @hidden */
  128848. export var colorCorrectionPixelShader: {
  128849. name: string;
  128850. shader: string;
  128851. };
  128852. }
  128853. declare module BABYLON {
  128854. /**
  128855. *
  128856. * This post-process allows the modification of rendered colors by using
  128857. * a 'look-up table' (LUT). This effect is also called Color Grading.
  128858. *
  128859. * The object needs to be provided an url to a texture containing the color
  128860. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  128861. * Use an image editing software to tweak the LUT to match your needs.
  128862. *
  128863. * For an example of a color LUT, see here:
  128864. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  128865. * For explanations on color grading, see here:
  128866. * @see http://udn.epicgames.com/Three/ColorGrading.html
  128867. *
  128868. */
  128869. export class ColorCorrectionPostProcess extends PostProcess {
  128870. private _colorTableTexture;
  128871. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128872. }
  128873. }
  128874. declare module BABYLON {
  128875. /** @hidden */
  128876. export var convolutionPixelShader: {
  128877. name: string;
  128878. shader: string;
  128879. };
  128880. }
  128881. declare module BABYLON {
  128882. /**
  128883. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  128884. * input texture to perform effects such as edge detection or sharpening
  128885. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  128886. */
  128887. export class ConvolutionPostProcess extends PostProcess {
  128888. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  128889. kernel: number[];
  128890. /**
  128891. * Creates a new instance ConvolutionPostProcess
  128892. * @param name The name of the effect.
  128893. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  128894. * @param options The required width/height ratio to downsize to before computing the render pass.
  128895. * @param camera The camera to apply the render pass to.
  128896. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128897. * @param engine The engine which the post process will be applied. (default: current engine)
  128898. * @param reusable If the post process can be reused on the same frame. (default: false)
  128899. * @param textureType Type of textures used when performing the post process. (default: 0)
  128900. */
  128901. constructor(name: string,
  128902. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  128903. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  128904. /**
  128905. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128906. */
  128907. static EdgeDetect0Kernel: number[];
  128908. /**
  128909. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128910. */
  128911. static EdgeDetect1Kernel: number[];
  128912. /**
  128913. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128914. */
  128915. static EdgeDetect2Kernel: number[];
  128916. /**
  128917. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128918. */
  128919. static SharpenKernel: number[];
  128920. /**
  128921. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128922. */
  128923. static EmbossKernel: number[];
  128924. /**
  128925. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128926. */
  128927. static GaussianKernel: number[];
  128928. }
  128929. }
  128930. declare module BABYLON {
  128931. /**
  128932. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  128933. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  128934. * based on samples that have a large difference in distance than the center pixel.
  128935. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  128936. */
  128937. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  128938. direction: Vector2;
  128939. /**
  128940. * Creates a new instance CircleOfConfusionPostProcess
  128941. * @param name The name of the effect.
  128942. * @param scene The scene the effect belongs to.
  128943. * @param direction The direction the blur should be applied.
  128944. * @param kernel The size of the kernel used to blur.
  128945. * @param options The required width/height ratio to downsize to before computing the render pass.
  128946. * @param camera The camera to apply the render pass to.
  128947. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  128948. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  128949. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128950. * @param engine The engine which the post process will be applied. (default: current engine)
  128951. * @param reusable If the post process can be reused on the same frame. (default: false)
  128952. * @param textureType Type of textures used when performing the post process. (default: 0)
  128953. * @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)
  128954. */
  128955. 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);
  128956. }
  128957. }
  128958. declare module BABYLON {
  128959. /** @hidden */
  128960. export var depthOfFieldMergePixelShader: {
  128961. name: string;
  128962. shader: string;
  128963. };
  128964. }
  128965. declare module BABYLON {
  128966. /**
  128967. * Options to be set when merging outputs from the default pipeline.
  128968. */
  128969. export class DepthOfFieldMergePostProcessOptions {
  128970. /**
  128971. * The original image to merge on top of
  128972. */
  128973. originalFromInput: PostProcess;
  128974. /**
  128975. * Parameters to perform the merge of the depth of field effect
  128976. */
  128977. depthOfField?: {
  128978. circleOfConfusion: PostProcess;
  128979. blurSteps: Array<PostProcess>;
  128980. };
  128981. /**
  128982. * Parameters to perform the merge of bloom effect
  128983. */
  128984. bloom?: {
  128985. blurred: PostProcess;
  128986. weight: number;
  128987. };
  128988. }
  128989. /**
  128990. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  128991. */
  128992. export class DepthOfFieldMergePostProcess extends PostProcess {
  128993. private blurSteps;
  128994. /**
  128995. * Creates a new instance of DepthOfFieldMergePostProcess
  128996. * @param name The name of the effect.
  128997. * @param originalFromInput Post process which's input will be used for the merge.
  128998. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  128999. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  129000. * @param options The required width/height ratio to downsize to before computing the render pass.
  129001. * @param camera The camera to apply the render pass to.
  129002. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129003. * @param engine The engine which the post process will be applied. (default: current engine)
  129004. * @param reusable If the post process can be reused on the same frame. (default: false)
  129005. * @param textureType Type of textures used when performing the post process. (default: 0)
  129006. * @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)
  129007. */
  129008. 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);
  129009. /**
  129010. * Updates the effect with the current post process compile time values and recompiles the shader.
  129011. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  129012. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  129013. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  129014. * @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
  129015. * @param onCompiled Called when the shader has been compiled.
  129016. * @param onError Called if there is an error when compiling a shader.
  129017. */
  129018. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  129019. }
  129020. }
  129021. declare module BABYLON {
  129022. /**
  129023. * Specifies the level of max blur that should be applied when using the depth of field effect
  129024. */
  129025. export enum DepthOfFieldEffectBlurLevel {
  129026. /**
  129027. * Subtle blur
  129028. */
  129029. Low = 0,
  129030. /**
  129031. * Medium blur
  129032. */
  129033. Medium = 1,
  129034. /**
  129035. * Large blur
  129036. */
  129037. High = 2
  129038. }
  129039. /**
  129040. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  129041. */
  129042. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  129043. private _circleOfConfusion;
  129044. /**
  129045. * @hidden Internal, blurs from high to low
  129046. */
  129047. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  129048. private _depthOfFieldBlurY;
  129049. private _dofMerge;
  129050. /**
  129051. * @hidden Internal post processes in depth of field effect
  129052. */
  129053. _effects: Array<PostProcess>;
  129054. /**
  129055. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  129056. */
  129057. focalLength: number;
  129058. /**
  129059. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  129060. */
  129061. fStop: number;
  129062. /**
  129063. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  129064. */
  129065. focusDistance: number;
  129066. /**
  129067. * 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.
  129068. */
  129069. lensSize: number;
  129070. /**
  129071. * Creates a new instance DepthOfFieldEffect
  129072. * @param scene The scene the effect belongs to.
  129073. * @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.
  129074. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  129075. * @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)
  129076. */
  129077. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  129078. /**
  129079. * Get the current class name of the current effet
  129080. * @returns "DepthOfFieldEffect"
  129081. */
  129082. getClassName(): string;
  129083. /**
  129084. * 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.
  129085. */
  129086. depthTexture: RenderTargetTexture;
  129087. /**
  129088. * Disposes each of the internal effects for a given camera.
  129089. * @param camera The camera to dispose the effect on.
  129090. */
  129091. disposeEffects(camera: Camera): void;
  129092. /**
  129093. * @hidden Internal
  129094. */
  129095. _updateEffects(): void;
  129096. /**
  129097. * Internal
  129098. * @returns if all the contained post processes are ready.
  129099. * @hidden
  129100. */
  129101. _isReady(): boolean;
  129102. }
  129103. }
  129104. declare module BABYLON {
  129105. /** @hidden */
  129106. export var displayPassPixelShader: {
  129107. name: string;
  129108. shader: string;
  129109. };
  129110. }
  129111. declare module BABYLON {
  129112. /**
  129113. * DisplayPassPostProcess which produces an output the same as it's input
  129114. */
  129115. export class DisplayPassPostProcess extends PostProcess {
  129116. /**
  129117. * Creates the DisplayPassPostProcess
  129118. * @param name The name of the effect.
  129119. * @param options The required width/height ratio to downsize to before computing the render pass.
  129120. * @param camera The camera to apply the render pass to.
  129121. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129122. * @param engine The engine which the post process will be applied. (default: current engine)
  129123. * @param reusable If the post process can be reused on the same frame. (default: false)
  129124. */
  129125. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129126. }
  129127. }
  129128. declare module BABYLON {
  129129. /** @hidden */
  129130. export var filterPixelShader: {
  129131. name: string;
  129132. shader: string;
  129133. };
  129134. }
  129135. declare module BABYLON {
  129136. /**
  129137. * Applies a kernel filter to the image
  129138. */
  129139. export class FilterPostProcess extends PostProcess {
  129140. /** The matrix to be applied to the image */
  129141. kernelMatrix: Matrix;
  129142. /**
  129143. *
  129144. * @param name The name of the effect.
  129145. * @param kernelMatrix The matrix to be applied to the image
  129146. * @param options The required width/height ratio to downsize to before computing the render pass.
  129147. * @param camera The camera to apply the render pass to.
  129148. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129149. * @param engine The engine which the post process will be applied. (default: current engine)
  129150. * @param reusable If the post process can be reused on the same frame. (default: false)
  129151. */
  129152. constructor(name: string,
  129153. /** The matrix to be applied to the image */
  129154. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129155. }
  129156. }
  129157. declare module BABYLON {
  129158. /** @hidden */
  129159. export var fxaaPixelShader: {
  129160. name: string;
  129161. shader: string;
  129162. };
  129163. }
  129164. declare module BABYLON {
  129165. /** @hidden */
  129166. export var fxaaVertexShader: {
  129167. name: string;
  129168. shader: string;
  129169. };
  129170. }
  129171. declare module BABYLON {
  129172. /**
  129173. * Fxaa post process
  129174. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  129175. */
  129176. export class FxaaPostProcess extends PostProcess {
  129177. /** @hidden */
  129178. texelWidth: number;
  129179. /** @hidden */
  129180. texelHeight: number;
  129181. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129182. private _getDefines;
  129183. }
  129184. }
  129185. declare module BABYLON {
  129186. /** @hidden */
  129187. export var grainPixelShader: {
  129188. name: string;
  129189. shader: string;
  129190. };
  129191. }
  129192. declare module BABYLON {
  129193. /**
  129194. * The GrainPostProcess adds noise to the image at mid luminance levels
  129195. */
  129196. export class GrainPostProcess extends PostProcess {
  129197. /**
  129198. * The intensity of the grain added (default: 30)
  129199. */
  129200. intensity: number;
  129201. /**
  129202. * If the grain should be randomized on every frame
  129203. */
  129204. animated: boolean;
  129205. /**
  129206. * Creates a new instance of @see GrainPostProcess
  129207. * @param name The name of the effect.
  129208. * @param options The required width/height ratio to downsize to before computing the render pass.
  129209. * @param camera The camera to apply the render pass to.
  129210. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129211. * @param engine The engine which the post process will be applied. (default: current engine)
  129212. * @param reusable If the post process can be reused on the same frame. (default: false)
  129213. * @param textureType Type of textures used when performing the post process. (default: 0)
  129214. * @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)
  129215. */
  129216. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129217. }
  129218. }
  129219. declare module BABYLON {
  129220. /** @hidden */
  129221. export var highlightsPixelShader: {
  129222. name: string;
  129223. shader: string;
  129224. };
  129225. }
  129226. declare module BABYLON {
  129227. /**
  129228. * Extracts highlights from the image
  129229. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  129230. */
  129231. export class HighlightsPostProcess extends PostProcess {
  129232. /**
  129233. * Extracts highlights from the image
  129234. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  129235. * @param name The name of the effect.
  129236. * @param options The required width/height ratio to downsize to before computing the render pass.
  129237. * @param camera The camera to apply the render pass to.
  129238. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129239. * @param engine The engine which the post process will be applied. (default: current engine)
  129240. * @param reusable If the post process can be reused on the same frame. (default: false)
  129241. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  129242. */
  129243. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129244. }
  129245. }
  129246. declare module BABYLON {
  129247. /** @hidden */
  129248. export var mrtFragmentDeclaration: {
  129249. name: string;
  129250. shader: string;
  129251. };
  129252. }
  129253. declare module BABYLON {
  129254. /** @hidden */
  129255. export var geometryPixelShader: {
  129256. name: string;
  129257. shader: string;
  129258. };
  129259. }
  129260. declare module BABYLON {
  129261. /** @hidden */
  129262. export var geometryVertexShader: {
  129263. name: string;
  129264. shader: string;
  129265. };
  129266. }
  129267. declare module BABYLON {
  129268. /** @hidden */
  129269. interface ISavedTransformationMatrix {
  129270. world: Matrix;
  129271. viewProjection: Matrix;
  129272. }
  129273. /**
  129274. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  129275. */
  129276. export class GeometryBufferRenderer {
  129277. /**
  129278. * Constant used to retrieve the position texture index in the G-Buffer textures array
  129279. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  129280. */
  129281. static readonly POSITION_TEXTURE_TYPE: number;
  129282. /**
  129283. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  129284. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  129285. */
  129286. static readonly VELOCITY_TEXTURE_TYPE: number;
  129287. /**
  129288. * Dictionary used to store the previous transformation matrices of each rendered mesh
  129289. * in order to compute objects velocities when enableVelocity is set to "true"
  129290. * @hidden
  129291. */
  129292. _previousTransformationMatrices: {
  129293. [index: number]: ISavedTransformationMatrix;
  129294. };
  129295. /**
  129296. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  129297. * in order to compute objects velocities when enableVelocity is set to "true"
  129298. * @hidden
  129299. */
  129300. _previousBonesTransformationMatrices: {
  129301. [index: number]: Float32Array;
  129302. };
  129303. /**
  129304. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  129305. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  129306. */
  129307. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  129308. private _scene;
  129309. private _multiRenderTarget;
  129310. private _ratio;
  129311. private _enablePosition;
  129312. private _enableVelocity;
  129313. private _positionIndex;
  129314. private _velocityIndex;
  129315. protected _effect: Effect;
  129316. protected _cachedDefines: string;
  129317. /**
  129318. * Set the render list (meshes to be rendered) used in the G buffer.
  129319. */
  129320. renderList: Mesh[];
  129321. /**
  129322. * Gets wether or not G buffer are supported by the running hardware.
  129323. * This requires draw buffer supports
  129324. */
  129325. readonly isSupported: boolean;
  129326. /**
  129327. * Returns the index of the given texture type in the G-Buffer textures array
  129328. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  129329. * @returns the index of the given texture type in the G-Buffer textures array
  129330. */
  129331. getTextureIndex(textureType: number): number;
  129332. /**
  129333. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  129334. */
  129335. /**
  129336. * Sets whether or not objects positions are enabled for the G buffer.
  129337. */
  129338. enablePosition: boolean;
  129339. /**
  129340. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  129341. */
  129342. /**
  129343. * Sets wether or not objects velocities are enabled for the G buffer.
  129344. */
  129345. enableVelocity: boolean;
  129346. /**
  129347. * Gets the scene associated with the buffer.
  129348. */
  129349. readonly scene: Scene;
  129350. /**
  129351. * Gets the ratio used by the buffer during its creation.
  129352. * How big is the buffer related to the main canvas.
  129353. */
  129354. readonly ratio: number;
  129355. /** @hidden */
  129356. static _SceneComponentInitialization: (scene: Scene) => void;
  129357. /**
  129358. * Creates a new G Buffer for the scene
  129359. * @param scene The scene the buffer belongs to
  129360. * @param ratio How big is the buffer related to the main canvas.
  129361. */
  129362. constructor(scene: Scene, ratio?: number);
  129363. /**
  129364. * Checks wether everything is ready to render a submesh to the G buffer.
  129365. * @param subMesh the submesh to check readiness for
  129366. * @param useInstances is the mesh drawn using instance or not
  129367. * @returns true if ready otherwise false
  129368. */
  129369. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  129370. /**
  129371. * Gets the current underlying G Buffer.
  129372. * @returns the buffer
  129373. */
  129374. getGBuffer(): MultiRenderTarget;
  129375. /**
  129376. * Gets the number of samples used to render the buffer (anti aliasing).
  129377. */
  129378. /**
  129379. * Sets the number of samples used to render the buffer (anti aliasing).
  129380. */
  129381. samples: number;
  129382. /**
  129383. * Disposes the renderer and frees up associated resources.
  129384. */
  129385. dispose(): void;
  129386. protected _createRenderTargets(): void;
  129387. private _copyBonesTransformationMatrices;
  129388. }
  129389. }
  129390. declare module BABYLON {
  129391. interface Scene {
  129392. /** @hidden (Backing field) */
  129393. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  129394. /**
  129395. * Gets or Sets the current geometry buffer associated to the scene.
  129396. */
  129397. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  129398. /**
  129399. * Enables a GeometryBufferRender and associates it with the scene
  129400. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  129401. * @returns the GeometryBufferRenderer
  129402. */
  129403. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  129404. /**
  129405. * Disables the GeometryBufferRender associated with the scene
  129406. */
  129407. disableGeometryBufferRenderer(): void;
  129408. }
  129409. /**
  129410. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  129411. * in several rendering techniques.
  129412. */
  129413. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  129414. /**
  129415. * The component name helpful to identify the component in the list of scene components.
  129416. */
  129417. readonly name: string;
  129418. /**
  129419. * The scene the component belongs to.
  129420. */
  129421. scene: Scene;
  129422. /**
  129423. * Creates a new instance of the component for the given scene
  129424. * @param scene Defines the scene to register the component in
  129425. */
  129426. constructor(scene: Scene);
  129427. /**
  129428. * Registers the component in a given scene
  129429. */
  129430. register(): void;
  129431. /**
  129432. * Rebuilds the elements related to this component in case of
  129433. * context lost for instance.
  129434. */
  129435. rebuild(): void;
  129436. /**
  129437. * Disposes the component and the associated ressources
  129438. */
  129439. dispose(): void;
  129440. private _gatherRenderTargets;
  129441. }
  129442. }
  129443. declare module BABYLON {
  129444. /** @hidden */
  129445. export var motionBlurPixelShader: {
  129446. name: string;
  129447. shader: string;
  129448. };
  129449. }
  129450. declare module BABYLON {
  129451. /**
  129452. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  129453. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  129454. * As an example, all you have to do is to create the post-process:
  129455. * var mb = new BABYLON.MotionBlurPostProcess(
  129456. * 'mb', // The name of the effect.
  129457. * scene, // The scene containing the objects to blur according to their velocity.
  129458. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  129459. * camera // The camera to apply the render pass to.
  129460. * );
  129461. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  129462. */
  129463. export class MotionBlurPostProcess extends PostProcess {
  129464. /**
  129465. * Defines how much the image is blurred by the movement. Default value is equal to 1
  129466. */
  129467. motionStrength: number;
  129468. /**
  129469. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  129470. */
  129471. /**
  129472. * Sets the number of iterations to be used for motion blur quality
  129473. */
  129474. motionBlurSamples: number;
  129475. private _motionBlurSamples;
  129476. private _geometryBufferRenderer;
  129477. /**
  129478. * Creates a new instance MotionBlurPostProcess
  129479. * @param name The name of the effect.
  129480. * @param scene The scene containing the objects to blur according to their velocity.
  129481. * @param options The required width/height ratio to downsize to before computing the render pass.
  129482. * @param camera The camera to apply the render pass to.
  129483. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129484. * @param engine The engine which the post process will be applied. (default: current engine)
  129485. * @param reusable If the post process can be reused on the same frame. (default: false)
  129486. * @param textureType Type of textures used when performing the post process. (default: 0)
  129487. * @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)
  129488. */
  129489. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129490. /**
  129491. * Excludes the given skinned mesh from computing bones velocities.
  129492. * 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.
  129493. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  129494. */
  129495. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  129496. /**
  129497. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  129498. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  129499. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  129500. */
  129501. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  129502. /**
  129503. * Disposes the post process.
  129504. * @param camera The camera to dispose the post process on.
  129505. */
  129506. dispose(camera?: Camera): void;
  129507. }
  129508. }
  129509. declare module BABYLON {
  129510. /** @hidden */
  129511. export var refractionPixelShader: {
  129512. name: string;
  129513. shader: string;
  129514. };
  129515. }
  129516. declare module BABYLON {
  129517. /**
  129518. * Post process which applies a refractin texture
  129519. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  129520. */
  129521. export class RefractionPostProcess extends PostProcess {
  129522. /** the base color of the refraction (used to taint the rendering) */
  129523. color: Color3;
  129524. /** simulated refraction depth */
  129525. depth: number;
  129526. /** the coefficient of the base color (0 to remove base color tainting) */
  129527. colorLevel: number;
  129528. private _refTexture;
  129529. private _ownRefractionTexture;
  129530. /**
  129531. * Gets or sets the refraction texture
  129532. * Please note that you are responsible for disposing the texture if you set it manually
  129533. */
  129534. refractionTexture: Texture;
  129535. /**
  129536. * Initializes the RefractionPostProcess
  129537. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  129538. * @param name The name of the effect.
  129539. * @param refractionTextureUrl Url of the refraction texture to use
  129540. * @param color the base color of the refraction (used to taint the rendering)
  129541. * @param depth simulated refraction depth
  129542. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  129543. * @param camera The camera to apply the render pass to.
  129544. * @param options The required width/height ratio to downsize to before computing the render pass.
  129545. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129546. * @param engine The engine which the post process will be applied. (default: current engine)
  129547. * @param reusable If the post process can be reused on the same frame. (default: false)
  129548. */
  129549. constructor(name: string, refractionTextureUrl: string,
  129550. /** the base color of the refraction (used to taint the rendering) */
  129551. color: Color3,
  129552. /** simulated refraction depth */
  129553. depth: number,
  129554. /** the coefficient of the base color (0 to remove base color tainting) */
  129555. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129556. /**
  129557. * Disposes of the post process
  129558. * @param camera Camera to dispose post process on
  129559. */
  129560. dispose(camera: Camera): void;
  129561. }
  129562. }
  129563. declare module BABYLON {
  129564. /** @hidden */
  129565. export var sharpenPixelShader: {
  129566. name: string;
  129567. shader: string;
  129568. };
  129569. }
  129570. declare module BABYLON {
  129571. /**
  129572. * The SharpenPostProcess applies a sharpen kernel to every pixel
  129573. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  129574. */
  129575. export class SharpenPostProcess extends PostProcess {
  129576. /**
  129577. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  129578. */
  129579. colorAmount: number;
  129580. /**
  129581. * How much sharpness should be applied (default: 0.3)
  129582. */
  129583. edgeAmount: number;
  129584. /**
  129585. * Creates a new instance ConvolutionPostProcess
  129586. * @param name The name of the effect.
  129587. * @param options The required width/height ratio to downsize to before computing the render pass.
  129588. * @param camera The camera to apply the render pass to.
  129589. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129590. * @param engine The engine which the post process will be applied. (default: current engine)
  129591. * @param reusable If the post process can be reused on the same frame. (default: false)
  129592. * @param textureType Type of textures used when performing the post process. (default: 0)
  129593. * @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)
  129594. */
  129595. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129596. }
  129597. }
  129598. declare module BABYLON {
  129599. /**
  129600. * PostProcessRenderPipeline
  129601. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129602. */
  129603. export class PostProcessRenderPipeline {
  129604. private engine;
  129605. private _renderEffects;
  129606. private _renderEffectsForIsolatedPass;
  129607. /**
  129608. * List of inspectable custom properties (used by the Inspector)
  129609. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  129610. */
  129611. inspectableCustomProperties: IInspectable[];
  129612. /**
  129613. * @hidden
  129614. */
  129615. protected _cameras: Camera[];
  129616. /** @hidden */
  129617. _name: string;
  129618. /**
  129619. * Gets pipeline name
  129620. */
  129621. readonly name: string;
  129622. /** Gets the list of attached cameras */
  129623. readonly cameras: Camera[];
  129624. /**
  129625. * Initializes a PostProcessRenderPipeline
  129626. * @param engine engine to add the pipeline to
  129627. * @param name name of the pipeline
  129628. */
  129629. constructor(engine: Engine, name: string);
  129630. /**
  129631. * Gets the class name
  129632. * @returns "PostProcessRenderPipeline"
  129633. */
  129634. getClassName(): string;
  129635. /**
  129636. * If all the render effects in the pipeline are supported
  129637. */
  129638. readonly isSupported: boolean;
  129639. /**
  129640. * Adds an effect to the pipeline
  129641. * @param renderEffect the effect to add
  129642. */
  129643. addEffect(renderEffect: PostProcessRenderEffect): void;
  129644. /** @hidden */
  129645. _rebuild(): void;
  129646. /** @hidden */
  129647. _enableEffect(renderEffectName: string, cameras: Camera): void;
  129648. /** @hidden */
  129649. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  129650. /** @hidden */
  129651. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  129652. /** @hidden */
  129653. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  129654. /** @hidden */
  129655. _attachCameras(cameras: Camera, unique: boolean): void;
  129656. /** @hidden */
  129657. _attachCameras(cameras: Camera[], unique: boolean): void;
  129658. /** @hidden */
  129659. _detachCameras(cameras: Camera): void;
  129660. /** @hidden */
  129661. _detachCameras(cameras: Nullable<Camera[]>): void;
  129662. /** @hidden */
  129663. _update(): void;
  129664. /** @hidden */
  129665. _reset(): void;
  129666. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  129667. /**
  129668. * Disposes of the pipeline
  129669. */
  129670. dispose(): void;
  129671. }
  129672. }
  129673. declare module BABYLON {
  129674. /**
  129675. * PostProcessRenderPipelineManager class
  129676. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129677. */
  129678. export class PostProcessRenderPipelineManager {
  129679. private _renderPipelines;
  129680. /**
  129681. * Initializes a PostProcessRenderPipelineManager
  129682. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129683. */
  129684. constructor();
  129685. /**
  129686. * Gets the list of supported render pipelines
  129687. */
  129688. readonly supportedPipelines: PostProcessRenderPipeline[];
  129689. /**
  129690. * Adds a pipeline to the manager
  129691. * @param renderPipeline The pipeline to add
  129692. */
  129693. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  129694. /**
  129695. * Attaches a camera to the pipeline
  129696. * @param renderPipelineName The name of the pipeline to attach to
  129697. * @param cameras the camera to attach
  129698. * @param unique if the camera can be attached multiple times to the pipeline
  129699. */
  129700. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  129701. /**
  129702. * Detaches a camera from the pipeline
  129703. * @param renderPipelineName The name of the pipeline to detach from
  129704. * @param cameras the camera to detach
  129705. */
  129706. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  129707. /**
  129708. * Enables an effect by name on a pipeline
  129709. * @param renderPipelineName the name of the pipeline to enable the effect in
  129710. * @param renderEffectName the name of the effect to enable
  129711. * @param cameras the cameras that the effect should be enabled on
  129712. */
  129713. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  129714. /**
  129715. * Disables an effect by name on a pipeline
  129716. * @param renderPipelineName the name of the pipeline to disable the effect in
  129717. * @param renderEffectName the name of the effect to disable
  129718. * @param cameras the cameras that the effect should be disabled on
  129719. */
  129720. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  129721. /**
  129722. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  129723. */
  129724. update(): void;
  129725. /** @hidden */
  129726. _rebuild(): void;
  129727. /**
  129728. * Disposes of the manager and pipelines
  129729. */
  129730. dispose(): void;
  129731. }
  129732. }
  129733. declare module BABYLON {
  129734. interface Scene {
  129735. /** @hidden (Backing field) */
  129736. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  129737. /**
  129738. * Gets the postprocess render pipeline manager
  129739. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129740. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  129741. */
  129742. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  129743. }
  129744. /**
  129745. * Defines the Render Pipeline scene component responsible to rendering pipelines
  129746. */
  129747. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  129748. /**
  129749. * The component name helpfull to identify the component in the list of scene components.
  129750. */
  129751. readonly name: string;
  129752. /**
  129753. * The scene the component belongs to.
  129754. */
  129755. scene: Scene;
  129756. /**
  129757. * Creates a new instance of the component for the given scene
  129758. * @param scene Defines the scene to register the component in
  129759. */
  129760. constructor(scene: Scene);
  129761. /**
  129762. * Registers the component in a given scene
  129763. */
  129764. register(): void;
  129765. /**
  129766. * Rebuilds the elements related to this component in case of
  129767. * context lost for instance.
  129768. */
  129769. rebuild(): void;
  129770. /**
  129771. * Disposes the component and the associated ressources
  129772. */
  129773. dispose(): void;
  129774. private _gatherRenderTargets;
  129775. }
  129776. }
  129777. declare module BABYLON {
  129778. /**
  129779. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  129780. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  129781. */
  129782. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  129783. private _scene;
  129784. private _camerasToBeAttached;
  129785. /**
  129786. * ID of the sharpen post process,
  129787. */
  129788. private readonly SharpenPostProcessId;
  129789. /**
  129790. * @ignore
  129791. * ID of the image processing post process;
  129792. */
  129793. readonly ImageProcessingPostProcessId: string;
  129794. /**
  129795. * @ignore
  129796. * ID of the Fast Approximate Anti-Aliasing post process;
  129797. */
  129798. readonly FxaaPostProcessId: string;
  129799. /**
  129800. * ID of the chromatic aberration post process,
  129801. */
  129802. private readonly ChromaticAberrationPostProcessId;
  129803. /**
  129804. * ID of the grain post process
  129805. */
  129806. private readonly GrainPostProcessId;
  129807. /**
  129808. * Sharpen post process which will apply a sharpen convolution to enhance edges
  129809. */
  129810. sharpen: SharpenPostProcess;
  129811. private _sharpenEffect;
  129812. private bloom;
  129813. /**
  129814. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  129815. */
  129816. depthOfField: DepthOfFieldEffect;
  129817. /**
  129818. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  129819. */
  129820. fxaa: FxaaPostProcess;
  129821. /**
  129822. * Image post processing pass used to perform operations such as tone mapping or color grading.
  129823. */
  129824. imageProcessing: ImageProcessingPostProcess;
  129825. /**
  129826. * Chromatic aberration post process which will shift rgb colors in the image
  129827. */
  129828. chromaticAberration: ChromaticAberrationPostProcess;
  129829. private _chromaticAberrationEffect;
  129830. /**
  129831. * Grain post process which add noise to the image
  129832. */
  129833. grain: GrainPostProcess;
  129834. private _grainEffect;
  129835. /**
  129836. * Glow post process which adds a glow to emissive areas of the image
  129837. */
  129838. private _glowLayer;
  129839. /**
  129840. * Animations which can be used to tweak settings over a period of time
  129841. */
  129842. animations: Animation[];
  129843. private _imageProcessingConfigurationObserver;
  129844. private _sharpenEnabled;
  129845. private _bloomEnabled;
  129846. private _depthOfFieldEnabled;
  129847. private _depthOfFieldBlurLevel;
  129848. private _fxaaEnabled;
  129849. private _imageProcessingEnabled;
  129850. private _defaultPipelineTextureType;
  129851. private _bloomScale;
  129852. private _chromaticAberrationEnabled;
  129853. private _grainEnabled;
  129854. private _buildAllowed;
  129855. /**
  129856. * Gets active scene
  129857. */
  129858. readonly scene: Scene;
  129859. /**
  129860. * Enable or disable the sharpen process from the pipeline
  129861. */
  129862. sharpenEnabled: boolean;
  129863. private _resizeObserver;
  129864. private _hardwareScaleLevel;
  129865. private _bloomKernel;
  129866. /**
  129867. * Specifies the size of the bloom blur kernel, relative to the final output size
  129868. */
  129869. bloomKernel: number;
  129870. /**
  129871. * Specifies the weight of the bloom in the final rendering
  129872. */
  129873. private _bloomWeight;
  129874. /**
  129875. * Specifies the luma threshold for the area that will be blurred by the bloom
  129876. */
  129877. private _bloomThreshold;
  129878. private _hdr;
  129879. /**
  129880. * The strength of the bloom.
  129881. */
  129882. bloomWeight: number;
  129883. /**
  129884. * The strength of the bloom.
  129885. */
  129886. bloomThreshold: number;
  129887. /**
  129888. * The scale of the bloom, lower value will provide better performance.
  129889. */
  129890. bloomScale: number;
  129891. /**
  129892. * Enable or disable the bloom from the pipeline
  129893. */
  129894. bloomEnabled: boolean;
  129895. private _rebuildBloom;
  129896. /**
  129897. * If the depth of field is enabled.
  129898. */
  129899. depthOfFieldEnabled: boolean;
  129900. /**
  129901. * Blur level of the depth of field effect. (Higher blur will effect performance)
  129902. */
  129903. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  129904. /**
  129905. * If the anti aliasing is enabled.
  129906. */
  129907. fxaaEnabled: boolean;
  129908. private _samples;
  129909. /**
  129910. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  129911. */
  129912. samples: number;
  129913. /**
  129914. * If image processing is enabled.
  129915. */
  129916. imageProcessingEnabled: boolean;
  129917. /**
  129918. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  129919. */
  129920. glowLayerEnabled: boolean;
  129921. /**
  129922. * Gets the glow layer (or null if not defined)
  129923. */
  129924. readonly glowLayer: Nullable<GlowLayer>;
  129925. /**
  129926. * Enable or disable the chromaticAberration process from the pipeline
  129927. */
  129928. chromaticAberrationEnabled: boolean;
  129929. /**
  129930. * Enable or disable the grain process from the pipeline
  129931. */
  129932. grainEnabled: boolean;
  129933. /**
  129934. * @constructor
  129935. * @param name - The rendering pipeline name (default: "")
  129936. * @param hdr - If high dynamic range textures should be used (default: true)
  129937. * @param scene - The scene linked to this pipeline (default: the last created scene)
  129938. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  129939. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  129940. */
  129941. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  129942. /**
  129943. * Get the class name
  129944. * @returns "DefaultRenderingPipeline"
  129945. */
  129946. getClassName(): string;
  129947. /**
  129948. * Force the compilation of the entire pipeline.
  129949. */
  129950. prepare(): void;
  129951. private _hasCleared;
  129952. private _prevPostProcess;
  129953. private _prevPrevPostProcess;
  129954. private _setAutoClearAndTextureSharing;
  129955. private _depthOfFieldSceneObserver;
  129956. private _buildPipeline;
  129957. private _disposePostProcesses;
  129958. /**
  129959. * Adds a camera to the pipeline
  129960. * @param camera the camera to be added
  129961. */
  129962. addCamera(camera: Camera): void;
  129963. /**
  129964. * Removes a camera from the pipeline
  129965. * @param camera the camera to remove
  129966. */
  129967. removeCamera(camera: Camera): void;
  129968. /**
  129969. * Dispose of the pipeline and stop all post processes
  129970. */
  129971. dispose(): void;
  129972. /**
  129973. * Serialize the rendering pipeline (Used when exporting)
  129974. * @returns the serialized object
  129975. */
  129976. serialize(): any;
  129977. /**
  129978. * Parse the serialized pipeline
  129979. * @param source Source pipeline.
  129980. * @param scene The scene to load the pipeline to.
  129981. * @param rootUrl The URL of the serialized pipeline.
  129982. * @returns An instantiated pipeline from the serialized object.
  129983. */
  129984. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  129985. }
  129986. }
  129987. declare module BABYLON {
  129988. /** @hidden */
  129989. export var lensHighlightsPixelShader: {
  129990. name: string;
  129991. shader: string;
  129992. };
  129993. }
  129994. declare module BABYLON {
  129995. /** @hidden */
  129996. export var depthOfFieldPixelShader: {
  129997. name: string;
  129998. shader: string;
  129999. };
  130000. }
  130001. declare module BABYLON {
  130002. /**
  130003. * BABYLON.JS Chromatic Aberration GLSL Shader
  130004. * Author: Olivier Guyot
  130005. * Separates very slightly R, G and B colors on the edges of the screen
  130006. * Inspired by Francois Tarlier & Martins Upitis
  130007. */
  130008. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  130009. /**
  130010. * @ignore
  130011. * The chromatic aberration PostProcess id in the pipeline
  130012. */
  130013. LensChromaticAberrationEffect: string;
  130014. /**
  130015. * @ignore
  130016. * The highlights enhancing PostProcess id in the pipeline
  130017. */
  130018. HighlightsEnhancingEffect: string;
  130019. /**
  130020. * @ignore
  130021. * The depth-of-field PostProcess id in the pipeline
  130022. */
  130023. LensDepthOfFieldEffect: string;
  130024. private _scene;
  130025. private _depthTexture;
  130026. private _grainTexture;
  130027. private _chromaticAberrationPostProcess;
  130028. private _highlightsPostProcess;
  130029. private _depthOfFieldPostProcess;
  130030. private _edgeBlur;
  130031. private _grainAmount;
  130032. private _chromaticAberration;
  130033. private _distortion;
  130034. private _highlightsGain;
  130035. private _highlightsThreshold;
  130036. private _dofDistance;
  130037. private _dofAperture;
  130038. private _dofDarken;
  130039. private _dofPentagon;
  130040. private _blurNoise;
  130041. /**
  130042. * @constructor
  130043. *
  130044. * Effect parameters are as follow:
  130045. * {
  130046. * chromatic_aberration: number; // from 0 to x (1 for realism)
  130047. * edge_blur: number; // from 0 to x (1 for realism)
  130048. * distortion: number; // from 0 to x (1 for realism)
  130049. * grain_amount: number; // from 0 to 1
  130050. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  130051. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  130052. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  130053. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  130054. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  130055. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  130056. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  130057. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  130058. * }
  130059. * Note: if an effect parameter is unset, effect is disabled
  130060. *
  130061. * @param name The rendering pipeline name
  130062. * @param parameters - An object containing all parameters (see above)
  130063. * @param scene The scene linked to this pipeline
  130064. * @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)
  130065. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130066. */
  130067. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  130068. /**
  130069. * Get the class name
  130070. * @returns "LensRenderingPipeline"
  130071. */
  130072. getClassName(): string;
  130073. /**
  130074. * Gets associated scene
  130075. */
  130076. readonly scene: Scene;
  130077. /**
  130078. * Gets or sets the edge blur
  130079. */
  130080. edgeBlur: number;
  130081. /**
  130082. * Gets or sets the grain amount
  130083. */
  130084. grainAmount: number;
  130085. /**
  130086. * Gets or sets the chromatic aberration amount
  130087. */
  130088. chromaticAberration: number;
  130089. /**
  130090. * Gets or sets the depth of field aperture
  130091. */
  130092. dofAperture: number;
  130093. /**
  130094. * Gets or sets the edge distortion
  130095. */
  130096. edgeDistortion: number;
  130097. /**
  130098. * Gets or sets the depth of field distortion
  130099. */
  130100. dofDistortion: number;
  130101. /**
  130102. * Gets or sets the darken out of focus amount
  130103. */
  130104. darkenOutOfFocus: number;
  130105. /**
  130106. * Gets or sets a boolean indicating if blur noise is enabled
  130107. */
  130108. blurNoise: boolean;
  130109. /**
  130110. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  130111. */
  130112. pentagonBokeh: boolean;
  130113. /**
  130114. * Gets or sets the highlight grain amount
  130115. */
  130116. highlightsGain: number;
  130117. /**
  130118. * Gets or sets the highlight threshold
  130119. */
  130120. highlightsThreshold: number;
  130121. /**
  130122. * Sets the amount of blur at the edges
  130123. * @param amount blur amount
  130124. */
  130125. setEdgeBlur(amount: number): void;
  130126. /**
  130127. * Sets edge blur to 0
  130128. */
  130129. disableEdgeBlur(): void;
  130130. /**
  130131. * Sets the amout of grain
  130132. * @param amount Amount of grain
  130133. */
  130134. setGrainAmount(amount: number): void;
  130135. /**
  130136. * Set grain amount to 0
  130137. */
  130138. disableGrain(): void;
  130139. /**
  130140. * Sets the chromatic aberration amount
  130141. * @param amount amount of chromatic aberration
  130142. */
  130143. setChromaticAberration(amount: number): void;
  130144. /**
  130145. * Sets chromatic aberration amount to 0
  130146. */
  130147. disableChromaticAberration(): void;
  130148. /**
  130149. * Sets the EdgeDistortion amount
  130150. * @param amount amount of EdgeDistortion
  130151. */
  130152. setEdgeDistortion(amount: number): void;
  130153. /**
  130154. * Sets edge distortion to 0
  130155. */
  130156. disableEdgeDistortion(): void;
  130157. /**
  130158. * Sets the FocusDistance amount
  130159. * @param amount amount of FocusDistance
  130160. */
  130161. setFocusDistance(amount: number): void;
  130162. /**
  130163. * Disables depth of field
  130164. */
  130165. disableDepthOfField(): void;
  130166. /**
  130167. * Sets the Aperture amount
  130168. * @param amount amount of Aperture
  130169. */
  130170. setAperture(amount: number): void;
  130171. /**
  130172. * Sets the DarkenOutOfFocus amount
  130173. * @param amount amount of DarkenOutOfFocus
  130174. */
  130175. setDarkenOutOfFocus(amount: number): void;
  130176. private _pentagonBokehIsEnabled;
  130177. /**
  130178. * Creates a pentagon bokeh effect
  130179. */
  130180. enablePentagonBokeh(): void;
  130181. /**
  130182. * Disables the pentagon bokeh effect
  130183. */
  130184. disablePentagonBokeh(): void;
  130185. /**
  130186. * Enables noise blur
  130187. */
  130188. enableNoiseBlur(): void;
  130189. /**
  130190. * Disables noise blur
  130191. */
  130192. disableNoiseBlur(): void;
  130193. /**
  130194. * Sets the HighlightsGain amount
  130195. * @param amount amount of HighlightsGain
  130196. */
  130197. setHighlightsGain(amount: number): void;
  130198. /**
  130199. * Sets the HighlightsThreshold amount
  130200. * @param amount amount of HighlightsThreshold
  130201. */
  130202. setHighlightsThreshold(amount: number): void;
  130203. /**
  130204. * Disables highlights
  130205. */
  130206. disableHighlights(): void;
  130207. /**
  130208. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  130209. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  130210. */
  130211. dispose(disableDepthRender?: boolean): void;
  130212. private _createChromaticAberrationPostProcess;
  130213. private _createHighlightsPostProcess;
  130214. private _createDepthOfFieldPostProcess;
  130215. private _createGrainTexture;
  130216. }
  130217. }
  130218. declare module BABYLON {
  130219. /** @hidden */
  130220. export var ssao2PixelShader: {
  130221. name: string;
  130222. shader: string;
  130223. };
  130224. }
  130225. declare module BABYLON {
  130226. /** @hidden */
  130227. export var ssaoCombinePixelShader: {
  130228. name: string;
  130229. shader: string;
  130230. };
  130231. }
  130232. declare module BABYLON {
  130233. /**
  130234. * Render pipeline to produce ssao effect
  130235. */
  130236. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  130237. /**
  130238. * @ignore
  130239. * The PassPostProcess id in the pipeline that contains the original scene color
  130240. */
  130241. SSAOOriginalSceneColorEffect: string;
  130242. /**
  130243. * @ignore
  130244. * The SSAO PostProcess id in the pipeline
  130245. */
  130246. SSAORenderEffect: string;
  130247. /**
  130248. * @ignore
  130249. * The horizontal blur PostProcess id in the pipeline
  130250. */
  130251. SSAOBlurHRenderEffect: string;
  130252. /**
  130253. * @ignore
  130254. * The vertical blur PostProcess id in the pipeline
  130255. */
  130256. SSAOBlurVRenderEffect: string;
  130257. /**
  130258. * @ignore
  130259. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  130260. */
  130261. SSAOCombineRenderEffect: string;
  130262. /**
  130263. * The output strength of the SSAO post-process. Default value is 1.0.
  130264. */
  130265. totalStrength: number;
  130266. /**
  130267. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  130268. */
  130269. maxZ: number;
  130270. /**
  130271. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  130272. */
  130273. minZAspect: number;
  130274. private _samples;
  130275. /**
  130276. * Number of samples used for the SSAO calculations. Default value is 8
  130277. */
  130278. samples: number;
  130279. private _textureSamples;
  130280. /**
  130281. * Number of samples to use for antialiasing
  130282. */
  130283. textureSamples: number;
  130284. /**
  130285. * Ratio object used for SSAO ratio and blur ratio
  130286. */
  130287. private _ratio;
  130288. /**
  130289. * Dynamically generated sphere sampler.
  130290. */
  130291. private _sampleSphere;
  130292. /**
  130293. * Blur filter offsets
  130294. */
  130295. private _samplerOffsets;
  130296. private _expensiveBlur;
  130297. /**
  130298. * If bilateral blur should be used
  130299. */
  130300. expensiveBlur: boolean;
  130301. /**
  130302. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  130303. */
  130304. radius: number;
  130305. /**
  130306. * The base color of the SSAO post-process
  130307. * The final result is "base + ssao" between [0, 1]
  130308. */
  130309. base: number;
  130310. /**
  130311. * Support test.
  130312. */
  130313. static readonly IsSupported: boolean;
  130314. private _scene;
  130315. private _depthTexture;
  130316. private _normalTexture;
  130317. private _randomTexture;
  130318. private _originalColorPostProcess;
  130319. private _ssaoPostProcess;
  130320. private _blurHPostProcess;
  130321. private _blurVPostProcess;
  130322. private _ssaoCombinePostProcess;
  130323. /**
  130324. * Gets active scene
  130325. */
  130326. readonly scene: Scene;
  130327. /**
  130328. * @constructor
  130329. * @param name The rendering pipeline name
  130330. * @param scene The scene linked to this pipeline
  130331. * @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 }
  130332. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130333. */
  130334. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  130335. /**
  130336. * Get the class name
  130337. * @returns "SSAO2RenderingPipeline"
  130338. */
  130339. getClassName(): string;
  130340. /**
  130341. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  130342. */
  130343. dispose(disableGeometryBufferRenderer?: boolean): void;
  130344. private _createBlurPostProcess;
  130345. /** @hidden */
  130346. _rebuild(): void;
  130347. private _bits;
  130348. private _radicalInverse_VdC;
  130349. private _hammersley;
  130350. private _hemisphereSample_uniform;
  130351. private _generateHemisphere;
  130352. private _createSSAOPostProcess;
  130353. private _createSSAOCombinePostProcess;
  130354. private _createRandomTexture;
  130355. /**
  130356. * Serialize the rendering pipeline (Used when exporting)
  130357. * @returns the serialized object
  130358. */
  130359. serialize(): any;
  130360. /**
  130361. * Parse the serialized pipeline
  130362. * @param source Source pipeline.
  130363. * @param scene The scene to load the pipeline to.
  130364. * @param rootUrl The URL of the serialized pipeline.
  130365. * @returns An instantiated pipeline from the serialized object.
  130366. */
  130367. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  130368. }
  130369. }
  130370. declare module BABYLON {
  130371. /** @hidden */
  130372. export var ssaoPixelShader: {
  130373. name: string;
  130374. shader: string;
  130375. };
  130376. }
  130377. declare module BABYLON {
  130378. /**
  130379. * Render pipeline to produce ssao effect
  130380. */
  130381. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  130382. /**
  130383. * @ignore
  130384. * The PassPostProcess id in the pipeline that contains the original scene color
  130385. */
  130386. SSAOOriginalSceneColorEffect: string;
  130387. /**
  130388. * @ignore
  130389. * The SSAO PostProcess id in the pipeline
  130390. */
  130391. SSAORenderEffect: string;
  130392. /**
  130393. * @ignore
  130394. * The horizontal blur PostProcess id in the pipeline
  130395. */
  130396. SSAOBlurHRenderEffect: string;
  130397. /**
  130398. * @ignore
  130399. * The vertical blur PostProcess id in the pipeline
  130400. */
  130401. SSAOBlurVRenderEffect: string;
  130402. /**
  130403. * @ignore
  130404. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  130405. */
  130406. SSAOCombineRenderEffect: string;
  130407. /**
  130408. * The output strength of the SSAO post-process. Default value is 1.0.
  130409. */
  130410. totalStrength: number;
  130411. /**
  130412. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  130413. */
  130414. radius: number;
  130415. /**
  130416. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  130417. * Must not be equal to fallOff and superior to fallOff.
  130418. * Default value is 0.0075
  130419. */
  130420. area: number;
  130421. /**
  130422. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  130423. * Must not be equal to area and inferior to area.
  130424. * Default value is 0.000001
  130425. */
  130426. fallOff: number;
  130427. /**
  130428. * The base color of the SSAO post-process
  130429. * The final result is "base + ssao" between [0, 1]
  130430. */
  130431. base: number;
  130432. private _scene;
  130433. private _depthTexture;
  130434. private _randomTexture;
  130435. private _originalColorPostProcess;
  130436. private _ssaoPostProcess;
  130437. private _blurHPostProcess;
  130438. private _blurVPostProcess;
  130439. private _ssaoCombinePostProcess;
  130440. private _firstUpdate;
  130441. /**
  130442. * Gets active scene
  130443. */
  130444. readonly scene: Scene;
  130445. /**
  130446. * @constructor
  130447. * @param name - The rendering pipeline name
  130448. * @param scene - The scene linked to this pipeline
  130449. * @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 }
  130450. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  130451. */
  130452. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  130453. /**
  130454. * Get the class name
  130455. * @returns "SSAORenderingPipeline"
  130456. */
  130457. getClassName(): string;
  130458. /**
  130459. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  130460. */
  130461. dispose(disableDepthRender?: boolean): void;
  130462. private _createBlurPostProcess;
  130463. /** @hidden */
  130464. _rebuild(): void;
  130465. private _createSSAOPostProcess;
  130466. private _createSSAOCombinePostProcess;
  130467. private _createRandomTexture;
  130468. }
  130469. }
  130470. declare module BABYLON {
  130471. /** @hidden */
  130472. export var standardPixelShader: {
  130473. name: string;
  130474. shader: string;
  130475. };
  130476. }
  130477. declare module BABYLON {
  130478. /**
  130479. * Standard rendering pipeline
  130480. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  130481. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  130482. */
  130483. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  130484. /**
  130485. * Public members
  130486. */
  130487. /**
  130488. * Post-process which contains the original scene color before the pipeline applies all the effects
  130489. */
  130490. originalPostProcess: Nullable<PostProcess>;
  130491. /**
  130492. * Post-process used to down scale an image x4
  130493. */
  130494. downSampleX4PostProcess: Nullable<PostProcess>;
  130495. /**
  130496. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  130497. */
  130498. brightPassPostProcess: Nullable<PostProcess>;
  130499. /**
  130500. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  130501. */
  130502. blurHPostProcesses: PostProcess[];
  130503. /**
  130504. * Post-process array storing all the vertical blur post-processes used by the pipeline
  130505. */
  130506. blurVPostProcesses: PostProcess[];
  130507. /**
  130508. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  130509. */
  130510. textureAdderPostProcess: Nullable<PostProcess>;
  130511. /**
  130512. * Post-process used to create volumetric lighting effect
  130513. */
  130514. volumetricLightPostProcess: Nullable<PostProcess>;
  130515. /**
  130516. * Post-process used to smooth the previous volumetric light post-process on the X axis
  130517. */
  130518. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  130519. /**
  130520. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  130521. */
  130522. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  130523. /**
  130524. * Post-process used to merge the volumetric light effect and the real scene color
  130525. */
  130526. volumetricLightMergePostProces: Nullable<PostProcess>;
  130527. /**
  130528. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  130529. */
  130530. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  130531. /**
  130532. * Base post-process used to calculate the average luminance of the final image for HDR
  130533. */
  130534. luminancePostProcess: Nullable<PostProcess>;
  130535. /**
  130536. * Post-processes used to create down sample post-processes in order to get
  130537. * the average luminance of the final image for HDR
  130538. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  130539. */
  130540. luminanceDownSamplePostProcesses: PostProcess[];
  130541. /**
  130542. * Post-process used to create a HDR effect (light adaptation)
  130543. */
  130544. hdrPostProcess: Nullable<PostProcess>;
  130545. /**
  130546. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  130547. */
  130548. textureAdderFinalPostProcess: Nullable<PostProcess>;
  130549. /**
  130550. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  130551. */
  130552. lensFlareFinalPostProcess: Nullable<PostProcess>;
  130553. /**
  130554. * Post-process used to merge the final HDR post-process and the real scene color
  130555. */
  130556. hdrFinalPostProcess: Nullable<PostProcess>;
  130557. /**
  130558. * Post-process used to create a lens flare effect
  130559. */
  130560. lensFlarePostProcess: Nullable<PostProcess>;
  130561. /**
  130562. * Post-process that merges the result of the lens flare post-process and the real scene color
  130563. */
  130564. lensFlareComposePostProcess: Nullable<PostProcess>;
  130565. /**
  130566. * Post-process used to create a motion blur effect
  130567. */
  130568. motionBlurPostProcess: Nullable<PostProcess>;
  130569. /**
  130570. * Post-process used to create a depth of field effect
  130571. */
  130572. depthOfFieldPostProcess: Nullable<PostProcess>;
  130573. /**
  130574. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  130575. */
  130576. fxaaPostProcess: Nullable<FxaaPostProcess>;
  130577. /**
  130578. * Represents the brightness threshold in order to configure the illuminated surfaces
  130579. */
  130580. brightThreshold: number;
  130581. /**
  130582. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  130583. */
  130584. blurWidth: number;
  130585. /**
  130586. * Sets if the blur for highlighted surfaces must be only horizontal
  130587. */
  130588. horizontalBlur: boolean;
  130589. /**
  130590. * Gets the overall exposure used by the pipeline
  130591. */
  130592. /**
  130593. * Sets the overall exposure used by the pipeline
  130594. */
  130595. exposure: number;
  130596. /**
  130597. * Texture used typically to simulate "dirty" on camera lens
  130598. */
  130599. lensTexture: Nullable<Texture>;
  130600. /**
  130601. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  130602. */
  130603. volumetricLightCoefficient: number;
  130604. /**
  130605. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  130606. */
  130607. volumetricLightPower: number;
  130608. /**
  130609. * Used the set the blur intensity to smooth the volumetric lights
  130610. */
  130611. volumetricLightBlurScale: number;
  130612. /**
  130613. * Light (spot or directional) used to generate the volumetric lights rays
  130614. * The source light must have a shadow generate so the pipeline can get its
  130615. * depth map
  130616. */
  130617. sourceLight: Nullable<SpotLight | DirectionalLight>;
  130618. /**
  130619. * For eye adaptation, represents the minimum luminance the eye can see
  130620. */
  130621. hdrMinimumLuminance: number;
  130622. /**
  130623. * For eye adaptation, represents the decrease luminance speed
  130624. */
  130625. hdrDecreaseRate: number;
  130626. /**
  130627. * For eye adaptation, represents the increase luminance speed
  130628. */
  130629. hdrIncreaseRate: number;
  130630. /**
  130631. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  130632. */
  130633. /**
  130634. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  130635. */
  130636. hdrAutoExposure: boolean;
  130637. /**
  130638. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  130639. */
  130640. lensColorTexture: Nullable<Texture>;
  130641. /**
  130642. * The overall strengh for the lens flare effect
  130643. */
  130644. lensFlareStrength: number;
  130645. /**
  130646. * Dispersion coefficient for lens flare ghosts
  130647. */
  130648. lensFlareGhostDispersal: number;
  130649. /**
  130650. * Main lens flare halo width
  130651. */
  130652. lensFlareHaloWidth: number;
  130653. /**
  130654. * Based on the lens distortion effect, defines how much the lens flare result
  130655. * is distorted
  130656. */
  130657. lensFlareDistortionStrength: number;
  130658. /**
  130659. * Configures the blur intensity used for for lens flare (halo)
  130660. */
  130661. lensFlareBlurWidth: number;
  130662. /**
  130663. * Lens star texture must be used to simulate rays on the flares and is available
  130664. * in the documentation
  130665. */
  130666. lensStarTexture: Nullable<Texture>;
  130667. /**
  130668. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  130669. * flare effect by taking account of the dirt texture
  130670. */
  130671. lensFlareDirtTexture: Nullable<Texture>;
  130672. /**
  130673. * Represents the focal length for the depth of field effect
  130674. */
  130675. depthOfFieldDistance: number;
  130676. /**
  130677. * Represents the blur intensity for the blurred part of the depth of field effect
  130678. */
  130679. depthOfFieldBlurWidth: number;
  130680. /**
  130681. * Gets how much the image is blurred by the movement while using the motion blur post-process
  130682. */
  130683. /**
  130684. * Sets how much the image is blurred by the movement while using the motion blur post-process
  130685. */
  130686. motionStrength: number;
  130687. /**
  130688. * Gets wether or not the motion blur post-process is object based or screen based.
  130689. */
  130690. /**
  130691. * Sets wether or not the motion blur post-process should be object based or screen based
  130692. */
  130693. objectBasedMotionBlur: boolean;
  130694. /**
  130695. * List of animations for the pipeline (IAnimatable implementation)
  130696. */
  130697. animations: Animation[];
  130698. /**
  130699. * Private members
  130700. */
  130701. private _scene;
  130702. private _currentDepthOfFieldSource;
  130703. private _basePostProcess;
  130704. private _fixedExposure;
  130705. private _currentExposure;
  130706. private _hdrAutoExposure;
  130707. private _hdrCurrentLuminance;
  130708. private _motionStrength;
  130709. private _isObjectBasedMotionBlur;
  130710. private _floatTextureType;
  130711. private _camerasToBeAttached;
  130712. private _ratio;
  130713. private _bloomEnabled;
  130714. private _depthOfFieldEnabled;
  130715. private _vlsEnabled;
  130716. private _lensFlareEnabled;
  130717. private _hdrEnabled;
  130718. private _motionBlurEnabled;
  130719. private _fxaaEnabled;
  130720. private _motionBlurSamples;
  130721. private _volumetricLightStepsCount;
  130722. private _samples;
  130723. /**
  130724. * @ignore
  130725. * Specifies if the bloom pipeline is enabled
  130726. */
  130727. BloomEnabled: boolean;
  130728. /**
  130729. * @ignore
  130730. * Specifies if the depth of field pipeline is enabed
  130731. */
  130732. DepthOfFieldEnabled: boolean;
  130733. /**
  130734. * @ignore
  130735. * Specifies if the lens flare pipeline is enabed
  130736. */
  130737. LensFlareEnabled: boolean;
  130738. /**
  130739. * @ignore
  130740. * Specifies if the HDR pipeline is enabled
  130741. */
  130742. HDREnabled: boolean;
  130743. /**
  130744. * @ignore
  130745. * Specifies if the volumetric lights scattering effect is enabled
  130746. */
  130747. VLSEnabled: boolean;
  130748. /**
  130749. * @ignore
  130750. * Specifies if the motion blur effect is enabled
  130751. */
  130752. MotionBlurEnabled: boolean;
  130753. /**
  130754. * Specifies if anti-aliasing is enabled
  130755. */
  130756. fxaaEnabled: boolean;
  130757. /**
  130758. * Specifies the number of steps used to calculate the volumetric lights
  130759. * Typically in interval [50, 200]
  130760. */
  130761. volumetricLightStepsCount: number;
  130762. /**
  130763. * Specifies the number of samples used for the motion blur effect
  130764. * Typically in interval [16, 64]
  130765. */
  130766. motionBlurSamples: number;
  130767. /**
  130768. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  130769. */
  130770. samples: number;
  130771. /**
  130772. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  130773. * @constructor
  130774. * @param name The rendering pipeline name
  130775. * @param scene The scene linked to this pipeline
  130776. * @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)
  130777. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  130778. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130779. */
  130780. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  130781. private _buildPipeline;
  130782. private _createDownSampleX4PostProcess;
  130783. private _createBrightPassPostProcess;
  130784. private _createBlurPostProcesses;
  130785. private _createTextureAdderPostProcess;
  130786. private _createVolumetricLightPostProcess;
  130787. private _createLuminancePostProcesses;
  130788. private _createHdrPostProcess;
  130789. private _createLensFlarePostProcess;
  130790. private _createDepthOfFieldPostProcess;
  130791. private _createMotionBlurPostProcess;
  130792. private _getDepthTexture;
  130793. private _disposePostProcesses;
  130794. /**
  130795. * Dispose of the pipeline and stop all post processes
  130796. */
  130797. dispose(): void;
  130798. /**
  130799. * Serialize the rendering pipeline (Used when exporting)
  130800. * @returns the serialized object
  130801. */
  130802. serialize(): any;
  130803. /**
  130804. * Parse the serialized pipeline
  130805. * @param source Source pipeline.
  130806. * @param scene The scene to load the pipeline to.
  130807. * @param rootUrl The URL of the serialized pipeline.
  130808. * @returns An instantiated pipeline from the serialized object.
  130809. */
  130810. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  130811. /**
  130812. * Luminance steps
  130813. */
  130814. static LuminanceSteps: number;
  130815. }
  130816. }
  130817. declare module BABYLON {
  130818. /** @hidden */
  130819. export var tonemapPixelShader: {
  130820. name: string;
  130821. shader: string;
  130822. };
  130823. }
  130824. declare module BABYLON {
  130825. /** Defines operator used for tonemapping */
  130826. export enum TonemappingOperator {
  130827. /** Hable */
  130828. Hable = 0,
  130829. /** Reinhard */
  130830. Reinhard = 1,
  130831. /** HejiDawson */
  130832. HejiDawson = 2,
  130833. /** Photographic */
  130834. Photographic = 3
  130835. }
  130836. /**
  130837. * Defines a post process to apply tone mapping
  130838. */
  130839. export class TonemapPostProcess extends PostProcess {
  130840. private _operator;
  130841. /** Defines the required exposure adjustement */
  130842. exposureAdjustment: number;
  130843. /**
  130844. * Creates a new TonemapPostProcess
  130845. * @param name defines the name of the postprocess
  130846. * @param _operator defines the operator to use
  130847. * @param exposureAdjustment defines the required exposure adjustement
  130848. * @param camera defines the camera to use (can be null)
  130849. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  130850. * @param engine defines the hosting engine (can be ignore if camera is set)
  130851. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  130852. */
  130853. constructor(name: string, _operator: TonemappingOperator,
  130854. /** Defines the required exposure adjustement */
  130855. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  130856. }
  130857. }
  130858. declare module BABYLON {
  130859. /** @hidden */
  130860. export var depthVertexShader: {
  130861. name: string;
  130862. shader: string;
  130863. };
  130864. }
  130865. declare module BABYLON {
  130866. /** @hidden */
  130867. export var volumetricLightScatteringPixelShader: {
  130868. name: string;
  130869. shader: string;
  130870. };
  130871. }
  130872. declare module BABYLON {
  130873. /** @hidden */
  130874. export var volumetricLightScatteringPassVertexShader: {
  130875. name: string;
  130876. shader: string;
  130877. };
  130878. }
  130879. declare module BABYLON {
  130880. /** @hidden */
  130881. export var volumetricLightScatteringPassPixelShader: {
  130882. name: string;
  130883. shader: string;
  130884. };
  130885. }
  130886. declare module BABYLON {
  130887. /**
  130888. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  130889. */
  130890. export class VolumetricLightScatteringPostProcess extends PostProcess {
  130891. private _volumetricLightScatteringPass;
  130892. private _volumetricLightScatteringRTT;
  130893. private _viewPort;
  130894. private _screenCoordinates;
  130895. private _cachedDefines;
  130896. /**
  130897. * If not undefined, the mesh position is computed from the attached node position
  130898. */
  130899. attachedNode: {
  130900. position: Vector3;
  130901. };
  130902. /**
  130903. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  130904. */
  130905. customMeshPosition: Vector3;
  130906. /**
  130907. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  130908. */
  130909. useCustomMeshPosition: boolean;
  130910. /**
  130911. * If the post-process should inverse the light scattering direction
  130912. */
  130913. invert: boolean;
  130914. /**
  130915. * The internal mesh used by the post-process
  130916. */
  130917. mesh: Mesh;
  130918. /**
  130919. * @hidden
  130920. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  130921. */
  130922. useDiffuseColor: boolean;
  130923. /**
  130924. * Array containing the excluded meshes not rendered in the internal pass
  130925. */
  130926. excludedMeshes: AbstractMesh[];
  130927. /**
  130928. * Controls the overall intensity of the post-process
  130929. */
  130930. exposure: number;
  130931. /**
  130932. * Dissipates each sample's contribution in range [0, 1]
  130933. */
  130934. decay: number;
  130935. /**
  130936. * Controls the overall intensity of each sample
  130937. */
  130938. weight: number;
  130939. /**
  130940. * Controls the density of each sample
  130941. */
  130942. density: number;
  130943. /**
  130944. * @constructor
  130945. * @param name The post-process name
  130946. * @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)
  130947. * @param camera The camera that the post-process will be attached to
  130948. * @param mesh The mesh used to create the light scattering
  130949. * @param samples The post-process quality, default 100
  130950. * @param samplingModeThe post-process filtering mode
  130951. * @param engine The babylon engine
  130952. * @param reusable If the post-process is reusable
  130953. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  130954. */
  130955. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  130956. /**
  130957. * Returns the string "VolumetricLightScatteringPostProcess"
  130958. * @returns "VolumetricLightScatteringPostProcess"
  130959. */
  130960. getClassName(): string;
  130961. private _isReady;
  130962. /**
  130963. * Sets the new light position for light scattering effect
  130964. * @param position The new custom light position
  130965. */
  130966. setCustomMeshPosition(position: Vector3): void;
  130967. /**
  130968. * Returns the light position for light scattering effect
  130969. * @return Vector3 The custom light position
  130970. */
  130971. getCustomMeshPosition(): Vector3;
  130972. /**
  130973. * Disposes the internal assets and detaches the post-process from the camera
  130974. */
  130975. dispose(camera: Camera): void;
  130976. /**
  130977. * Returns the render target texture used by the post-process
  130978. * @return the render target texture used by the post-process
  130979. */
  130980. getPass(): RenderTargetTexture;
  130981. private _meshExcluded;
  130982. private _createPass;
  130983. private _updateMeshScreenCoordinates;
  130984. /**
  130985. * Creates a default mesh for the Volumeric Light Scattering post-process
  130986. * @param name The mesh name
  130987. * @param scene The scene where to create the mesh
  130988. * @return the default mesh
  130989. */
  130990. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  130991. }
  130992. }
  130993. declare module BABYLON {
  130994. interface Scene {
  130995. /** @hidden (Backing field) */
  130996. _boundingBoxRenderer: BoundingBoxRenderer;
  130997. /** @hidden (Backing field) */
  130998. _forceShowBoundingBoxes: boolean;
  130999. /**
  131000. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  131001. */
  131002. forceShowBoundingBoxes: boolean;
  131003. /**
  131004. * Gets the bounding box renderer associated with the scene
  131005. * @returns a BoundingBoxRenderer
  131006. */
  131007. getBoundingBoxRenderer(): BoundingBoxRenderer;
  131008. }
  131009. interface AbstractMesh {
  131010. /** @hidden (Backing field) */
  131011. _showBoundingBox: boolean;
  131012. /**
  131013. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  131014. */
  131015. showBoundingBox: boolean;
  131016. }
  131017. /**
  131018. * Component responsible of rendering the bounding box of the meshes in a scene.
  131019. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  131020. */
  131021. export class BoundingBoxRenderer implements ISceneComponent {
  131022. /**
  131023. * The component name helpfull to identify the component in the list of scene components.
  131024. */
  131025. readonly name: string;
  131026. /**
  131027. * The scene the component belongs to.
  131028. */
  131029. scene: Scene;
  131030. /**
  131031. * Color of the bounding box lines placed in front of an object
  131032. */
  131033. frontColor: Color3;
  131034. /**
  131035. * Color of the bounding box lines placed behind an object
  131036. */
  131037. backColor: Color3;
  131038. /**
  131039. * Defines if the renderer should show the back lines or not
  131040. */
  131041. showBackLines: boolean;
  131042. /**
  131043. * @hidden
  131044. */
  131045. renderList: SmartArray<BoundingBox>;
  131046. private _colorShader;
  131047. private _vertexBuffers;
  131048. private _indexBuffer;
  131049. private _fillIndexBuffer;
  131050. private _fillIndexData;
  131051. /**
  131052. * Instantiates a new bounding box renderer in a scene.
  131053. * @param scene the scene the renderer renders in
  131054. */
  131055. constructor(scene: Scene);
  131056. /**
  131057. * Registers the component in a given scene
  131058. */
  131059. register(): void;
  131060. private _evaluateSubMesh;
  131061. private _activeMesh;
  131062. private _prepareRessources;
  131063. private _createIndexBuffer;
  131064. /**
  131065. * Rebuilds the elements related to this component in case of
  131066. * context lost for instance.
  131067. */
  131068. rebuild(): void;
  131069. /**
  131070. * @hidden
  131071. */
  131072. reset(): void;
  131073. /**
  131074. * Render the bounding boxes of a specific rendering group
  131075. * @param renderingGroupId defines the rendering group to render
  131076. */
  131077. render(renderingGroupId: number): void;
  131078. /**
  131079. * In case of occlusion queries, we can render the occlusion bounding box through this method
  131080. * @param mesh Define the mesh to render the occlusion bounding box for
  131081. */
  131082. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  131083. /**
  131084. * Dispose and release the resources attached to this renderer.
  131085. */
  131086. dispose(): void;
  131087. }
  131088. }
  131089. declare module BABYLON {
  131090. /** @hidden */
  131091. export var depthPixelShader: {
  131092. name: string;
  131093. shader: string;
  131094. };
  131095. }
  131096. declare module BABYLON {
  131097. /**
  131098. * This represents a depth renderer in Babylon.
  131099. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  131100. */
  131101. export class DepthRenderer {
  131102. private _scene;
  131103. private _depthMap;
  131104. private _effect;
  131105. private readonly _storeNonLinearDepth;
  131106. private readonly _clearColor;
  131107. /** Get if the depth renderer is using packed depth or not */
  131108. readonly isPacked: boolean;
  131109. private _cachedDefines;
  131110. private _camera;
  131111. /**
  131112. * Specifiess that the depth renderer will only be used within
  131113. * the camera it is created for.
  131114. * This can help forcing its rendering during the camera processing.
  131115. */
  131116. useOnlyInActiveCamera: boolean;
  131117. /** @hidden */
  131118. static _SceneComponentInitialization: (scene: Scene) => void;
  131119. /**
  131120. * Instantiates a depth renderer
  131121. * @param scene The scene the renderer belongs to
  131122. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  131123. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  131124. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  131125. */
  131126. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  131127. /**
  131128. * Creates the depth rendering effect and checks if the effect is ready.
  131129. * @param subMesh The submesh to be used to render the depth map of
  131130. * @param useInstances If multiple world instances should be used
  131131. * @returns if the depth renderer is ready to render the depth map
  131132. */
  131133. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  131134. /**
  131135. * Gets the texture which the depth map will be written to.
  131136. * @returns The depth map texture
  131137. */
  131138. getDepthMap(): RenderTargetTexture;
  131139. /**
  131140. * Disposes of the depth renderer.
  131141. */
  131142. dispose(): void;
  131143. }
  131144. }
  131145. declare module BABYLON {
  131146. interface Scene {
  131147. /** @hidden (Backing field) */
  131148. _depthRenderer: {
  131149. [id: string]: DepthRenderer;
  131150. };
  131151. /**
  131152. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  131153. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  131154. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  131155. * @returns the created depth renderer
  131156. */
  131157. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  131158. /**
  131159. * Disables a depth renderer for a given camera
  131160. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  131161. */
  131162. disableDepthRenderer(camera?: Nullable<Camera>): void;
  131163. }
  131164. /**
  131165. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  131166. * in several rendering techniques.
  131167. */
  131168. export class DepthRendererSceneComponent implements ISceneComponent {
  131169. /**
  131170. * The component name helpfull to identify the component in the list of scene components.
  131171. */
  131172. readonly name: string;
  131173. /**
  131174. * The scene the component belongs to.
  131175. */
  131176. scene: Scene;
  131177. /**
  131178. * Creates a new instance of the component for the given scene
  131179. * @param scene Defines the scene to register the component in
  131180. */
  131181. constructor(scene: Scene);
  131182. /**
  131183. * Registers the component in a given scene
  131184. */
  131185. register(): void;
  131186. /**
  131187. * Rebuilds the elements related to this component in case of
  131188. * context lost for instance.
  131189. */
  131190. rebuild(): void;
  131191. /**
  131192. * Disposes the component and the associated ressources
  131193. */
  131194. dispose(): void;
  131195. private _gatherRenderTargets;
  131196. private _gatherActiveCameraRenderTargets;
  131197. }
  131198. }
  131199. declare module BABYLON {
  131200. /** @hidden */
  131201. export var outlinePixelShader: {
  131202. name: string;
  131203. shader: string;
  131204. };
  131205. }
  131206. declare module BABYLON {
  131207. /** @hidden */
  131208. export var outlineVertexShader: {
  131209. name: string;
  131210. shader: string;
  131211. };
  131212. }
  131213. declare module BABYLON {
  131214. interface Scene {
  131215. /** @hidden */
  131216. _outlineRenderer: OutlineRenderer;
  131217. /**
  131218. * Gets the outline renderer associated with the scene
  131219. * @returns a OutlineRenderer
  131220. */
  131221. getOutlineRenderer(): OutlineRenderer;
  131222. }
  131223. interface AbstractMesh {
  131224. /** @hidden (Backing field) */
  131225. _renderOutline: boolean;
  131226. /**
  131227. * Gets or sets a boolean indicating if the outline must be rendered as well
  131228. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  131229. */
  131230. renderOutline: boolean;
  131231. /** @hidden (Backing field) */
  131232. _renderOverlay: boolean;
  131233. /**
  131234. * Gets or sets a boolean indicating if the overlay must be rendered as well
  131235. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  131236. */
  131237. renderOverlay: boolean;
  131238. }
  131239. /**
  131240. * This class is responsible to draw bothe outline/overlay of meshes.
  131241. * It should not be used directly but through the available method on mesh.
  131242. */
  131243. export class OutlineRenderer implements ISceneComponent {
  131244. /**
  131245. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  131246. */
  131247. private static _StencilReference;
  131248. /**
  131249. * The name of the component. Each component must have a unique name.
  131250. */
  131251. name: string;
  131252. /**
  131253. * The scene the component belongs to.
  131254. */
  131255. scene: Scene;
  131256. /**
  131257. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  131258. */
  131259. zOffset: number;
  131260. private _engine;
  131261. private _effect;
  131262. private _cachedDefines;
  131263. private _savedDepthWrite;
  131264. /**
  131265. * Instantiates a new outline renderer. (There could be only one per scene).
  131266. * @param scene Defines the scene it belongs to
  131267. */
  131268. constructor(scene: Scene);
  131269. /**
  131270. * Register the component to one instance of a scene.
  131271. */
  131272. register(): void;
  131273. /**
  131274. * Rebuilds the elements related to this component in case of
  131275. * context lost for instance.
  131276. */
  131277. rebuild(): void;
  131278. /**
  131279. * Disposes the component and the associated ressources.
  131280. */
  131281. dispose(): void;
  131282. /**
  131283. * Renders the outline in the canvas.
  131284. * @param subMesh Defines the sumesh to render
  131285. * @param batch Defines the batch of meshes in case of instances
  131286. * @param useOverlay Defines if the rendering is for the overlay or the outline
  131287. */
  131288. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  131289. /**
  131290. * Returns whether or not the outline renderer is ready for a given submesh.
  131291. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  131292. * @param subMesh Defines the submesh to check readyness for
  131293. * @param useInstances Defines wheter wee are trying to render instances or not
  131294. * @returns true if ready otherwise false
  131295. */
  131296. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  131297. private _beforeRenderingMesh;
  131298. private _afterRenderingMesh;
  131299. }
  131300. }
  131301. declare module BABYLON {
  131302. /**
  131303. * Class used to manage multiple sprites of different sizes on the same spritesheet
  131304. * @see http://doc.babylonjs.com/babylon101/sprites
  131305. */
  131306. export class SpritePackedManager extends SpriteManager {
  131307. /** defines the packed manager's name */
  131308. name: string;
  131309. /**
  131310. * Creates a new sprite manager from a packed sprite sheet
  131311. * @param name defines the manager's name
  131312. * @param imgUrl defines the sprite sheet url
  131313. * @param capacity defines the maximum allowed number of sprites
  131314. * @param scene defines the hosting scene
  131315. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  131316. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  131317. * @param samplingMode defines the smapling mode to use with spritesheet
  131318. * @param fromPacked set to true; do not alter
  131319. */
  131320. constructor(
  131321. /** defines the packed manager's name */
  131322. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  131323. }
  131324. }
  131325. declare module BABYLON {
  131326. /**
  131327. * Defines the list of states available for a task inside a AssetsManager
  131328. */
  131329. export enum AssetTaskState {
  131330. /**
  131331. * Initialization
  131332. */
  131333. INIT = 0,
  131334. /**
  131335. * Running
  131336. */
  131337. RUNNING = 1,
  131338. /**
  131339. * Done
  131340. */
  131341. DONE = 2,
  131342. /**
  131343. * Error
  131344. */
  131345. ERROR = 3
  131346. }
  131347. /**
  131348. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  131349. */
  131350. export abstract class AbstractAssetTask {
  131351. /**
  131352. * Task name
  131353. */ name: string;
  131354. /**
  131355. * Callback called when the task is successful
  131356. */
  131357. onSuccess: (task: any) => void;
  131358. /**
  131359. * Callback called when the task is not successful
  131360. */
  131361. onError: (task: any, message?: string, exception?: any) => void;
  131362. /**
  131363. * Creates a new AssetsManager
  131364. * @param name defines the name of the task
  131365. */
  131366. constructor(
  131367. /**
  131368. * Task name
  131369. */ name: string);
  131370. private _isCompleted;
  131371. private _taskState;
  131372. private _errorObject;
  131373. /**
  131374. * Get if the task is completed
  131375. */
  131376. readonly isCompleted: boolean;
  131377. /**
  131378. * Gets the current state of the task
  131379. */
  131380. readonly taskState: AssetTaskState;
  131381. /**
  131382. * Gets the current error object (if task is in error)
  131383. */
  131384. readonly errorObject: {
  131385. message?: string;
  131386. exception?: any;
  131387. };
  131388. /**
  131389. * Internal only
  131390. * @hidden
  131391. */
  131392. _setErrorObject(message?: string, exception?: any): void;
  131393. /**
  131394. * Execute the current task
  131395. * @param scene defines the scene where you want your assets to be loaded
  131396. * @param onSuccess is a callback called when the task is successfully executed
  131397. * @param onError is a callback called if an error occurs
  131398. */
  131399. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131400. /**
  131401. * Execute the current task
  131402. * @param scene defines the scene where you want your assets to be loaded
  131403. * @param onSuccess is a callback called when the task is successfully executed
  131404. * @param onError is a callback called if an error occurs
  131405. */
  131406. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131407. /**
  131408. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  131409. * This can be used with failed tasks that have the reason for failure fixed.
  131410. */
  131411. reset(): void;
  131412. private onErrorCallback;
  131413. private onDoneCallback;
  131414. }
  131415. /**
  131416. * Define the interface used by progress events raised during assets loading
  131417. */
  131418. export interface IAssetsProgressEvent {
  131419. /**
  131420. * Defines the number of remaining tasks to process
  131421. */
  131422. remainingCount: number;
  131423. /**
  131424. * Defines the total number of tasks
  131425. */
  131426. totalCount: number;
  131427. /**
  131428. * Defines the task that was just processed
  131429. */
  131430. task: AbstractAssetTask;
  131431. }
  131432. /**
  131433. * Class used to share progress information about assets loading
  131434. */
  131435. export class AssetsProgressEvent implements IAssetsProgressEvent {
  131436. /**
  131437. * Defines the number of remaining tasks to process
  131438. */
  131439. remainingCount: number;
  131440. /**
  131441. * Defines the total number of tasks
  131442. */
  131443. totalCount: number;
  131444. /**
  131445. * Defines the task that was just processed
  131446. */
  131447. task: AbstractAssetTask;
  131448. /**
  131449. * Creates a AssetsProgressEvent
  131450. * @param remainingCount defines the number of remaining tasks to process
  131451. * @param totalCount defines the total number of tasks
  131452. * @param task defines the task that was just processed
  131453. */
  131454. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  131455. }
  131456. /**
  131457. * Define a task used by AssetsManager to load meshes
  131458. */
  131459. export class MeshAssetTask extends AbstractAssetTask {
  131460. /**
  131461. * Defines the name of the task
  131462. */
  131463. name: string;
  131464. /**
  131465. * Defines the list of mesh's names you want to load
  131466. */
  131467. meshesNames: any;
  131468. /**
  131469. * Defines the root url to use as a base to load your meshes and associated resources
  131470. */
  131471. rootUrl: string;
  131472. /**
  131473. * Defines the filename of the scene to load from
  131474. */
  131475. sceneFilename: string;
  131476. /**
  131477. * Gets the list of loaded meshes
  131478. */
  131479. loadedMeshes: Array<AbstractMesh>;
  131480. /**
  131481. * Gets the list of loaded particle systems
  131482. */
  131483. loadedParticleSystems: Array<IParticleSystem>;
  131484. /**
  131485. * Gets the list of loaded skeletons
  131486. */
  131487. loadedSkeletons: Array<Skeleton>;
  131488. /**
  131489. * Gets the list of loaded animation groups
  131490. */
  131491. loadedAnimationGroups: Array<AnimationGroup>;
  131492. /**
  131493. * Callback called when the task is successful
  131494. */
  131495. onSuccess: (task: MeshAssetTask) => void;
  131496. /**
  131497. * Callback called when the task is successful
  131498. */
  131499. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  131500. /**
  131501. * Creates a new MeshAssetTask
  131502. * @param name defines the name of the task
  131503. * @param meshesNames defines the list of mesh's names you want to load
  131504. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  131505. * @param sceneFilename defines the filename of the scene to load from
  131506. */
  131507. constructor(
  131508. /**
  131509. * Defines the name of the task
  131510. */
  131511. name: string,
  131512. /**
  131513. * Defines the list of mesh's names you want to load
  131514. */
  131515. meshesNames: any,
  131516. /**
  131517. * Defines the root url to use as a base to load your meshes and associated resources
  131518. */
  131519. rootUrl: string,
  131520. /**
  131521. * Defines the filename of the scene to load from
  131522. */
  131523. sceneFilename: string);
  131524. /**
  131525. * Execute the current task
  131526. * @param scene defines the scene where you want your assets to be loaded
  131527. * @param onSuccess is a callback called when the task is successfully executed
  131528. * @param onError is a callback called if an error occurs
  131529. */
  131530. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131531. }
  131532. /**
  131533. * Define a task used by AssetsManager to load text content
  131534. */
  131535. export class TextFileAssetTask extends AbstractAssetTask {
  131536. /**
  131537. * Defines the name of the task
  131538. */
  131539. name: string;
  131540. /**
  131541. * Defines the location of the file to load
  131542. */
  131543. url: string;
  131544. /**
  131545. * Gets the loaded text string
  131546. */
  131547. text: string;
  131548. /**
  131549. * Callback called when the task is successful
  131550. */
  131551. onSuccess: (task: TextFileAssetTask) => void;
  131552. /**
  131553. * Callback called when the task is successful
  131554. */
  131555. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  131556. /**
  131557. * Creates a new TextFileAssetTask object
  131558. * @param name defines the name of the task
  131559. * @param url defines the location of the file to load
  131560. */
  131561. constructor(
  131562. /**
  131563. * Defines the name of the task
  131564. */
  131565. name: string,
  131566. /**
  131567. * Defines the location of the file to load
  131568. */
  131569. url: string);
  131570. /**
  131571. * Execute the current task
  131572. * @param scene defines the scene where you want your assets to be loaded
  131573. * @param onSuccess is a callback called when the task is successfully executed
  131574. * @param onError is a callback called if an error occurs
  131575. */
  131576. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131577. }
  131578. /**
  131579. * Define a task used by AssetsManager to load binary data
  131580. */
  131581. export class BinaryFileAssetTask extends AbstractAssetTask {
  131582. /**
  131583. * Defines the name of the task
  131584. */
  131585. name: string;
  131586. /**
  131587. * Defines the location of the file to load
  131588. */
  131589. url: string;
  131590. /**
  131591. * Gets the lodaded data (as an array buffer)
  131592. */
  131593. data: ArrayBuffer;
  131594. /**
  131595. * Callback called when the task is successful
  131596. */
  131597. onSuccess: (task: BinaryFileAssetTask) => void;
  131598. /**
  131599. * Callback called when the task is successful
  131600. */
  131601. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  131602. /**
  131603. * Creates a new BinaryFileAssetTask object
  131604. * @param name defines the name of the new task
  131605. * @param url defines the location of the file to load
  131606. */
  131607. constructor(
  131608. /**
  131609. * Defines the name of the task
  131610. */
  131611. name: string,
  131612. /**
  131613. * Defines the location of the file to load
  131614. */
  131615. url: string);
  131616. /**
  131617. * Execute the current task
  131618. * @param scene defines the scene where you want your assets to be loaded
  131619. * @param onSuccess is a callback called when the task is successfully executed
  131620. * @param onError is a callback called if an error occurs
  131621. */
  131622. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131623. }
  131624. /**
  131625. * Define a task used by AssetsManager to load images
  131626. */
  131627. export class ImageAssetTask extends AbstractAssetTask {
  131628. /**
  131629. * Defines the name of the task
  131630. */
  131631. name: string;
  131632. /**
  131633. * Defines the location of the image to load
  131634. */
  131635. url: string;
  131636. /**
  131637. * Gets the loaded images
  131638. */
  131639. image: HTMLImageElement;
  131640. /**
  131641. * Callback called when the task is successful
  131642. */
  131643. onSuccess: (task: ImageAssetTask) => void;
  131644. /**
  131645. * Callback called when the task is successful
  131646. */
  131647. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  131648. /**
  131649. * Creates a new ImageAssetTask
  131650. * @param name defines the name of the task
  131651. * @param url defines the location of the image to load
  131652. */
  131653. constructor(
  131654. /**
  131655. * Defines the name of the task
  131656. */
  131657. name: string,
  131658. /**
  131659. * Defines the location of the image to load
  131660. */
  131661. url: string);
  131662. /**
  131663. * Execute the current task
  131664. * @param scene defines the scene where you want your assets to be loaded
  131665. * @param onSuccess is a callback called when the task is successfully executed
  131666. * @param onError is a callback called if an error occurs
  131667. */
  131668. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131669. }
  131670. /**
  131671. * Defines the interface used by texture loading tasks
  131672. */
  131673. export interface ITextureAssetTask<TEX extends BaseTexture> {
  131674. /**
  131675. * Gets the loaded texture
  131676. */
  131677. texture: TEX;
  131678. }
  131679. /**
  131680. * Define a task used by AssetsManager to load 2D textures
  131681. */
  131682. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  131683. /**
  131684. * Defines the name of the task
  131685. */
  131686. name: string;
  131687. /**
  131688. * Defines the location of the file to load
  131689. */
  131690. url: string;
  131691. /**
  131692. * Defines if mipmap should not be generated (default is false)
  131693. */
  131694. noMipmap?: boolean | undefined;
  131695. /**
  131696. * Defines if texture must be inverted on Y axis (default is false)
  131697. */
  131698. invertY?: boolean | undefined;
  131699. /**
  131700. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131701. */
  131702. samplingMode: number;
  131703. /**
  131704. * Gets the loaded texture
  131705. */
  131706. texture: Texture;
  131707. /**
  131708. * Callback called when the task is successful
  131709. */
  131710. onSuccess: (task: TextureAssetTask) => void;
  131711. /**
  131712. * Callback called when the task is successful
  131713. */
  131714. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  131715. /**
  131716. * Creates a new TextureAssetTask object
  131717. * @param name defines the name of the task
  131718. * @param url defines the location of the file to load
  131719. * @param noMipmap defines if mipmap should not be generated (default is false)
  131720. * @param invertY defines if texture must be inverted on Y axis (default is false)
  131721. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131722. */
  131723. constructor(
  131724. /**
  131725. * Defines the name of the task
  131726. */
  131727. name: string,
  131728. /**
  131729. * Defines the location of the file to load
  131730. */
  131731. url: string,
  131732. /**
  131733. * Defines if mipmap should not be generated (default is false)
  131734. */
  131735. noMipmap?: boolean | undefined,
  131736. /**
  131737. * Defines if texture must be inverted on Y axis (default is false)
  131738. */
  131739. invertY?: boolean | undefined,
  131740. /**
  131741. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131742. */
  131743. samplingMode?: number);
  131744. /**
  131745. * Execute the current task
  131746. * @param scene defines the scene where you want your assets to be loaded
  131747. * @param onSuccess is a callback called when the task is successfully executed
  131748. * @param onError is a callback called if an error occurs
  131749. */
  131750. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131751. }
  131752. /**
  131753. * Define a task used by AssetsManager to load cube textures
  131754. */
  131755. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  131756. /**
  131757. * Defines the name of the task
  131758. */
  131759. name: string;
  131760. /**
  131761. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131762. */
  131763. url: string;
  131764. /**
  131765. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131766. */
  131767. extensions?: string[] | undefined;
  131768. /**
  131769. * Defines if mipmaps should not be generated (default is false)
  131770. */
  131771. noMipmap?: boolean | undefined;
  131772. /**
  131773. * Defines the explicit list of files (undefined by default)
  131774. */
  131775. files?: string[] | undefined;
  131776. /**
  131777. * Gets the loaded texture
  131778. */
  131779. texture: CubeTexture;
  131780. /**
  131781. * Callback called when the task is successful
  131782. */
  131783. onSuccess: (task: CubeTextureAssetTask) => void;
  131784. /**
  131785. * Callback called when the task is successful
  131786. */
  131787. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  131788. /**
  131789. * Creates a new CubeTextureAssetTask
  131790. * @param name defines the name of the task
  131791. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131792. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131793. * @param noMipmap defines if mipmaps should not be generated (default is false)
  131794. * @param files defines the explicit list of files (undefined by default)
  131795. */
  131796. constructor(
  131797. /**
  131798. * Defines the name of the task
  131799. */
  131800. name: string,
  131801. /**
  131802. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131803. */
  131804. url: string,
  131805. /**
  131806. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131807. */
  131808. extensions?: string[] | undefined,
  131809. /**
  131810. * Defines if mipmaps should not be generated (default is false)
  131811. */
  131812. noMipmap?: boolean | undefined,
  131813. /**
  131814. * Defines the explicit list of files (undefined by default)
  131815. */
  131816. files?: string[] | undefined);
  131817. /**
  131818. * Execute the current task
  131819. * @param scene defines the scene where you want your assets to be loaded
  131820. * @param onSuccess is a callback called when the task is successfully executed
  131821. * @param onError is a callback called if an error occurs
  131822. */
  131823. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131824. }
  131825. /**
  131826. * Define a task used by AssetsManager to load HDR cube textures
  131827. */
  131828. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  131829. /**
  131830. * Defines the name of the task
  131831. */
  131832. name: string;
  131833. /**
  131834. * Defines the location of the file to load
  131835. */
  131836. url: string;
  131837. /**
  131838. * Defines the desired size (the more it increases the longer the generation will be)
  131839. */
  131840. size: number;
  131841. /**
  131842. * Defines if mipmaps should not be generated (default is false)
  131843. */
  131844. noMipmap: boolean;
  131845. /**
  131846. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  131847. */
  131848. generateHarmonics: boolean;
  131849. /**
  131850. * 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)
  131851. */
  131852. gammaSpace: boolean;
  131853. /**
  131854. * Internal Use Only
  131855. */
  131856. reserved: boolean;
  131857. /**
  131858. * Gets the loaded texture
  131859. */
  131860. texture: HDRCubeTexture;
  131861. /**
  131862. * Callback called when the task is successful
  131863. */
  131864. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  131865. /**
  131866. * Callback called when the task is successful
  131867. */
  131868. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  131869. /**
  131870. * Creates a new HDRCubeTextureAssetTask object
  131871. * @param name defines the name of the task
  131872. * @param url defines the location of the file to load
  131873. * @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.
  131874. * @param noMipmap defines if mipmaps should not be generated (default is false)
  131875. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  131876. * @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)
  131877. * @param reserved Internal use only
  131878. */
  131879. constructor(
  131880. /**
  131881. * Defines the name of the task
  131882. */
  131883. name: string,
  131884. /**
  131885. * Defines the location of the file to load
  131886. */
  131887. url: string,
  131888. /**
  131889. * Defines the desired size (the more it increases the longer the generation will be)
  131890. */
  131891. size: number,
  131892. /**
  131893. * Defines if mipmaps should not be generated (default is false)
  131894. */
  131895. noMipmap?: boolean,
  131896. /**
  131897. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  131898. */
  131899. generateHarmonics?: boolean,
  131900. /**
  131901. * 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)
  131902. */
  131903. gammaSpace?: boolean,
  131904. /**
  131905. * Internal Use Only
  131906. */
  131907. reserved?: boolean);
  131908. /**
  131909. * Execute the current task
  131910. * @param scene defines the scene where you want your assets to be loaded
  131911. * @param onSuccess is a callback called when the task is successfully executed
  131912. * @param onError is a callback called if an error occurs
  131913. */
  131914. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131915. }
  131916. /**
  131917. * Define a task used by AssetsManager to load Equirectangular cube textures
  131918. */
  131919. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  131920. /**
  131921. * Defines the name of the task
  131922. */
  131923. name: string;
  131924. /**
  131925. * Defines the location of the file to load
  131926. */
  131927. url: string;
  131928. /**
  131929. * Defines the desired size (the more it increases the longer the generation will be)
  131930. */
  131931. size: number;
  131932. /**
  131933. * Defines if mipmaps should not be generated (default is false)
  131934. */
  131935. noMipmap: boolean;
  131936. /**
  131937. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  131938. * but the standard material would require them in Gamma space) (default is true)
  131939. */
  131940. gammaSpace: boolean;
  131941. /**
  131942. * Gets the loaded texture
  131943. */
  131944. texture: EquiRectangularCubeTexture;
  131945. /**
  131946. * Callback called when the task is successful
  131947. */
  131948. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  131949. /**
  131950. * Callback called when the task is successful
  131951. */
  131952. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  131953. /**
  131954. * Creates a new EquiRectangularCubeTextureAssetTask object
  131955. * @param name defines the name of the task
  131956. * @param url defines the location of the file to load
  131957. * @param size defines the desired size (the more it increases the longer the generation will be)
  131958. * If the size is omitted this implies you are using a preprocessed cubemap.
  131959. * @param noMipmap defines if mipmaps should not be generated (default is false)
  131960. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  131961. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  131962. * (default is true)
  131963. */
  131964. constructor(
  131965. /**
  131966. * Defines the name of the task
  131967. */
  131968. name: string,
  131969. /**
  131970. * Defines the location of the file to load
  131971. */
  131972. url: string,
  131973. /**
  131974. * Defines the desired size (the more it increases the longer the generation will be)
  131975. */
  131976. size: number,
  131977. /**
  131978. * Defines if mipmaps should not be generated (default is false)
  131979. */
  131980. noMipmap?: boolean,
  131981. /**
  131982. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  131983. * but the standard material would require them in Gamma space) (default is true)
  131984. */
  131985. gammaSpace?: boolean);
  131986. /**
  131987. * Execute the current task
  131988. * @param scene defines the scene where you want your assets to be loaded
  131989. * @param onSuccess is a callback called when the task is successfully executed
  131990. * @param onError is a callback called if an error occurs
  131991. */
  131992. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131993. }
  131994. /**
  131995. * This class can be used to easily import assets into a scene
  131996. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  131997. */
  131998. export class AssetsManager {
  131999. private _scene;
  132000. private _isLoading;
  132001. protected _tasks: AbstractAssetTask[];
  132002. protected _waitingTasksCount: number;
  132003. protected _totalTasksCount: number;
  132004. /**
  132005. * Callback called when all tasks are processed
  132006. */
  132007. onFinish: (tasks: AbstractAssetTask[]) => void;
  132008. /**
  132009. * Callback called when a task is successful
  132010. */
  132011. onTaskSuccess: (task: AbstractAssetTask) => void;
  132012. /**
  132013. * Callback called when a task had an error
  132014. */
  132015. onTaskError: (task: AbstractAssetTask) => void;
  132016. /**
  132017. * Callback called when a task is done (whatever the result is)
  132018. */
  132019. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  132020. /**
  132021. * Observable called when all tasks are processed
  132022. */
  132023. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  132024. /**
  132025. * Observable called when a task had an error
  132026. */
  132027. onTaskErrorObservable: Observable<AbstractAssetTask>;
  132028. /**
  132029. * Observable called when all tasks were executed
  132030. */
  132031. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  132032. /**
  132033. * Observable called when a task is done (whatever the result is)
  132034. */
  132035. onProgressObservable: Observable<IAssetsProgressEvent>;
  132036. /**
  132037. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  132038. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  132039. */
  132040. useDefaultLoadingScreen: boolean;
  132041. /**
  132042. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  132043. * when all assets have been downloaded.
  132044. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  132045. */
  132046. autoHideLoadingUI: boolean;
  132047. /**
  132048. * Creates a new AssetsManager
  132049. * @param scene defines the scene to work on
  132050. */
  132051. constructor(scene: Scene);
  132052. /**
  132053. * Add a MeshAssetTask to the list of active tasks
  132054. * @param taskName defines the name of the new task
  132055. * @param meshesNames defines the name of meshes to load
  132056. * @param rootUrl defines the root url to use to locate files
  132057. * @param sceneFilename defines the filename of the scene file
  132058. * @returns a new MeshAssetTask object
  132059. */
  132060. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  132061. /**
  132062. * Add a TextFileAssetTask to the list of active tasks
  132063. * @param taskName defines the name of the new task
  132064. * @param url defines the url of the file to load
  132065. * @returns a new TextFileAssetTask object
  132066. */
  132067. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  132068. /**
  132069. * Add a BinaryFileAssetTask to the list of active tasks
  132070. * @param taskName defines the name of the new task
  132071. * @param url defines the url of the file to load
  132072. * @returns a new BinaryFileAssetTask object
  132073. */
  132074. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  132075. /**
  132076. * Add a ImageAssetTask to the list of active tasks
  132077. * @param taskName defines the name of the new task
  132078. * @param url defines the url of the file to load
  132079. * @returns a new ImageAssetTask object
  132080. */
  132081. addImageTask(taskName: string, url: string): ImageAssetTask;
  132082. /**
  132083. * Add a TextureAssetTask to the list of active tasks
  132084. * @param taskName defines the name of the new task
  132085. * @param url defines the url of the file to load
  132086. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132087. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  132088. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  132089. * @returns a new TextureAssetTask object
  132090. */
  132091. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  132092. /**
  132093. * Add a CubeTextureAssetTask to the list of active tasks
  132094. * @param taskName defines the name of the new task
  132095. * @param url defines the url of the file to load
  132096. * @param extensions defines the extension to use to load the cube map (can be null)
  132097. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132098. * @param files defines the list of files to load (can be null)
  132099. * @returns a new CubeTextureAssetTask object
  132100. */
  132101. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  132102. /**
  132103. *
  132104. * Add a HDRCubeTextureAssetTask to the list of active tasks
  132105. * @param taskName defines the name of the new task
  132106. * @param url defines the url of the file to load
  132107. * @param size defines the size you want for the cubemap (can be null)
  132108. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132109. * @param generateHarmonics defines if you want to automatically generate (true by default)
  132110. * @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)
  132111. * @param reserved Internal use only
  132112. * @returns a new HDRCubeTextureAssetTask object
  132113. */
  132114. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  132115. /**
  132116. *
  132117. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  132118. * @param taskName defines the name of the new task
  132119. * @param url defines the url of the file to load
  132120. * @param size defines the size you want for the cubemap (can be null)
  132121. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132122. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  132123. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  132124. * @returns a new EquiRectangularCubeTextureAssetTask object
  132125. */
  132126. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  132127. /**
  132128. * Remove a task from the assets manager.
  132129. * @param task the task to remove
  132130. */
  132131. removeTask(task: AbstractAssetTask): void;
  132132. private _decreaseWaitingTasksCount;
  132133. private _runTask;
  132134. /**
  132135. * Reset the AssetsManager and remove all tasks
  132136. * @return the current instance of the AssetsManager
  132137. */
  132138. reset(): AssetsManager;
  132139. /**
  132140. * Start the loading process
  132141. * @return the current instance of the AssetsManager
  132142. */
  132143. load(): AssetsManager;
  132144. /**
  132145. * Start the loading process as an async operation
  132146. * @return a promise returning the list of failed tasks
  132147. */
  132148. loadAsync(): Promise<void>;
  132149. }
  132150. }
  132151. declare module BABYLON {
  132152. /**
  132153. * Wrapper class for promise with external resolve and reject.
  132154. */
  132155. export class Deferred<T> {
  132156. /**
  132157. * The promise associated with this deferred object.
  132158. */
  132159. readonly promise: Promise<T>;
  132160. private _resolve;
  132161. private _reject;
  132162. /**
  132163. * The resolve method of the promise associated with this deferred object.
  132164. */
  132165. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  132166. /**
  132167. * The reject method of the promise associated with this deferred object.
  132168. */
  132169. readonly reject: (reason?: any) => void;
  132170. /**
  132171. * Constructor for this deferred object.
  132172. */
  132173. constructor();
  132174. }
  132175. }
  132176. declare module BABYLON {
  132177. /**
  132178. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  132179. */
  132180. export class MeshExploder {
  132181. private _centerMesh;
  132182. private _meshes;
  132183. private _meshesOrigins;
  132184. private _toCenterVectors;
  132185. private _scaledDirection;
  132186. private _newPosition;
  132187. private _centerPosition;
  132188. /**
  132189. * Explodes meshes from a center mesh.
  132190. * @param meshes The meshes to explode.
  132191. * @param centerMesh The mesh to be center of explosion.
  132192. */
  132193. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  132194. private _setCenterMesh;
  132195. /**
  132196. * Get class name
  132197. * @returns "MeshExploder"
  132198. */
  132199. getClassName(): string;
  132200. /**
  132201. * "Exploded meshes"
  132202. * @returns Array of meshes with the centerMesh at index 0.
  132203. */
  132204. getMeshes(): Array<Mesh>;
  132205. /**
  132206. * Explodes meshes giving a specific direction
  132207. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  132208. */
  132209. explode(direction?: number): void;
  132210. }
  132211. }
  132212. declare module BABYLON {
  132213. /**
  132214. * Class used to help managing file picking and drag'n'drop
  132215. */
  132216. export class FilesInput {
  132217. /**
  132218. * List of files ready to be loaded
  132219. */
  132220. static readonly FilesToLoad: {
  132221. [key: string]: File;
  132222. };
  132223. /**
  132224. * Callback called when a file is processed
  132225. */
  132226. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  132227. private _engine;
  132228. private _currentScene;
  132229. private _sceneLoadedCallback;
  132230. private _progressCallback;
  132231. private _additionalRenderLoopLogicCallback;
  132232. private _textureLoadingCallback;
  132233. private _startingProcessingFilesCallback;
  132234. private _onReloadCallback;
  132235. private _errorCallback;
  132236. private _elementToMonitor;
  132237. private _sceneFileToLoad;
  132238. private _filesToLoad;
  132239. /**
  132240. * Creates a new FilesInput
  132241. * @param engine defines the rendering engine
  132242. * @param scene defines the hosting scene
  132243. * @param sceneLoadedCallback callback called when scene is loaded
  132244. * @param progressCallback callback called to track progress
  132245. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  132246. * @param textureLoadingCallback callback called when a texture is loading
  132247. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  132248. * @param onReloadCallback callback called when a reload is requested
  132249. * @param errorCallback callback call if an error occurs
  132250. */
  132251. 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);
  132252. private _dragEnterHandler;
  132253. private _dragOverHandler;
  132254. private _dropHandler;
  132255. /**
  132256. * Calls this function to listen to drag'n'drop events on a specific DOM element
  132257. * @param elementToMonitor defines the DOM element to track
  132258. */
  132259. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  132260. /**
  132261. * Release all associated resources
  132262. */
  132263. dispose(): void;
  132264. private renderFunction;
  132265. private drag;
  132266. private drop;
  132267. private _traverseFolder;
  132268. private _processFiles;
  132269. /**
  132270. * Load files from a drop event
  132271. * @param event defines the drop event to use as source
  132272. */
  132273. loadFiles(event: any): void;
  132274. private _processReload;
  132275. /**
  132276. * Reload the current scene from the loaded files
  132277. */
  132278. reload(): void;
  132279. }
  132280. }
  132281. declare module BABYLON {
  132282. /**
  132283. * Defines the root class used to create scene optimization to use with SceneOptimizer
  132284. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132285. */
  132286. export class SceneOptimization {
  132287. /**
  132288. * Defines the priority of this optimization (0 by default which means first in the list)
  132289. */
  132290. priority: number;
  132291. /**
  132292. * Gets a string describing the action executed by the current optimization
  132293. * @returns description string
  132294. */
  132295. getDescription(): string;
  132296. /**
  132297. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132298. * @param scene defines the current scene where to apply this optimization
  132299. * @param optimizer defines the current optimizer
  132300. * @returns true if everything that can be done was applied
  132301. */
  132302. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132303. /**
  132304. * Creates the SceneOptimization object
  132305. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132306. * @param desc defines the description associated with the optimization
  132307. */
  132308. constructor(
  132309. /**
  132310. * Defines the priority of this optimization (0 by default which means first in the list)
  132311. */
  132312. priority?: number);
  132313. }
  132314. /**
  132315. * Defines an optimization used to reduce the size of render target textures
  132316. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132317. */
  132318. export class TextureOptimization extends SceneOptimization {
  132319. /**
  132320. * Defines the priority of this optimization (0 by default which means first in the list)
  132321. */
  132322. priority: number;
  132323. /**
  132324. * 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
  132325. */
  132326. maximumSize: number;
  132327. /**
  132328. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132329. */
  132330. step: number;
  132331. /**
  132332. * Gets a string describing the action executed by the current optimization
  132333. * @returns description string
  132334. */
  132335. getDescription(): string;
  132336. /**
  132337. * Creates the TextureOptimization object
  132338. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132339. * @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
  132340. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132341. */
  132342. constructor(
  132343. /**
  132344. * Defines the priority of this optimization (0 by default which means first in the list)
  132345. */
  132346. priority?: number,
  132347. /**
  132348. * 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
  132349. */
  132350. maximumSize?: number,
  132351. /**
  132352. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132353. */
  132354. step?: number);
  132355. /**
  132356. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132357. * @param scene defines the current scene where to apply this optimization
  132358. * @param optimizer defines the current optimizer
  132359. * @returns true if everything that can be done was applied
  132360. */
  132361. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132362. }
  132363. /**
  132364. * Defines an optimization used to increase or decrease the rendering resolution
  132365. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132366. */
  132367. export class HardwareScalingOptimization extends SceneOptimization {
  132368. /**
  132369. * Defines the priority of this optimization (0 by default which means first in the list)
  132370. */
  132371. priority: number;
  132372. /**
  132373. * Defines the maximum scale to use (2 by default)
  132374. */
  132375. maximumScale: number;
  132376. /**
  132377. * Defines the step to use between two passes (0.5 by default)
  132378. */
  132379. step: number;
  132380. private _currentScale;
  132381. private _directionOffset;
  132382. /**
  132383. * Gets a string describing the action executed by the current optimization
  132384. * @return description string
  132385. */
  132386. getDescription(): string;
  132387. /**
  132388. * Creates the HardwareScalingOptimization object
  132389. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132390. * @param maximumScale defines the maximum scale to use (2 by default)
  132391. * @param step defines the step to use between two passes (0.5 by default)
  132392. */
  132393. constructor(
  132394. /**
  132395. * Defines the priority of this optimization (0 by default which means first in the list)
  132396. */
  132397. priority?: number,
  132398. /**
  132399. * Defines the maximum scale to use (2 by default)
  132400. */
  132401. maximumScale?: number,
  132402. /**
  132403. * Defines the step to use between two passes (0.5 by default)
  132404. */
  132405. step?: number);
  132406. /**
  132407. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132408. * @param scene defines the current scene where to apply this optimization
  132409. * @param optimizer defines the current optimizer
  132410. * @returns true if everything that can be done was applied
  132411. */
  132412. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132413. }
  132414. /**
  132415. * Defines an optimization used to remove shadows
  132416. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132417. */
  132418. export class ShadowsOptimization extends SceneOptimization {
  132419. /**
  132420. * Gets a string describing the action executed by the current optimization
  132421. * @return description string
  132422. */
  132423. getDescription(): string;
  132424. /**
  132425. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132426. * @param scene defines the current scene where to apply this optimization
  132427. * @param optimizer defines the current optimizer
  132428. * @returns true if everything that can be done was applied
  132429. */
  132430. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132431. }
  132432. /**
  132433. * Defines an optimization used to turn post-processes off
  132434. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132435. */
  132436. export class PostProcessesOptimization extends SceneOptimization {
  132437. /**
  132438. * Gets a string describing the action executed by the current optimization
  132439. * @return description string
  132440. */
  132441. getDescription(): string;
  132442. /**
  132443. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132444. * @param scene defines the current scene where to apply this optimization
  132445. * @param optimizer defines the current optimizer
  132446. * @returns true if everything that can be done was applied
  132447. */
  132448. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132449. }
  132450. /**
  132451. * Defines an optimization used to turn lens flares off
  132452. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132453. */
  132454. export class LensFlaresOptimization extends SceneOptimization {
  132455. /**
  132456. * Gets a string describing the action executed by the current optimization
  132457. * @return description string
  132458. */
  132459. getDescription(): string;
  132460. /**
  132461. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132462. * @param scene defines the current scene where to apply this optimization
  132463. * @param optimizer defines the current optimizer
  132464. * @returns true if everything that can be done was applied
  132465. */
  132466. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132467. }
  132468. /**
  132469. * Defines an optimization based on user defined callback.
  132470. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132471. */
  132472. export class CustomOptimization extends SceneOptimization {
  132473. /**
  132474. * Callback called to apply the custom optimization.
  132475. */
  132476. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  132477. /**
  132478. * Callback called to get custom description
  132479. */
  132480. onGetDescription: () => string;
  132481. /**
  132482. * Gets a string describing the action executed by the current optimization
  132483. * @returns description string
  132484. */
  132485. getDescription(): string;
  132486. /**
  132487. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132488. * @param scene defines the current scene where to apply this optimization
  132489. * @param optimizer defines the current optimizer
  132490. * @returns true if everything that can be done was applied
  132491. */
  132492. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132493. }
  132494. /**
  132495. * Defines an optimization used to turn particles off
  132496. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132497. */
  132498. export class ParticlesOptimization extends SceneOptimization {
  132499. /**
  132500. * Gets a string describing the action executed by the current optimization
  132501. * @return description string
  132502. */
  132503. getDescription(): string;
  132504. /**
  132505. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132506. * @param scene defines the current scene where to apply this optimization
  132507. * @param optimizer defines the current optimizer
  132508. * @returns true if everything that can be done was applied
  132509. */
  132510. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132511. }
  132512. /**
  132513. * Defines an optimization used to turn render targets off
  132514. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132515. */
  132516. export class RenderTargetsOptimization extends SceneOptimization {
  132517. /**
  132518. * Gets a string describing the action executed by the current optimization
  132519. * @return description string
  132520. */
  132521. getDescription(): string;
  132522. /**
  132523. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132524. * @param scene defines the current scene where to apply this optimization
  132525. * @param optimizer defines the current optimizer
  132526. * @returns true if everything that can be done was applied
  132527. */
  132528. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132529. }
  132530. /**
  132531. * Defines an optimization used to merge meshes with compatible materials
  132532. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132533. */
  132534. export class MergeMeshesOptimization extends SceneOptimization {
  132535. private static _UpdateSelectionTree;
  132536. /**
  132537. * Gets or sets a boolean which defines if optimization octree has to be updated
  132538. */
  132539. /**
  132540. * Gets or sets a boolean which defines if optimization octree has to be updated
  132541. */
  132542. static UpdateSelectionTree: boolean;
  132543. /**
  132544. * Gets a string describing the action executed by the current optimization
  132545. * @return description string
  132546. */
  132547. getDescription(): string;
  132548. private _canBeMerged;
  132549. /**
  132550. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132551. * @param scene defines the current scene where to apply this optimization
  132552. * @param optimizer defines the current optimizer
  132553. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  132554. * @returns true if everything that can be done was applied
  132555. */
  132556. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  132557. }
  132558. /**
  132559. * Defines a list of options used by SceneOptimizer
  132560. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132561. */
  132562. export class SceneOptimizerOptions {
  132563. /**
  132564. * Defines the target frame rate to reach (60 by default)
  132565. */
  132566. targetFrameRate: number;
  132567. /**
  132568. * Defines the interval between two checkes (2000ms by default)
  132569. */
  132570. trackerDuration: number;
  132571. /**
  132572. * Gets the list of optimizations to apply
  132573. */
  132574. optimizations: SceneOptimization[];
  132575. /**
  132576. * Creates a new list of options used by SceneOptimizer
  132577. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  132578. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  132579. */
  132580. constructor(
  132581. /**
  132582. * Defines the target frame rate to reach (60 by default)
  132583. */
  132584. targetFrameRate?: number,
  132585. /**
  132586. * Defines the interval between two checkes (2000ms by default)
  132587. */
  132588. trackerDuration?: number);
  132589. /**
  132590. * Add a new optimization
  132591. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  132592. * @returns the current SceneOptimizerOptions
  132593. */
  132594. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  132595. /**
  132596. * Add a new custom optimization
  132597. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  132598. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  132599. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132600. * @returns the current SceneOptimizerOptions
  132601. */
  132602. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  132603. /**
  132604. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  132605. * @param targetFrameRate defines the target frame rate (60 by default)
  132606. * @returns a SceneOptimizerOptions object
  132607. */
  132608. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132609. /**
  132610. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  132611. * @param targetFrameRate defines the target frame rate (60 by default)
  132612. * @returns a SceneOptimizerOptions object
  132613. */
  132614. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132615. /**
  132616. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  132617. * @param targetFrameRate defines the target frame rate (60 by default)
  132618. * @returns a SceneOptimizerOptions object
  132619. */
  132620. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132621. }
  132622. /**
  132623. * Class used to run optimizations in order to reach a target frame rate
  132624. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132625. */
  132626. export class SceneOptimizer implements IDisposable {
  132627. private _isRunning;
  132628. private _options;
  132629. private _scene;
  132630. private _currentPriorityLevel;
  132631. private _targetFrameRate;
  132632. private _trackerDuration;
  132633. private _currentFrameRate;
  132634. private _sceneDisposeObserver;
  132635. private _improvementMode;
  132636. /**
  132637. * Defines an observable called when the optimizer reaches the target frame rate
  132638. */
  132639. onSuccessObservable: Observable<SceneOptimizer>;
  132640. /**
  132641. * Defines an observable called when the optimizer enables an optimization
  132642. */
  132643. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  132644. /**
  132645. * Defines an observable called when the optimizer is not able to reach the target frame rate
  132646. */
  132647. onFailureObservable: Observable<SceneOptimizer>;
  132648. /**
  132649. * Gets a boolean indicating if the optimizer is in improvement mode
  132650. */
  132651. readonly isInImprovementMode: boolean;
  132652. /**
  132653. * Gets the current priority level (0 at start)
  132654. */
  132655. readonly currentPriorityLevel: number;
  132656. /**
  132657. * Gets the current frame rate checked by the SceneOptimizer
  132658. */
  132659. readonly currentFrameRate: number;
  132660. /**
  132661. * Gets or sets the current target frame rate (60 by default)
  132662. */
  132663. /**
  132664. * Gets or sets the current target frame rate (60 by default)
  132665. */
  132666. targetFrameRate: number;
  132667. /**
  132668. * Gets or sets the current interval between two checks (every 2000ms by default)
  132669. */
  132670. /**
  132671. * Gets or sets the current interval between two checks (every 2000ms by default)
  132672. */
  132673. trackerDuration: number;
  132674. /**
  132675. * Gets the list of active optimizations
  132676. */
  132677. readonly optimizations: SceneOptimization[];
  132678. /**
  132679. * Creates a new SceneOptimizer
  132680. * @param scene defines the scene to work on
  132681. * @param options defines the options to use with the SceneOptimizer
  132682. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  132683. * @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)
  132684. */
  132685. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  132686. /**
  132687. * Stops the current optimizer
  132688. */
  132689. stop(): void;
  132690. /**
  132691. * Reset the optimizer to initial step (current priority level = 0)
  132692. */
  132693. reset(): void;
  132694. /**
  132695. * Start the optimizer. By default it will try to reach a specific framerate
  132696. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  132697. */
  132698. start(): void;
  132699. private _checkCurrentState;
  132700. /**
  132701. * Release all resources
  132702. */
  132703. dispose(): void;
  132704. /**
  132705. * Helper function to create a SceneOptimizer with one single line of code
  132706. * @param scene defines the scene to work on
  132707. * @param options defines the options to use with the SceneOptimizer
  132708. * @param onSuccess defines a callback to call on success
  132709. * @param onFailure defines a callback to call on failure
  132710. * @returns the new SceneOptimizer object
  132711. */
  132712. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  132713. }
  132714. }
  132715. declare module BABYLON {
  132716. /**
  132717. * Class used to serialize a scene into a string
  132718. */
  132719. export class SceneSerializer {
  132720. /**
  132721. * Clear cache used by a previous serialization
  132722. */
  132723. static ClearCache(): void;
  132724. /**
  132725. * Serialize a scene into a JSON compatible object
  132726. * @param scene defines the scene to serialize
  132727. * @returns a JSON compatible object
  132728. */
  132729. static Serialize(scene: Scene): any;
  132730. /**
  132731. * Serialize a mesh into a JSON compatible object
  132732. * @param toSerialize defines the mesh to serialize
  132733. * @param withParents defines if parents must be serialized as well
  132734. * @param withChildren defines if children must be serialized as well
  132735. * @returns a JSON compatible object
  132736. */
  132737. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  132738. }
  132739. }
  132740. declare module BABYLON {
  132741. /**
  132742. * Class used to host texture specific utilities
  132743. */
  132744. export class TextureTools {
  132745. /**
  132746. * Uses the GPU to create a copy texture rescaled at a given size
  132747. * @param texture Texture to copy from
  132748. * @param width defines the desired width
  132749. * @param height defines the desired height
  132750. * @param useBilinearMode defines if bilinear mode has to be used
  132751. * @return the generated texture
  132752. */
  132753. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  132754. }
  132755. }
  132756. declare module BABYLON {
  132757. /**
  132758. * This represents the different options available for the video capture.
  132759. */
  132760. export interface VideoRecorderOptions {
  132761. /** Defines the mime type of the video. */
  132762. mimeType: string;
  132763. /** Defines the FPS the video should be recorded at. */
  132764. fps: number;
  132765. /** Defines the chunk size for the recording data. */
  132766. recordChunckSize: number;
  132767. /** The audio tracks to attach to the recording. */
  132768. audioTracks?: MediaStreamTrack[];
  132769. }
  132770. /**
  132771. * This can help with recording videos from BabylonJS.
  132772. * This is based on the available WebRTC functionalities of the browser.
  132773. *
  132774. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  132775. */
  132776. export class VideoRecorder {
  132777. private static readonly _defaultOptions;
  132778. /**
  132779. * Returns whether or not the VideoRecorder is available in your browser.
  132780. * @param engine Defines the Babylon Engine.
  132781. * @returns true if supported otherwise false.
  132782. */
  132783. static IsSupported(engine: Engine): boolean;
  132784. private readonly _options;
  132785. private _canvas;
  132786. private _mediaRecorder;
  132787. private _recordedChunks;
  132788. private _fileName;
  132789. private _resolve;
  132790. private _reject;
  132791. /**
  132792. * True when a recording is already in progress.
  132793. */
  132794. readonly isRecording: boolean;
  132795. /**
  132796. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  132797. * @param engine Defines the BabylonJS Engine you wish to record.
  132798. * @param options Defines options that can be used to customize the capture.
  132799. */
  132800. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  132801. /**
  132802. * Stops the current recording before the default capture timeout passed in the startRecording function.
  132803. */
  132804. stopRecording(): void;
  132805. /**
  132806. * Starts recording the canvas for a max duration specified in parameters.
  132807. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  132808. * If null no automatic download will start and you can rely on the promise to get the data back.
  132809. * @param maxDuration Defines the maximum recording time in seconds.
  132810. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  132811. * @return A promise callback at the end of the recording with the video data in Blob.
  132812. */
  132813. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  132814. /**
  132815. * Releases internal resources used during the recording.
  132816. */
  132817. dispose(): void;
  132818. private _handleDataAvailable;
  132819. private _handleError;
  132820. private _handleStop;
  132821. }
  132822. }
  132823. declare module BABYLON {
  132824. /**
  132825. * Class containing a set of static utilities functions for screenshots
  132826. */
  132827. export class ScreenshotTools {
  132828. /**
  132829. * Captures a screenshot of the current rendering
  132830. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132831. * @param engine defines the rendering engine
  132832. * @param camera defines the source camera
  132833. * @param size This parameter can be set to a single number or to an object with the
  132834. * following (optional) properties: precision, width, height. If a single number is passed,
  132835. * it will be used for both width and height. If an object is passed, the screenshot size
  132836. * will be derived from the parameters. The precision property is a multiplier allowing
  132837. * rendering at a higher or lower resolution
  132838. * @param successCallback defines the callback receives a single parameter which contains the
  132839. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  132840. * src parameter of an <img> to display it
  132841. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  132842. * Check your browser for supported MIME types
  132843. */
  132844. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  132845. /**
  132846. * Captures a screenshot of the current rendering
  132847. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132848. * @param engine defines the rendering engine
  132849. * @param camera defines the source camera
  132850. * @param size This parameter can be set to a single number or to an object with the
  132851. * following (optional) properties: precision, width, height. If a single number is passed,
  132852. * it will be used for both width and height. If an object is passed, the screenshot size
  132853. * will be derived from the parameters. The precision property is a multiplier allowing
  132854. * rendering at a higher or lower resolution
  132855. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  132856. * Check your browser for supported MIME types
  132857. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  132858. * to the src parameter of an <img> to display it
  132859. */
  132860. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  132861. /**
  132862. * Generates an image screenshot from the specified camera.
  132863. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132864. * @param engine The engine to use for rendering
  132865. * @param camera The camera to use for rendering
  132866. * @param size This parameter can be set to a single number or to an object with the
  132867. * following (optional) properties: precision, width, height. If a single number is passed,
  132868. * it will be used for both width and height. If an object is passed, the screenshot size
  132869. * will be derived from the parameters. The precision property is a multiplier allowing
  132870. * rendering at a higher or lower resolution
  132871. * @param successCallback The callback receives a single parameter which contains the
  132872. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  132873. * src parameter of an <img> to display it
  132874. * @param mimeType The MIME type of the screenshot image (default: image/png).
  132875. * Check your browser for supported MIME types
  132876. * @param samples Texture samples (default: 1)
  132877. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  132878. * @param fileName A name for for the downloaded file.
  132879. */
  132880. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  132881. /**
  132882. * Generates an image screenshot from the specified camera.
  132883. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132884. * @param engine The engine to use for rendering
  132885. * @param camera The camera to use for rendering
  132886. * @param size This parameter can be set to a single number or to an object with the
  132887. * following (optional) properties: precision, width, height. If a single number is passed,
  132888. * it will be used for both width and height. If an object is passed, the screenshot size
  132889. * will be derived from the parameters. The precision property is a multiplier allowing
  132890. * rendering at a higher or lower resolution
  132891. * @param mimeType The MIME type of the screenshot image (default: image/png).
  132892. * Check your browser for supported MIME types
  132893. * @param samples Texture samples (default: 1)
  132894. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  132895. * @param fileName A name for for the downloaded file.
  132896. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  132897. * to the src parameter of an <img> to display it
  132898. */
  132899. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  132900. /**
  132901. * Gets height and width for screenshot size
  132902. * @private
  132903. */
  132904. private static _getScreenshotSize;
  132905. }
  132906. }
  132907. declare module BABYLON {
  132908. /**
  132909. * Interface for a data buffer
  132910. */
  132911. export interface IDataBuffer {
  132912. /**
  132913. * Reads bytes from the data buffer.
  132914. * @param byteOffset The byte offset to read
  132915. * @param byteLength The byte length to read
  132916. * @returns A promise that resolves when the bytes are read
  132917. */
  132918. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  132919. /**
  132920. * The byte length of the buffer.
  132921. */
  132922. readonly byteLength: number;
  132923. }
  132924. /**
  132925. * Utility class for reading from a data buffer
  132926. */
  132927. export class DataReader {
  132928. /**
  132929. * The data buffer associated with this data reader.
  132930. */
  132931. readonly buffer: IDataBuffer;
  132932. /**
  132933. * The current byte offset from the beginning of the data buffer.
  132934. */
  132935. byteOffset: number;
  132936. private _dataView;
  132937. private _dataByteOffset;
  132938. /**
  132939. * Constructor
  132940. * @param buffer The buffer to read
  132941. */
  132942. constructor(buffer: IDataBuffer);
  132943. /**
  132944. * Loads the given byte length.
  132945. * @param byteLength The byte length to load
  132946. * @returns A promise that resolves when the load is complete
  132947. */
  132948. loadAsync(byteLength: number): Promise<void>;
  132949. /**
  132950. * Read a unsigned 32-bit integer from the currently loaded data range.
  132951. * @returns The 32-bit integer read
  132952. */
  132953. readUint32(): number;
  132954. /**
  132955. * Read a byte array from the currently loaded data range.
  132956. * @param byteLength The byte length to read
  132957. * @returns The byte array read
  132958. */
  132959. readUint8Array(byteLength: number): Uint8Array;
  132960. /**
  132961. * Read a string from the currently loaded data range.
  132962. * @param byteLength The byte length to read
  132963. * @returns The string read
  132964. */
  132965. readString(byteLength: number): string;
  132966. /**
  132967. * Skips the given byte length the currently loaded data range.
  132968. * @param byteLength The byte length to skip
  132969. */
  132970. skipBytes(byteLength: number): void;
  132971. }
  132972. }
  132973. declare module BABYLON {
  132974. /**
  132975. * A cursor which tracks a point on a path
  132976. */
  132977. export class PathCursor {
  132978. private path;
  132979. /**
  132980. * Stores path cursor callbacks for when an onchange event is triggered
  132981. */
  132982. private _onchange;
  132983. /**
  132984. * The value of the path cursor
  132985. */
  132986. value: number;
  132987. /**
  132988. * The animation array of the path cursor
  132989. */
  132990. animations: Animation[];
  132991. /**
  132992. * Initializes the path cursor
  132993. * @param path The path to track
  132994. */
  132995. constructor(path: Path2);
  132996. /**
  132997. * Gets the cursor point on the path
  132998. * @returns A point on the path cursor at the cursor location
  132999. */
  133000. getPoint(): Vector3;
  133001. /**
  133002. * Moves the cursor ahead by the step amount
  133003. * @param step The amount to move the cursor forward
  133004. * @returns This path cursor
  133005. */
  133006. moveAhead(step?: number): PathCursor;
  133007. /**
  133008. * Moves the cursor behind by the step amount
  133009. * @param step The amount to move the cursor back
  133010. * @returns This path cursor
  133011. */
  133012. moveBack(step?: number): PathCursor;
  133013. /**
  133014. * Moves the cursor by the step amount
  133015. * If the step amount is greater than one, an exception is thrown
  133016. * @param step The amount to move the cursor
  133017. * @returns This path cursor
  133018. */
  133019. move(step: number): PathCursor;
  133020. /**
  133021. * Ensures that the value is limited between zero and one
  133022. * @returns This path cursor
  133023. */
  133024. private ensureLimits;
  133025. /**
  133026. * Runs onchange callbacks on change (used by the animation engine)
  133027. * @returns This path cursor
  133028. */
  133029. private raiseOnChange;
  133030. /**
  133031. * Executes a function on change
  133032. * @param f A path cursor onchange callback
  133033. * @returns This path cursor
  133034. */
  133035. onchange(f: (cursor: PathCursor) => void): PathCursor;
  133036. }
  133037. }
  133038. declare module BABYLON {
  133039. /** @hidden */
  133040. export var blurPixelShader: {
  133041. name: string;
  133042. shader: string;
  133043. };
  133044. }
  133045. declare module BABYLON {
  133046. /** @hidden */
  133047. export var pointCloudVertexDeclaration: {
  133048. name: string;
  133049. shader: string;
  133050. };
  133051. }
  133052. // Mixins
  133053. interface Window {
  133054. mozIndexedDB: IDBFactory;
  133055. webkitIndexedDB: IDBFactory;
  133056. msIndexedDB: IDBFactory;
  133057. webkitURL: typeof URL;
  133058. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  133059. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  133060. WebGLRenderingContext: WebGLRenderingContext;
  133061. MSGesture: MSGesture;
  133062. CANNON: any;
  133063. AudioContext: AudioContext;
  133064. webkitAudioContext: AudioContext;
  133065. PointerEvent: any;
  133066. Math: Math;
  133067. Uint8Array: Uint8ArrayConstructor;
  133068. Float32Array: Float32ArrayConstructor;
  133069. mozURL: typeof URL;
  133070. msURL: typeof URL;
  133071. VRFrameData: any; // WebVR, from specs 1.1
  133072. DracoDecoderModule: any;
  133073. setImmediate(handler: (...args: any[]) => void): number;
  133074. }
  133075. interface HTMLCanvasElement {
  133076. requestPointerLock(): void;
  133077. msRequestPointerLock?(): void;
  133078. mozRequestPointerLock?(): void;
  133079. webkitRequestPointerLock?(): void;
  133080. /** Track wether a record is in progress */
  133081. isRecording: boolean;
  133082. /** Capture Stream method defined by some browsers */
  133083. captureStream(fps?: number): MediaStream;
  133084. }
  133085. interface CanvasRenderingContext2D {
  133086. msImageSmoothingEnabled: boolean;
  133087. }
  133088. interface MouseEvent {
  133089. mozMovementX: number;
  133090. mozMovementY: number;
  133091. webkitMovementX: number;
  133092. webkitMovementY: number;
  133093. msMovementX: number;
  133094. msMovementY: number;
  133095. }
  133096. interface Navigator {
  133097. mozGetVRDevices: (any: any) => any;
  133098. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  133099. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  133100. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  133101. webkitGetGamepads(): Gamepad[];
  133102. msGetGamepads(): Gamepad[];
  133103. webkitGamepads(): Gamepad[];
  133104. }
  133105. interface HTMLVideoElement {
  133106. mozSrcObject: any;
  133107. }
  133108. interface Math {
  133109. fround(x: number): number;
  133110. imul(a: number, b: number): number;
  133111. }
  133112. interface WebGLRenderingContext {
  133113. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  133114. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  133115. vertexAttribDivisor(index: number, divisor: number): void;
  133116. createVertexArray(): any;
  133117. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  133118. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  133119. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  133120. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  133121. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  133122. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  133123. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  133124. // Queries
  133125. createQuery(): WebGLQuery;
  133126. deleteQuery(query: WebGLQuery): void;
  133127. beginQuery(target: number, query: WebGLQuery): void;
  133128. endQuery(target: number): void;
  133129. getQueryParameter(query: WebGLQuery, pname: number): any;
  133130. getQuery(target: number, pname: number): any;
  133131. MAX_SAMPLES: number;
  133132. RGBA8: number;
  133133. READ_FRAMEBUFFER: number;
  133134. DRAW_FRAMEBUFFER: number;
  133135. UNIFORM_BUFFER: number;
  133136. HALF_FLOAT_OES: number;
  133137. RGBA16F: number;
  133138. RGBA32F: number;
  133139. R32F: number;
  133140. RG32F: number;
  133141. RGB32F: number;
  133142. R16F: number;
  133143. RG16F: number;
  133144. RGB16F: number;
  133145. RED: number;
  133146. RG: number;
  133147. R8: number;
  133148. RG8: number;
  133149. UNSIGNED_INT_24_8: number;
  133150. DEPTH24_STENCIL8: number;
  133151. MIN: number;
  133152. MAX: number;
  133153. /* Multiple Render Targets */
  133154. drawBuffers(buffers: number[]): void;
  133155. readBuffer(src: number): void;
  133156. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  133157. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  133158. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  133159. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  133160. // Occlusion Query
  133161. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  133162. ANY_SAMPLES_PASSED: number;
  133163. QUERY_RESULT_AVAILABLE: number;
  133164. QUERY_RESULT: number;
  133165. }
  133166. interface WebGLProgram {
  133167. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  133168. }
  133169. interface EXT_disjoint_timer_query {
  133170. QUERY_COUNTER_BITS_EXT: number;
  133171. TIME_ELAPSED_EXT: number;
  133172. TIMESTAMP_EXT: number;
  133173. GPU_DISJOINT_EXT: number;
  133174. QUERY_RESULT_EXT: number;
  133175. QUERY_RESULT_AVAILABLE_EXT: number;
  133176. queryCounterEXT(query: WebGLQuery, target: number): void;
  133177. createQueryEXT(): WebGLQuery;
  133178. beginQueryEXT(target: number, query: WebGLQuery): void;
  133179. endQueryEXT(target: number): void;
  133180. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  133181. deleteQueryEXT(query: WebGLQuery): void;
  133182. }
  133183. interface WebGLUniformLocation {
  133184. _currentState: any;
  133185. }
  133186. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  133187. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  133188. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  133189. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  133190. interface WebGLRenderingContext {
  133191. readonly RASTERIZER_DISCARD: number;
  133192. readonly DEPTH_COMPONENT24: number;
  133193. readonly TEXTURE_3D: number;
  133194. readonly TEXTURE_2D_ARRAY: number;
  133195. readonly TEXTURE_COMPARE_FUNC: number;
  133196. readonly TEXTURE_COMPARE_MODE: number;
  133197. readonly COMPARE_REF_TO_TEXTURE: number;
  133198. readonly TEXTURE_WRAP_R: number;
  133199. readonly HALF_FLOAT: number;
  133200. readonly RGB8: number;
  133201. readonly RED_INTEGER: number;
  133202. readonly RG_INTEGER: number;
  133203. readonly RGB_INTEGER: number;
  133204. readonly RGBA_INTEGER: number;
  133205. readonly R8_SNORM: number;
  133206. readonly RG8_SNORM: number;
  133207. readonly RGB8_SNORM: number;
  133208. readonly RGBA8_SNORM: number;
  133209. readonly R8I: number;
  133210. readonly RG8I: number;
  133211. readonly RGB8I: number;
  133212. readonly RGBA8I: number;
  133213. readonly R8UI: number;
  133214. readonly RG8UI: number;
  133215. readonly RGB8UI: number;
  133216. readonly RGBA8UI: number;
  133217. readonly R16I: number;
  133218. readonly RG16I: number;
  133219. readonly RGB16I: number;
  133220. readonly RGBA16I: number;
  133221. readonly R16UI: number;
  133222. readonly RG16UI: number;
  133223. readonly RGB16UI: number;
  133224. readonly RGBA16UI: number;
  133225. readonly R32I: number;
  133226. readonly RG32I: number;
  133227. readonly RGB32I: number;
  133228. readonly RGBA32I: number;
  133229. readonly R32UI: number;
  133230. readonly RG32UI: number;
  133231. readonly RGB32UI: number;
  133232. readonly RGBA32UI: number;
  133233. readonly RGB10_A2UI: number;
  133234. readonly R11F_G11F_B10F: number;
  133235. readonly RGB9_E5: number;
  133236. readonly RGB10_A2: number;
  133237. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  133238. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  133239. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  133240. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  133241. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  133242. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  133243. 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;
  133244. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  133245. readonly TRANSFORM_FEEDBACK: number;
  133246. readonly INTERLEAVED_ATTRIBS: number;
  133247. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  133248. createTransformFeedback(): WebGLTransformFeedback;
  133249. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  133250. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  133251. beginTransformFeedback(primitiveMode: number): void;
  133252. endTransformFeedback(): void;
  133253. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  133254. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133255. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133256. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133257. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  133258. }
  133259. interface ImageBitmap {
  133260. readonly width: number;
  133261. readonly height: number;
  133262. close(): void;
  133263. }
  133264. interface WebGLQuery extends WebGLObject {
  133265. }
  133266. declare var WebGLQuery: {
  133267. prototype: WebGLQuery;
  133268. new(): WebGLQuery;
  133269. };
  133270. interface WebGLSampler extends WebGLObject {
  133271. }
  133272. declare var WebGLSampler: {
  133273. prototype: WebGLSampler;
  133274. new(): WebGLSampler;
  133275. };
  133276. interface WebGLSync extends WebGLObject {
  133277. }
  133278. declare var WebGLSync: {
  133279. prototype: WebGLSync;
  133280. new(): WebGLSync;
  133281. };
  133282. interface WebGLTransformFeedback extends WebGLObject {
  133283. }
  133284. declare var WebGLTransformFeedback: {
  133285. prototype: WebGLTransformFeedback;
  133286. new(): WebGLTransformFeedback;
  133287. };
  133288. interface WebGLVertexArrayObject extends WebGLObject {
  133289. }
  133290. declare var WebGLVertexArrayObject: {
  133291. prototype: WebGLVertexArrayObject;
  133292. new(): WebGLVertexArrayObject;
  133293. };
  133294. // Type definitions for WebVR API
  133295. // Project: https://w3c.github.io/webvr/
  133296. // Definitions by: six a <https://github.com/lostfictions>
  133297. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  133298. interface VRDisplay extends EventTarget {
  133299. /**
  133300. * Dictionary of capabilities describing the VRDisplay.
  133301. */
  133302. readonly capabilities: VRDisplayCapabilities;
  133303. /**
  133304. * z-depth defining the far plane of the eye view frustum
  133305. * enables mapping of values in the render target depth
  133306. * attachment to scene coordinates. Initially set to 10000.0.
  133307. */
  133308. depthFar: number;
  133309. /**
  133310. * z-depth defining the near plane of the eye view frustum
  133311. * enables mapping of values in the render target depth
  133312. * attachment to scene coordinates. Initially set to 0.01.
  133313. */
  133314. depthNear: number;
  133315. /**
  133316. * An identifier for this distinct VRDisplay. Used as an
  133317. * association point in the Gamepad API.
  133318. */
  133319. readonly displayId: number;
  133320. /**
  133321. * A display name, a user-readable name identifying it.
  133322. */
  133323. readonly displayName: string;
  133324. readonly isConnected: boolean;
  133325. readonly isPresenting: boolean;
  133326. /**
  133327. * If this VRDisplay supports room-scale experiences, the optional
  133328. * stage attribute contains details on the room-scale parameters.
  133329. */
  133330. readonly stageParameters: VRStageParameters | null;
  133331. /**
  133332. * Passing the value returned by `requestAnimationFrame` to
  133333. * `cancelAnimationFrame` will unregister the callback.
  133334. * @param handle Define the hanle of the request to cancel
  133335. */
  133336. cancelAnimationFrame(handle: number): void;
  133337. /**
  133338. * Stops presenting to the VRDisplay.
  133339. * @returns a promise to know when it stopped
  133340. */
  133341. exitPresent(): Promise<void>;
  133342. /**
  133343. * Return the current VREyeParameters for the given eye.
  133344. * @param whichEye Define the eye we want the parameter for
  133345. * @returns the eye parameters
  133346. */
  133347. getEyeParameters(whichEye: string): VREyeParameters;
  133348. /**
  133349. * Populates the passed VRFrameData with the information required to render
  133350. * the current frame.
  133351. * @param frameData Define the data structure to populate
  133352. * @returns true if ok otherwise false
  133353. */
  133354. getFrameData(frameData: VRFrameData): boolean;
  133355. /**
  133356. * Get the layers currently being presented.
  133357. * @returns the list of VR layers
  133358. */
  133359. getLayers(): VRLayer[];
  133360. /**
  133361. * Return a VRPose containing the future predicted pose of the VRDisplay
  133362. * when the current frame will be presented. The value returned will not
  133363. * change until JavaScript has returned control to the browser.
  133364. *
  133365. * The VRPose will contain the position, orientation, velocity,
  133366. * and acceleration of each of these properties.
  133367. * @returns the pose object
  133368. */
  133369. getPose(): VRPose;
  133370. /**
  133371. * Return the current instantaneous pose of the VRDisplay, with no
  133372. * prediction applied.
  133373. * @returns the current instantaneous pose
  133374. */
  133375. getImmediatePose(): VRPose;
  133376. /**
  133377. * The callback passed to `requestAnimationFrame` will be called
  133378. * any time a new frame should be rendered. When the VRDisplay is
  133379. * presenting the callback will be called at the native refresh
  133380. * rate of the HMD. When not presenting this function acts
  133381. * identically to how window.requestAnimationFrame acts. Content should
  133382. * make no assumptions of frame rate or vsync behavior as the HMD runs
  133383. * asynchronously from other displays and at differing refresh rates.
  133384. * @param callback Define the eaction to run next frame
  133385. * @returns the request handle it
  133386. */
  133387. requestAnimationFrame(callback: FrameRequestCallback): number;
  133388. /**
  133389. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  133390. * Repeat calls while already presenting will update the VRLayers being displayed.
  133391. * @param layers Define the list of layer to present
  133392. * @returns a promise to know when the request has been fulfilled
  133393. */
  133394. requestPresent(layers: VRLayer[]): Promise<void>;
  133395. /**
  133396. * Reset the pose for this display, treating its current position and
  133397. * orientation as the "origin/zero" values. VRPose.position,
  133398. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  133399. * updated when calling resetPose(). This should be called in only
  133400. * sitting-space experiences.
  133401. */
  133402. resetPose(): void;
  133403. /**
  133404. * The VRLayer provided to the VRDisplay will be captured and presented
  133405. * in the HMD. Calling this function has the same effect on the source
  133406. * canvas as any other operation that uses its source image, and canvases
  133407. * created without preserveDrawingBuffer set to true will be cleared.
  133408. * @param pose Define the pose to submit
  133409. */
  133410. submitFrame(pose?: VRPose): void;
  133411. }
  133412. declare var VRDisplay: {
  133413. prototype: VRDisplay;
  133414. new(): VRDisplay;
  133415. };
  133416. interface VRLayer {
  133417. leftBounds?: number[] | Float32Array | null;
  133418. rightBounds?: number[] | Float32Array | null;
  133419. source?: HTMLCanvasElement | null;
  133420. }
  133421. interface VRDisplayCapabilities {
  133422. readonly canPresent: boolean;
  133423. readonly hasExternalDisplay: boolean;
  133424. readonly hasOrientation: boolean;
  133425. readonly hasPosition: boolean;
  133426. readonly maxLayers: number;
  133427. }
  133428. interface VREyeParameters {
  133429. /** @deprecated */
  133430. readonly fieldOfView: VRFieldOfView;
  133431. readonly offset: Float32Array;
  133432. readonly renderHeight: number;
  133433. readonly renderWidth: number;
  133434. }
  133435. interface VRFieldOfView {
  133436. readonly downDegrees: number;
  133437. readonly leftDegrees: number;
  133438. readonly rightDegrees: number;
  133439. readonly upDegrees: number;
  133440. }
  133441. interface VRFrameData {
  133442. readonly leftProjectionMatrix: Float32Array;
  133443. readonly leftViewMatrix: Float32Array;
  133444. readonly pose: VRPose;
  133445. readonly rightProjectionMatrix: Float32Array;
  133446. readonly rightViewMatrix: Float32Array;
  133447. readonly timestamp: number;
  133448. }
  133449. interface VRPose {
  133450. readonly angularAcceleration: Float32Array | null;
  133451. readonly angularVelocity: Float32Array | null;
  133452. readonly linearAcceleration: Float32Array | null;
  133453. readonly linearVelocity: Float32Array | null;
  133454. readonly orientation: Float32Array | null;
  133455. readonly position: Float32Array | null;
  133456. readonly timestamp: number;
  133457. }
  133458. interface VRStageParameters {
  133459. sittingToStandingTransform?: Float32Array;
  133460. sizeX?: number;
  133461. sizeY?: number;
  133462. }
  133463. interface Navigator {
  133464. getVRDisplays(): Promise<VRDisplay[]>;
  133465. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  133466. }
  133467. interface Window {
  133468. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  133469. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  133470. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  133471. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  133472. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  133473. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  133474. }
  133475. interface Gamepad {
  133476. readonly displayId: number;
  133477. }
  133478. type XRSessionMode =
  133479. | "inline"
  133480. | "immersive-vr"
  133481. | "immersive-ar";
  133482. type XRReferenceSpaceType =
  133483. | "viewer"
  133484. | "local"
  133485. | "local-floor"
  133486. | "bounded-floor"
  133487. | "unbounded";
  133488. type XREnvironmentBlendMode =
  133489. | "opaque"
  133490. | "additive"
  133491. | "alpha-blend";
  133492. type XRVisibilityState =
  133493. | "visible"
  133494. | "visible-blurred"
  133495. | "hidden";
  133496. type XRHandedness =
  133497. | "none"
  133498. | "left"
  133499. | "right";
  133500. type XRTargetRayMode =
  133501. | "gaze"
  133502. | "tracked-pointer"
  133503. | "screen";
  133504. type XREye =
  133505. | "none"
  133506. | "left"
  133507. | "right";
  133508. interface XRSpace extends EventTarget {
  133509. }
  133510. interface XRRenderState {
  133511. depthNear?: number;
  133512. depthFar?: number;
  133513. inlineVerticalFieldOfView?: number;
  133514. baseLayer?: XRWebGLLayer;
  133515. }
  133516. interface XRInputSource {
  133517. handedness: XRHandedness;
  133518. targetRayMode: XRTargetRayMode;
  133519. targetRaySpace: XRSpace;
  133520. gripSpace: XRSpace | undefined;
  133521. gamepad: Gamepad | undefined;
  133522. profiles: Array<string>;
  133523. }
  133524. interface XRSession {
  133525. addEventListener: Function;
  133526. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  133527. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  133528. requestAnimationFrame: Function;
  133529. end(): Promise<void>;
  133530. renderState: XRRenderState;
  133531. inputSources: Array<XRInputSource>;
  133532. }
  133533. interface XRReferenceSpace extends XRSpace {
  133534. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  133535. onreset: any;
  133536. }
  133537. interface XRFrame {
  133538. session: XRSession;
  133539. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  133540. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  133541. }
  133542. interface XRViewerPose extends XRPose {
  133543. views: Array<XRView>;
  133544. }
  133545. interface XRPose {
  133546. transform: XRRigidTransform;
  133547. emulatedPosition: boolean;
  133548. }
  133549. interface XRWebGLLayerOptions {
  133550. antialias ?: boolean;
  133551. depth ?: boolean;
  133552. stencil ?: boolean;
  133553. alpha ?: boolean;
  133554. multiview ?: boolean;
  133555. framebufferScaleFactor ?: number;
  133556. }
  133557. declare var XRWebGLLayer: {
  133558. prototype: XRWebGLLayer;
  133559. new(session: XRSession, context: WebGLRenderingContext | undefined, options?: XRWebGLLayerOptions): XRWebGLLayer;
  133560. };
  133561. interface XRWebGLLayer {
  133562. framebuffer: WebGLFramebuffer;
  133563. framebufferWidth: number;
  133564. framebufferHeight: number;
  133565. getViewport: Function;
  133566. }
  133567. interface XRRigidTransform {
  133568. position: DOMPointReadOnly;
  133569. orientation: DOMPointReadOnly;
  133570. matrix: Float32Array;
  133571. inverse: XRRigidTransform;
  133572. }
  133573. interface XRView {
  133574. eye: XREye;
  133575. projectionMatrix: Float32Array;
  133576. transform: XRRigidTransform;
  133577. }
  133578. interface XRInputSourceChangeEvent {
  133579. session: XRSession;
  133580. removed: Array<XRInputSource>;
  133581. added: Array<XRInputSource>;
  133582. }